![[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
and he'd even have called the words that appeared some sort of magic or computer screen, but.
the rumble under the earth is... something Vash would never in his life forget. Sure, the ground here at the cottage is nothing like the shifting sands that moved easily for the Worms back home, but the earth rumbled in the same way.
As if the creature was swimming through water, the dirt being as slick as mud to grant its way forward as it all but swam towards
easy prey.
Just as that huge worm breaches the earth, mandibles reaching for the sky and having been aiming for Eve, Vash has his gun out, quick as can be. he doesn't hesitate to shoot four rounds at the creature in blistering quick succession before his head turns to look at his friends. the bullets ring true, (16) sure, but worms are hardy creatures and while it starts to bleed a deep red from its new holes--it doesn't seem a bit deterred from attacking. Not yet.
fuck
fuckfufuck ]
--It's a Sandworm! Don't for a second stand still, or it'll try to swallow you whole!!!
no subject
guns holstered he surges up toward the worm, toward Eve, either not caring or not hearing Persephone's warning about powers not working. it doesn't matter, the worm is aiming for Eve and he has to stop it─ or at the very least make sure she's no longer in range of getting hit. ]
Sorry about this Evie!
[ it's the only warning she gets before Dante all but shoves her out of the way (12), turning on his heel sharply to face the oncoming monster. he grins, wild and all teeth, trying to reach out for his sword only for it not to materialize like it's supposed to. ah, well that's a bitch. ordinarily that would be the sign to run, not stand there and face it head on like an insane person.
but this is Dante, son of Sparda, he is far beyond a sanity at this point in his life. so instead he pulls out his guns again, aiming at the deep red holes Vash had put in earlier and fires (11), in the hopes the beast would at least choose a new target. ]
Come and get it you ugly son of a bitch!
1/2
on impulse, kni grabs for the game board before the sandworm can make a mess of it (20) and wind them into an even bigger catastrophe. he hisses out,] So, this stupid game can summon sandworms? That's delightful.
[and now it was destroying the gardens, tearing through the earth in its pursuit for eve. vash and dante are already shooting while kni keeps moving, rushing with the game tucked under his arm to where dante had shoved eve. if another one were to show up-- ]
2/2 cw description of sandworm viscera
kni, a little stunned, stands there, currently unaware of the flicks of worm blood on his cheek. a tag hangs off the gun's barrel, waving innocently in the wake of all of that.
he looks over to vash first, then checking for everyone else, eyes wide.]
... Is everyone okay?