Intro
Destiny City is a large place, with a large population. It’s not uncommon to find a lost item here or there. Maybe a keychain, an earring, a book.
But, a six sided die? That’s different.
While traveling through Destiny City, you find a strange little object. It looks like old, stained wood, but something shiny in it catches your eye. How could you resist picking it up? It looks like a normal die in terms of shape, and each side has a gilded number, one through six, carved into it. The most interesting part of it all is that the dice seems to be made of old, stained wood with fossilized opal throughout the whole piece. Something about it called to you, and while you are investigating it, a harsh wind slams into you. Darkness falls all around you–and then, slowly, a path illuminates. It’s black all around you; there’s no light, but you can see clearly marked spaces.
A line of squares unwind in front of you, each clearly marked.
You can’t see anything around you, can’t feel anything else–just the gameboard.
You don’t recognize the game, but you don’t really need instructions to know how to play–you have a die, and you have a path. In the distance, you can barely make out a dark wooden platform at the end of the path, but it seems to have the same fossilized opal inlay as the die–and pretty golden symbols along the rim.
You can’t step out of your square. Trying to leave the gameboard results in you walking to an invisible barrier and it feels like slamming into a glass wall. You cannot leave your space–unless the die says you can. If you want to get out of here, you’re going to have to roll your way there–but it isn’t so easy.
Strange gold markings differ from one square to the next. There’s no telling what they mean–you’re going to have to land on them to find out.
Though, judging by the tension in the air, it’s probably not going to be anything good.
But, a six sided die? That’s different.
While traveling through Destiny City, you find a strange little object. It looks like old, stained wood, but something shiny in it catches your eye. How could you resist picking it up? It looks like a normal die in terms of shape, and each side has a gilded number, one through six, carved into it. The most interesting part of it all is that the dice seems to be made of old, stained wood with fossilized opal throughout the whole piece. Something about it called to you, and while you are investigating it, a harsh wind slams into you. Darkness falls all around you–and then, slowly, a path illuminates. It’s black all around you; there’s no light, but you can see clearly marked spaces.
A line of squares unwind in front of you, each clearly marked.
You can’t see anything around you, can’t feel anything else–just the gameboard.
You don’t recognize the game, but you don’t really need instructions to know how to play–you have a die, and you have a path. In the distance, you can barely make out a dark wooden platform at the end of the path, but it seems to have the same fossilized opal inlay as the die–and pretty golden symbols along the rim.
You can’t step out of your square. Trying to leave the gameboard results in you walking to an invisible barrier and it feels like slamming into a glass wall. You cannot leave your space–unless the die says you can. If you want to get out of here, you’re going to have to roll your way there–but it isn’t so easy.
Strange gold markings differ from one square to the next. There’s no telling what they mean–you’re going to have to land on them to find out.
Though, judging by the tension in the air, it’s probably not going to be anything good.
He was pretty sure it was just this specific time of year that made Narcissus want to come out with him as often as he was able. Holidays of most varieties tended to be on the more lively side, and it had been a particularly eventful October two years ago that had brought them together at all. Eventful and dreary. Awful. Dangerous.
It wasn't Narcissus' concern that Rakovanite considered unwarranted: powering up at any time came with its own risks, and those were especially compounded the closer it came to Halloween. But Rakovanite did think it was probably a waste of Basyl's time to try and force himself to perfectly fit the General's powered schedule, considering how convoluted Basyl's work schedule was.
'Just wait until I get home. 'Please just wait until I get home...'
Nataniel obliged, despite his own insistence that Basyl would be happier and more comfortable (and safer, but Nataniel thought it would likely not help his point to include that word) staying at home. The senshi did not have mandatory chores to complete, and honestly his presence would probably slow the process down, keeping both of them out longer than necessary. He would be tired from all the hours on shift and entirely unhelpful if something dangerous did happen. Unhelpful and probably a liability.
If either of them were reasonable, Rakovanite would have gone on his way alone, and Basyl would have slept through the entire time he was out.
Neither of them were reasonable.
They sat side-by-side on a shadow-covered walking bench in the park, with Rakovanite's arm crooked such that Narcissus' could link through his while the senshi rested his head on Rakovanite's shoulder. Because he was tired. From working all day. And refused to stay behind. Rakovanite huffed his displeasure every handful of minutes or so.
They were interrupted only intermittently, when the agent would spot a couple out walking along the hiking trail, and would briefly flick off to discretely harvest their energy before returning to Narcissus' side.
After the latest, as Rakovanite remained standing in front of the senshi and murmured, "This is probably fine. We should go home for the night." It had only been a couple hours, but most of the drinks and snacks he'd brought along had been depleted, and the usually steady conversation had dwindled as the night wore on. He was lucky Narcissus wasn't just asleep against him. A situation that'd be really unideal if they actually were attacked by an enemy.