[personal profile] bluediligence
Sign-ups! You can sign-up any time, nbd nbd nbd

The board & cards!

discord invite in my plurk!

How to Play:
- abilities are ON items are GONE.
- each character has a token for the board (thematically relevant to them).
- they somehow Know that the only way to escape is to play their way to the end. as in: they, as an individual, have to cross the finish line.
- there are two wheels: the PUNISHMENT WHEEL, and the SPIN THE BOTTLE wheel. the punishment wheel is to be spun if the character refuses or fails a task; if they wouldn't ICly spin it, they'll be compelled to do so (player choice as to how). The SPIN THE BOTTLE wheel is for deciding who has to do tasks with who. You're OOCly welcome to have cards themselves specify sometimes if you want!
- cheating will be PUNISHED ... by the player's OOC choice
[personal profile] bluediligence
You're standing on a large, cobblestone plaza, overlooking miles of … interesting … not to mention varied, terrain. It's Pretty Damn Huge and could easily take a whole day to traverse. You can see a dank, overgrown swamp, wreathed with patches of fog; a leafy green woodland with flashes of colourful flowers; a jagged desert canyon shimmering in a heat haze; an icy miniature mountain range above which a snow storm is brewing; and a cluster of cute, quaint houses far, far in the distance. A river winds throughout, occasionally intersecting with the path you're supposed to follow. The path is winding, and even from here you can see that it's divided into "squares" with faintly glowing borders. The squares are sized to be proportional to the course, which is to say, they're also Big.

There's plenty of space to mingle up here, with benches to sit on and old, battered-looking vending machines you can kick if you want some soda or candy to snack on. You don't have any money, though, so … good luck.

At the northern end of the plaza is a huge inflatable arch with the word "START" written in comic sans. Nobody can move beyond this point without first rolling their die, but you can see that you've got two choices: walk down what must be at least 500 steps to reach the first square, or take the equally long but infinitely more fun bouncy inflatable slide.
[personal profile] bluediligence
Do you like closets? No? Oh well. The door won't open no matter how hard you fight, and no amount of force, whether physical or magical or anywhere in between, seems to be enough to damage the four walls around you.

What about small rooms, with nothing much inside except for a bed and a mysterious wooden chest? Seriously, that's it. There doesn't even seem to be a door in here. (Or, if there is one, it's incredibly, inescapably locked.)

Fortunately for you …

1. You're not alone.
2. There's one (or more!) cards somewhere in the room detailing the action/s you have to take in order to escape. They can range from the simple (kisses, oh my) to the … decidedly more extreme. It's made explicitly clear that doing as your told is the only way you'll ever find release. (Pun not intended. Unless-?)
3. If you're in one of the rooms, the chest contains everything you might need.

There may or may not be an extra incentive or two in play: an aphrodisiac in the air (that may or may not affect both partners equally); a chill that makes it real tempting to huddle for warmth; the space gets incrementally smaller the longer you spend not doing what you're supposed to; as before, but it's just ("just") harder to breathe, etc. Other rooms are harmless — uh, as harmless as a "you're trapped here until you get your spice on" room can be.

Good luck!
[personal profile] aethervescent
[ The Aurora is (relatively) newly arrived on a post-apocalyptic Star! A vast city — which looks like it may have been an eclectic blend of architecture even in its golden years, like if you smashed London and Tokyo together — is being swallowed up by the forest, with some of the trees tall enough to rival the skyscrapers they grow alongside. There's a certain kind of beauty to it.

Right in the center of the city is a train station, and it's here, appropriately enough, that the Aurora has parked itself; the Prism is in what's left of the old, exceptionally fancy station lobby. While the forest is still very much present here, it's less dense, less dark … less Malicious. The Heroes have made some progress already.

Speaking of Heroes, it's time for the newbies to arrive! … Two of them, in fact. Almost everyone else — if not actually everyone else — who might normally be around is conveniently busy elsewhere. Possibly fighting the Malice directly (there's a rather ominous thunderstorm brewing miles in the distance …), or maybe they're stuck in a Trial? Mysterious. Either way, the train itself, and Senna's carriage specifically, are quiet.

Were quiet. ]