![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
July Event Log

JULY EVENT
Dominant Element: Water
Waning Element: Fire
Full Moon: July 9th - July 11th
※
As July rolls in, the Spirit Vein's colours shift to hues of blue as the water element takes dominance. And with it, comes the most miserable month of the summer. On sunny days, it'll be hot and extremely humid, with the air feeling like a swamp. However these hot days are interrupted with heavy storms that will let loose at least a couple times a week. Take care not to get caught in a downpour, and make sure you don't have anything outside that could be blown away by straight line winds.

ALERT: NO SPIRIT REALM ANOMALY DETECTED
Element Classification: Water
Danger Level: None! :)
Designation: N/A
Zodiac has not detected any Spirit Gate this month. Have a wonderful month's break! Please visit the Zodiac offices for more information, but there's nothing to worry about!
Well, that's a weird announcement. Should you decide to drop by the Zodiac offices, staff look a mixture of confused, unsure or completely relaxed. Professor Barbie greets you and tells you that for once, Zodiac hasn't picked up on any anomalies or temporary spirit gates. While some staff members believe this is a terrible sign and are starting to fret what it could mean, most of them are honestly glad for the chance to have a break for once. They assure you that they'll keep an eye on things and send out an alert if anything crops up- go enjoy July! Check out the convention!
So off you go to enjoy the month, and everything seems to be normal. That is until you're in a group- perhaps you're at home, perhaps your place of work. No matter where you are, you and the rest of your group start to hear the steady beat of drums. Not everyone reacts to it- not even within your group. It seems only a select number of you can hear them, but hear them you do. They beat a steady rhythm, one that gets quicker and louder if you choose to move in the direction of the sound. Eventually, you find a wooden box with the name Jumanji carved on the front, along with some jungle scenes.
Opening it up, you will find a wooden board game, with board spaces spiralling around the board, all congregating into a glass orb in the centre. Inside a small box in the games lid, you will find delicately carved jungle animals made of ivory. Once picked up, they will immediately fly off your hands to starting positions on the board. There's also a pair of ivory dice - just begging to be rolled. On the inside covers of the board, the game proclaims:
A game for those who seek to find
A way to leave their world behind
Roll your dice to move your token, doubles get another turn
The first player to reach the end wins
The OTHER side of the inside cover holds a dire warning:
Do not begin unless you intend to finish
The exciting consequences of the game vanish
A player has reached Jumanji and called out it's name
Despite this, if you heard the drums, you do feel a strange compulsion to play. Even if you're not the sort of person who would normally play what looks like a genuinely sketchy game, you feel it couldn't possibly hurt. It's just a board game after all, what harm could there be in rolling the dice?

And so roll the dice you do. There are seven games just like this, happening all around the city. And once that first dice is rolled? You have been caught in the game's trap. A barrier will form around the area you're in, keeping you, your fellow players, and any unlucky soul who happened to be in the space when the barrier went up tapped in that area. No one can get in, no one can get out.
If you're thinking at this point that perhaps you shouldn't have rolled the dice, it's far, far too late. Your little ivory token moves forward on the board of it's own free will, there's no pulling it off, no stopping it. The game has begun and it's clear that it does not intend to stop. Once the token has moved the requisite number of dice rolls, the orb in the centre swirls a little rhyme for you to read. Unfortunately, that's not all it does. Immediately, whatever you rolled is transported right into your area, and you will need to deal with it. The vast majority of what you roll will be actively out to prevent you from finishing the game- it's almost as if the game is purposefully making it as difficult as possible to complete, now its magic is being wrought on the world.
The designated game areas in the city are:
RANDOM PLAY
MEROPIDE: RANDOMISER WING
PERSEPHONE'S COTTAGE
CYGNUS ACADEMY
THE MORRIGAN
RIKU'S APPARTMENT
OOCly, please see your area-specific sheet found on each of your toplevels. This will allow you to see the dangers you have each to deal with as the game progresses, and how you want to play the game as a group. Please be sure to discuss with your game-mates about this so you're agreed on how you want to play!

You can fight and avoid the dangers that the game spews out as best you can- but for the most part they remain exactly where they are. The more you roll, the more comes out of the game, dangers piling on top of one another to distract you and keep you from finishing. But finish you must- the game was very clear that the only way to get rid of everything that it releases into the world is to finish it. You start to realise the barriers that have been put up are the game's doing too. If you ever want to be free of the barriers and all the nonsense coming out of the game, you are going to have to play to the bitter end.
If you're lucky enough to have bystanders caught in your area with you, they will be able to help you battle through what the game brings on you. None of them can play for you. Once the game has chosen its players, they are the only ones who can complete the game- and they must do so in the correct order. What is a board game without rules, after all? And so you must work together, protecting yourselves, each other, and trying to keep the game itself out of harm's way. It will be a difficult task, one that only increases as the game moves on and more comes out of it. You will need to function as a team in order to survive this particular board game night.

Perhaps you got it into your head that you'd cheat to try and finish the game. All it would take is making sure you drop the dice so they land a certain way, right? Or trying to tilt the game board at just the right moment to make sure your dice turn at the last second to a more favourable number. It would end the game quickly and you can all be free of it, right? And given how much danger the game is throwing at you, it's only fair that you can play dirty too, right?
Unfortunately, Jumanji very much does not approve of cheating. Any attempts to cheat in the game will result in an angry message appearing in the orb:
And then you feel your whole body being pulled. If you look down, you can see your body being pulled like taffy, even if it doesn't hurt, it's frightening to look at. It's even more frightening once you realise where you're being pulled to. Your whole self is being trapped into the orb in the centre of the game. No matter how much you fight it, no matter how others might try to pull you back, the game is determined to see you punished for your transgression.
When the game stops pulling you will find yourself in a massive jungle. Unlike the game, which only pulls dangers into the world based on dice rolls, this is where everything comes from. As such, there are countless dangers you will have to face. You will get almost no rest in this area, as almost everything is actively out to kill you. Nothing you do will get you out of the jungle- it seems to stretch on forever. All you can do is try to keep yourself (and anyone who was trapped with you) until someone managers to finish their game. Only then will you find yourself back in the area you were originally dragged away from.
When a player finally gets their token to the center orb, the whole thing glows a bright green. The word JUMANJI appears in middle of it. Speak the word out loud as the instructions told you, and a sudden whirlwind will pick up around you. Everything that was brought out of the game gets sucked into this whirlwind (causing extra damage as they slam into the area, of course), everything turning faster and faster, before being sucked into the orb. When the last danger vanishes away, all the damage that was caused by the game magically vanishes in the blink of an eye. Any injuries the game inflicted are gone. It's like it never happened at all. The barrier around you drops, and you're finally free. Of course, you now have seven extremely cursed board games to deal with, but at least for now, the ordeal is over.
OOC plotting post can be found here.
no subject
[But then again he did just wake up, so that might be a factor? Regardless, there's something clearly spooky going on, so Noctis lays a hand on his sword hilt and keeps the sharp end pointed to the ground as he follows the group over to the coffee table. Won't he feel silly later, he thinks, being this paranoid about a board game.]
Noctis. Or Grandiflora, whichever. I'm not picky. I'm more of the tech guy.
[Peering down at the board game.]
...if mimics turn out to be real, I'm going home.
no subject
Hmm, strange.
[To not raise alarm, he too connected to his partner through their mental bond.]
Do you feel it, Waver? There is an unsettling presence here...
no subject
Blackwargreymon. I'm... [How to put it without prompting a lot of explanation?] ...not built to be a caregiver, so anything you have that can compensate for that would be helpful.
[If he's giving the vibe that he'll punch the board game if it does anything weird in the presence of his turtle child, that's because he is absolutely that kind of feral.]
no subject
I can sense something, but I don't know what. It might be a curse or it might just be old and incidentally magical.
[Waver frowned, looking between the board and Dan Heng.]
What do you think, Maple? Something's off about it, I can tell you that much.
no subject
No, the human element is important and flexible to include other sentient species, but Blackwargreymon is very much not a Pokemon. That much I can sense.
[There's another presence in the room. Glancing to what it is, Dan Heng identifies it as a Sprigatito. It seems to be having fun with something that it's found, but doesn't seem to be dangerous for it. They have plenty of Pokemon toys around, so he's not too concerned at the moment.
At Waver's question, he answers truthfully.]
I agree that something is off about it, but picking it up doesn't seem to be dangerous. Ren clearly doesn't like it, either.
[He opens up the board game. Dan Heng reads aloud everything that's written on the sides of the board, though he has to pick up the game pieces in order to read the other side.
It's at that moment that a comedy of terrible errors occurs. The Sprigatito very much wants one of the pieces that has caught its eye and it pounces on Dan Heng. The grass cat tackles him right in the back, making him grunt in pain and let go of the tokens. All of them attach themselves to the board with magic, but that's probably not where the chaos ends.]
no subject
[And in trying to rally the excited cat and pick him up, Diarmuid's dog-like tail slapped into the dice to very conveniently... or inconveniently, roll the dice this game had.
One landed on three, how ironic for him.
The other on five.
And on the center popped up a message.
"Raging, howling, a gale throws its might.
Hold on for dear life or be blown out o'sight."
Not long after that, the wind inexplicably began to pick up. Indoors. Rapidly and shuffling papers and more in a spiraling formation.]
... Wind magic?!
no subject
[Hurriedly fumbling for the very grounded cat's Pokeball and recalling him, Waver pocketed it just in time for the wind to start picking up. And...getting a little too warm, where his own immediate space was concerned.]
Oh, that's not g- [Pomf, and he was suddenly a small orange bird in a brief burst of fire. Not a great thing to be when it was getting that windy.]
no subject
I'd grab the little ones, if I were you.
[What do you mean leaving the room is an option?]
no subject
No no no—
[—and in a comedic-sounding pop, he becomes a black cat, landing on his feet and then scrambling.]
Let's get the hell out of here!
no subject
Grab Noctis and head outside!
[Paracelsus at least has the wherewithal to start running with everyone else!
While on the run, he does attempt to reach into his Light magic to teleport everyone to safety, but for some reason it doesn't respond. Dan Heng's expression goes grim, but he says nothing to avoid inciting more panic.]
no subject
As soon as Dan Heng's order is called, Diarmuid grabbed the now cat Noctis and held him close to his chest.]
Understood! Blackwargreymon, with us! [He wouldn't leave their newcomer alone. Certainly the man looked strong but either way Diarmuid hand a hand out to summon one Moralltach into it.
Only for nothing to appear. Like Dan Heng, he said nothing aloud but Waver could certainly feel the tension through their bond.]
Something isn't right... Moralltach is not coming to me. [So he tried to say to Waver. But even more concerning, maybe only half that message came across if that. Like something was interfering.]
no subject
"What a relaxing place to nap
Too bad it's where to go on the map"]
...Right.
[And so he follows the group, unaware of the results until he turns a corner and bounces off the Snorlax parked directly in front of the exit door. Normally he'd be able to keep his feet no problem, but between being distracted and throw off by actually being included in a group for once, he lands flat on his back. (4)]
[...]
[flatly:] ...Is through the wall a viable option?