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[RP Information] The Gameboard

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The Space Cauldron

Captain

PostPosted: Tue Oct 01, 2024 2:44 pm


The Gameboard


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? But then, maybe you've found one of these dice before. Maybe you remember the Gameboard, already.

That's okay.

Even if you know better than to pick it up, all you have to do is look at it, and it's ensnared you. Again.


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 now that it has your attention, 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. And the die. Whether its in your hand or on the ground where you left it, it's there with you.

Even if you don’t recognize the game, 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.

Quote:
This game requires roleplay to complete! You must use Gaia’s RNG to roll a six sided dice and determine where you wind up on the board. The post below will indicate which effect your roll unlocks. You will use the corresponding prompt to write your post.

One person can play it alone, or they can play with others; if roleplaying with someone else, each participant will find and pick up a dice on their own; all players must have a die to participate in the game. If you are roleplaying alone or with a group, this roleplay will count as a battle towards requirements [if your character is powered]. Characters can be played as civilians, but it won’t count towards battle requirements.

Players can play through the gameboard multiple times with different characters if they like, but only the first round per character will count as a battle for them; any time afterwards can be used as a regular (if they are roleplaying with a partner) or a solo (if they are roleplaying alone). You must set up your own thread to complete this RP! Please do not roleplay in this thread; this thread is just the information for playing! If you write 500 words for your RP, you can use also earn a ticket for the raffle!


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PostPosted: Tue Oct 01, 2024 2:44 pm


The Game Spaces [Rules]


Players must roll a 6 sided dice to progress in the game. If you have not reached the end of the boardgame after five rolls, double the number of your dice roll and move that many spaces. If you are roleplaying with a partner, you will each need to roll the dice per post; while you will likely not end up on the same spaces, you can still communicate with each other as you progress through the gameboard. You cannot stop on any space you have not rolled; you cannot go ahead, and you cannot lag behind. An invisible force will prevent you from moving to any space you have not rolled and will also push you onto the specific space you have rolled.

These prompts are inspiration; you are free to modify them somewhat but your post must clearly be inspired by where they have landed. Players can choose to take the sensation of pain that either ends when they leave their square or when they leave the game board, or they can keep any damage they like.

If you are roleplaying with a partner, the effects can be observed (and sometimes felt) in nearby squares if you choose to play it in that way!

    Space 0:
      You have arrived here; nothing happens until you roll your die.

    Space 1:
      You feel eyes upon you, and hear a faint chuckling, like you’re the butt of someone’s joke. It sets a bad mood for the rest of this game; you’re already being judged–and, it looks like a long road ahead.

    Space 2:
      Something pale and ghostly slams into your back; you don’t see it, but it feels like it’s trying to push you forward–or to the side, or off the path. Thankfully, the magical glass walls stop you from going too far, but this is jarring–and might hurt.

    Space 3:
      A strange fog rolls in once you land here. You lose sight of nearly everything, including the game board. If you want to roll, you’re going to have to get close to the ground to even see where you’re supposed to go next. Hopefully nothing sneaks up behind you.

    Space 4:
      Something smells rotten. You can’t see very far into the darkness, but if you squint closely a dark form seems to be dragging itself along the ground. Sometimes you see a pale hand almost close enough to grab you–or, maybe something does grab you. It’s cold, and frightening, and it’s trying to drag you out of bounds.


    Space 5:
      A dog barks, fierce and frightening. You can hear its growl and the hackles stand up on the back of your neck. You can practically feel spittle on you. It’s close. And it’s big. And it’s angry. If this beastly dog could reach you, no doubt it would try to tear you to shreds.

    Space 6:
      You hear a shrill, humming noise; it sounds almost like something is firing past you–and sometimes, you even feel a sharp burst of air, like something has just missed you. Maybe, even, it does get a slice out of you. Sharp, bladelike threads seem to string up around you; you’d best be careful not to get cut on any of them between now and your next dice roll.

    Space 7:
      Something is twitching and flapping above you, and while you might be minding your own business, something is a little too invested in what you’re doing. You can’t see them, but you suddenly hear shrill, high pierced noises that are disorienting and confusing. They can bring about dizziness and pain and can cause vertigo if you’re stuck in them for too long.

    Space 8:
      Something slithers across your foot, so fast that you might have thought you imagined it. Except, a few seconds later, it happens again. And then, again. Snakes keep moving across your space. If you move, they see you–and they might bite. Some of them hiss, some are capable of spraying a poisonous liquid that can cause itchiness or burning.

    Space 9:
      The smell of saltwater fills the air, and you can hear the water lapping against the shore. You hear boards creaking, and bells in the distance. And then, a song. Haunting. Ghostly, and calling you. For a second, you fall in love. And then, water fills your lungs. You’re choking, you can’t breathe. The song is loud and seems to caress you, even as a wet chill gathers in your square. Scaly hands reach for you, you gently caressing, and try to lure you into an endless sleep.


    Space 10:
      A swampy smell fills the air. You take a step, and you seem to sink into it. Mud creeps over your feet, and you sink rapidly. Ankle deep, knee deep. Whether or not you squirm and fight against it, you are sinking. The mud is crushing and painful, and if you sink too deep it steals the breath from your lungs. There’s nothing to grab onto; you have to roll your dice quickly before that too gets sucked into the muddy quicksand.

    Space 11:
      You hear a frantic flapping above you, but that’s all the warning you get before a hoard of bats descend. They scratch and slap and screech, but you avoid getting bitten. For now. You’ve invaded their space and they seem keen to defend it. You can try to fight them, but the only way to escape them is to roll again.

    Space 12:
      The smell of smoke is in the air. You can’t see what’s burning, but you can hear distant screams, and–carnival music? It feels like people are running past you, and the air fills with panic and alarm–but there’s nowhere for you to go, and the smoke is so thick. You’d better roll quickly so you can get out of here.

    Space 13:
      At first, the square is quiet. Nothing seems amiss. It’s unnerving in how safe it seems. But then, it only takes a few seconds before you understand why. It’s just taken a moment for them to get to you. The patter of tiny feet is rapidly approaching. There’s no light to see them, but there’s a reflection in their beady eyes. Rats. Thousands of them. Chittering, frothing in the mouth. These are strangely grotesque, mutated abominations. They’re running at you like they haven’t got a fear in the world–only, hungry. And rage. If they get to you, they’ll eat you alive. The ground is trembling with their weight. You’d better roll quickly if you don’t wind up a meal.

    Space 14:
      The ground is sticky. You land on this and immediately dip, as though you’ve stepped on a trampoline. Close inspection reveals that you are standing on an intricately woven web–and your shoes are stuck. And something is skittering just on the horizon.


    Space 15:
      Bats. Maybe you missed them attacking earlier, but they’re back again, and angrier than ever. Instead of just screeching or scratching, they’re swooping down and biting now–and the effects are instantaneous. The little teeth are sharp and painful, but once bitten you might feel agitated and prone to violence, and you might feel perpetually cold and hungry with no relief in sight. The effects might last when you leave the square–or they might linger for a few hours or days after you get out of here.

    Space 16:
      As you step into your square, something cracks. At first, you can’t tell what it is, but as your full weight moves onto the square, the ground shifts beneath you. It’s cold, and it’s ice, and a hole falls underneath you, plunging you into frigid waters. There’s enough floating ice that you should still be able to roll the dice to get out of here, but you have to go quickly–you’re soaked, in chilly water, and something just swam by your feet.

    Space 17:
      Something howls in the distance. It’s loud and echoes with such ferocity it seems to shake you. On the other side of you–another howl. Closer. This one is loud enough to hurt your ears. The ground trembles with the force of something charging at you. A growl, a snarl. Yellow eyes staring you down. There’s not just one monster out there–there’s several, and they’re all coming for you.

    Space 18:
      You smell something poison, something noxious. You pass through a haze of strange, green gas as you enter the square, but it fades after a few seconds. You feel cold. You feel empty. You start to decay. Maybe a part of you knows it’s an illusion, but in that split second when your body feels like it might go limp and when you look at your hand and see skin melting. You see bone. You’d best roll the dice so you don’t wind up a skeleton prop for the next player.

    Space 19:
      You’re so close! Almost at the end! But the space you’re standing on shifts and shakes and seems to crumble beneath you. You have to hold on; there’s nowhere to fall but down into the deep abyss. If you manage to hang on for long enough, you find some invisible purchase and can pull yourself back up, but it’s quite the ordeal. Make sure you don’t get cut on falling spaces! The ground restores itself once you roll again.


    Space 20:
      The end; once you have arrived here you are free to leave. You will see be basked in the glow of a beautiful, opalescent aura that will take you back home. If you arrived with a guest, you can leave without them or choose to stay until they make it to the end as well. When you arrive back in Destiny City, you may choose to keep the six sided die–if nothing else, it’s pretty! Though, it doesn’t seem to have any magical qualities, that might be for the best.

      However...if you have already acquired a die from last year, or if you are unlucky enough to encounter the gameboard twice this year, you may notice that the opalescent fissures of the dice glow when close to each other. There's no telling what this might mean, but you'd best be safe about it.


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The Space Cauldron

Captain

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