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[Board Game] Monster Mash (Storm)

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LP


Kawaii Bear

29,500 Points
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  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
PostPosted: Tue Oct 21, 2025 12:37 am


**Will fill in posts after rolls

Storm had been wondering near the park when he found a pretty die that had been carelessly left by someone. The gilded numbers, the wood and what could very well had been fossilized opal made this such a neat piece.

He was blissfully unaware of what awaited him if he picked up the die, so when he was suddenly sucked into another dimension the dark mirror senshi was shocked and looked around.

There laying in front of him was a game board that looked similar to the die he picked up. Something was giving him a bad feeling about this now and he'd wished he'd not paid attention to the neat little die.

"... I guess I have to play to get out?" He asked curiously to see if there was anyone to answer. But all there was, was the game board that glimmered in the darkness.



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.
LP rolled 1 6-sided dice: 6 Total: 6 (1-6)
PostPosted: Tue Oct 21, 2025 12:38 am


Storm: 0 -> 6

Storm sighed and rolled the die, he was shocked when it landed on six. Usually if he tried to do a check he'd never roll this high. Maybe it was his lucky night.

He moved the spaced counting one after the other before he stopped in spot six. As he walked in there was a noise, it was high pitched humming noise. His nose wrinkled. Suddenly he felt a whoosh of air, something whizzed by him and caught him off guard as he turned around and looked trying to search out the source.

But more and more and soon he realized it was sharp threads. He didn't know what they were for or why they were stringing around him but he felt like he needed to move and quickly. One of them nicked him as it zoomed past him to attach to an unknown point. "Oh... s**t."


Quote:
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.


LP


Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50


LP


Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
PostPosted: Tue Oct 21, 2025 12:39 am


Void
LP rolled 1 6-sided dice: 4 Total: 4 (1-6)
PostPosted: Tue Oct 21, 2025 12:40 am


Storm: 6 -> 10


His next roll landed him four spots away which was fine. He was sure it was fine. Not all of the squares could be bad right? However when he stepped into the square the smell of a swamp hit his nose. Which he wrinkled quickly, he didn't like swamps and wanted to be out of this square as soon as he set foot into it.

The few he'd been in there were mosquitos that loved to eat you for breakfast. He continued to try and walk but his second step into the square he felt his foot sink. Oh... oh..... he hated being barefoot right now. He could feel the sensation of mud and it wasn't a good feeling either. He tried to move and as he did he realized he was sinking faster the more he moved.

He froze, and rolled his dice as quickly as he could hoping he'd get out of this mud trap since he didn't see anything to help pull himself out of it.


Quote:
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.


LP


Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
LP rolled 1 6-sided dice: 5 Total: 5 (1-6)


LP


Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
PostPosted: Tue Oct 21, 2025 12:41 am


Storm: 10 -> 15

How he got out of the quick mud he didn't know but he still felt like it was coating him and his feet. He wiggled trying to get the feeling to go away. He needed a long bath after that.

However, at first he missed the bats. Screeching, hitting him with their wings and biting. He tried to fight them off, and thought about calling his attack but wasn't sure if that'd do any good here. He was starting to feel cold and hungry too like he'd never get another meal.

He wasn't sure what this was but he wanted out of the square because now he felt like he could eat twenty pizzas on top of needing a bath. This was not his night right now.


Quote:
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.
LP rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Tue Oct 21, 2025 12:43 am


Storm: 15 -> 17

A roll of the dice and he found himself moving to another square. This one... filled with howls and echoes that shook the square under him like it was an earthquake, after several there was one howl directly in his ear and he cringed.

"Oh god." He could feel them rushing him and he took off running hoping he could get out before hitting the invisible wall that kept him inside the square until he rolled. When he threw the die he watched it bounce, "Hurrrrry up." He said as if it had just hit the slow motion part of the night.


Quote:
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.


LP


Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
LP rolled 1 6-sided dice: 5 Total: 5 (1-6)


LP


Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
PostPosted: Tue Oct 21, 2025 12:44 am


Storm: 17 -> 20


Just as fast as it had started, Storm rolled enough on the die he ran right out of the board game. He hadn't realized the die had rolled another five but it didn't matter. He got to the end and saw the exit and shot right out of it like a bat out of hell.

"Ohhh I'm not doing that again Brother." He said to no one in particular and made his way home. He needed a bath and planned to order at least two large pizzas - probably a Hawaiian and a pepperoni to see if that satisfied his hunger. He really hoped so.


Quote:
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.
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