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[Board Game] Nightmare on Elm Street(Carrollite/Labradorite)

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LP

Kawaii Bear

29,500 Points
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PostPosted: Tue Oct 07, 2025 11:50 am


Carrol had convinced Labs to join her again on a patrol, when she noticed the strange die . . . they had ran into this last year . . . and if she remembered correctly this was the third time they'd run into the dice.

She didn't really want to deal with the game board but as annoying as her sister had been lately since being promoted to captain she figured it would be good payback. "Hey Labs~ Look!" She grabbed her sister's hand and ran ahead grabbing the dice.


Labradorite had expected an uneventful walk, not to mentioned she'd made it to captain before her sister so she was all too happy to escort her weaker sister around the place and hummed. It was when her sister took her by the hand and surprised her with grabbing that god foresaken die. "Nooo" She didn't get a chance to stop Carrol before she snagged it.

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 2 6-sided dice: 1, 1 Total: 2 (2-12)
PostPosted: Tue Oct 07, 2025 11:51 am


Labradorite Space: 0 - > 1
Carrollite Space: 0 - > 1


They landed in the familiar board game area, white squares sprawled out in front of them with golden writing and numbers. Carrollite couldn't help but laugh, "Ahah catch me if you can Sis. I'm going to win!"

She rolled her die and ... landed on a one, well that was a fantastic start to this race. The only thing she could hope for was that her sister also rolled a one, or she'd spend the whole game catching up and that wasn't her plan.

She moved fast and stepped into the first square sticking her tongue out at Labs hoping to irritate the other into moving quickly. Though that playfulness soon turned into a frown as she heard chuckling, and it felt like someone was laughing at her, her eyes narrowed as she looked around. She knew it was just a game --- in theory but she became irritated, it was as if the board game had other ideas for her.


Labradorite looked around the familiar space, though she had begged to forget it even existed. This wasn't fun the previous time -- or was it times? They had done this. And yet here again, they'd gotten sucked into it this time by her sister's sheer determination to prove herself better. There was a chuckle as she rolled the die and took a step into the same square.

"We'll see who wins." She said quietly as she scowled when she heard the laughter and felt the judgyness of the air. It was like her sister's teasing and made her more determined to show her sister that she was the superior one.


Quote:
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.

LP

Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
LP rolled 2 6-sided dice: 6, 2 Total: 8 (2-12)

LP

Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
PostPosted: Tue Oct 07, 2025 11:53 am


Labradorite Space: 1 -> 7
Carrollite Space: 1 -> 3

Carrollite was irritated with her sister who was in the same square as she was and decided to roll, trying to get to the end first. She was determined to prove herself to the game board and her sister. But as she rolled, she found herself with just moving a mere two spots . . . as she stepped into the square she watched it start to fill with fog. She couldn't see her hand in front of her face and it was quite bothersome.

What if her sister managed to get a head of her?


The laughing had just irritated her and Labradorite rolled her die again, as if she didn't have a care in the world, and moved to her next space, she heard the twitching and flapping above her and she glanced around.

It sounded like bats -- but she suddenly covered her ears with her hands when a shrill, high pitched noise started coming from the creatures and didn't hold off on rolling hoping to escape the god forsaken square.


Quote:
Labradorite
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.

Carrollite
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.
LP rolled 2 6-sided dice: 2, 4 Total: 6 (2-12)
PostPosted: Tue Oct 07, 2025 11:55 am


Labradorite Space: 7 -> 9
Carrollite Space: 3 -> 7

With the fog so thick, Carrol had to drop to her knees to roll her next turn on the die. She did so hastily to try and make up ground on her sister, however she frowned when it was only a four.

Moving four spots she paused, finding herself in the same square Labs had landed on previously. It meant playing catch up was going to be much harder than she thought. As she stood scowling and contemplating her next move, she heard something above her head.

It sounded like wings, a flurry of them then . . . without warning a loud high pitched screech sounded and she grabbed her ears trying to keep her eardrums from busting. She needed out of this square pronto.


Labs when she rolled to escape the mandrake sounding bat from hell square she walked calmly out as if to say to her sister that wasn't so bad. Though in all honesty, she now had a headache and felt a bit dizzy. But it'd be fine. This was fine.

She found herself in her next square, looking around softly. She could smell the saltwater and sighed. It was perhaps a pleasant beach right? Water just lapping at the shore, it was much nicer than that previous square.

Though as she listened she heard boards creak, perhaps like an old ship or an old pier being stressed by the waves and wind. There were bells that sounded too. Had she been in an hallmark movie she thought, this was probably where she'd met her happily ever after. Not long after that thought passed Lab's mind, she heard a song. The melody was haunting and ghostly. She wanted to follow it, to find the owner to the song.

It was shortly there after, her heart gave a longing sigh that she felt the water welling up. It was cold and filled her lungs like she'd taken a plunge and tried to breathe in forgetting she was somehow under water. The song grew louder and felt like a warm hug despite the chill to her bone from the cold water. Something touched her and made her twitch. Labs was trying very hard not to panic right now, she felt the sensation again, scaled hands touching her.

She wiggled, fighting a sleep that seemed to be inviting. She needed to roll again..


Quote:
Labradorite
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.

Carrollite
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.

LP

Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
LP rolled 2 6-sided dice: 2, 1 Total: 3 (2-12)

LP

Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
PostPosted: Tue Oct 07, 2025 11:57 am


Labradorite Space: 9 -> 11
Carrollite Space: 7 -> 8

Carrolite rolled and got out of the headache of a square she was in but the relief was shortly lived. She felt something slither over her boot, then another and another. She froze only moving her eyes. "Snakes!? Why it's always got to be snakes!?"

This square also needed to be noped out of quickly


She wasn't sure how long it took her to roll again but she'd managed to get out of the previous square before she was completely out of it. Sitting in a square she looked around before hearing frantic flapping. The captain rolled her eyes she did not want to deal with this at all. Suddenly she was swarmed by bats. Their screeching and the scratching was a lot.

She tried to use her new katars to swat off the bats - this was perhaps the only time she'd miss her poster.


Quote:
Labradorite
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.

Carrollite
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.
LP rolled 2 6-sided dice: 4, 1 Total: 5 (2-12)
PostPosted: Tue Oct 07, 2025 11:59 am


Labradorite Space: 11 -> 15
Carrollite Space: 8 -> 9

Carrols had managed to narrowly escape the snake square by rolling a one and making a bolt for it. The snakes had tried to bite her and spray her with poison. She could do without any of that, thank you very much.

The next square though had her slowing her pace and looking around. It sounded very calming with the sea water hitting against the shore. She could hear a sweet song that called her and seemed comforting. She wasn't sure if it was inviting as it seemed but before she could stop herself, she felt as if someone plunged her into a tank of water and was trying to waterboard her.

The lieutenant wanted out of the square. Even with the siren song and soft embrace she was fighting the sleep that her body wanted to succumb to.


"Great." Labs muttered when she walked into the next square she'd rolled. She'd gotten away from the horde of bats from the first square. Now it seemed like there were even more and she was upset about that. The bats here however were more brazen and they were swooping down biting at her. Labs tried her best to defend herself from the crazy critters but she was bit and became more agitated and well she was freezing and wanted something to eat. . . There was nothing here -- except maybe her sister but that was frowned upon.

Quote:
Labradorite
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.


Carrollite
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.


LP

Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
LP rolled 2 6-sided dice: 2, 2 Total: 4 (2-12)

LP

Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
PostPosted: Tue Oct 07, 2025 12:01 pm


Labradorite Space: 15 -> 17
Carrollite Space: 9 -> 11

How she'd managed to roll while half conscious Carrollite had no idea but she'd managed and when she got into the new space it woke her up quickly. The frantic flapping caused her to be slapped by the wings and the screeching did not help at all. She shook her head and looked around trying to get her barrings. Hopefully the next square wouldn't be as deafening.

Labs had escaped the bat filled squares and for a moment it was okay. Until she heard the howls, like hungry wolves the ground started to shake from how loud they were. She couldn't explain it but she could feel the ferocity in the howling too. She had a bad feeling and then the howl was right in her ear and sounded and felt as if multiples of the creature was running towards her. She couldn't tell if it was a wolf or wolves. Maybe werewolves? She didn't want to find out she rolled the dice as fast as she could.


Quote:
Labradorite
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.


Carrollite
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.

LP rolled 2 6-sided dice: 4, 3 Total: 7 (2-12)
PostPosted: Tue Oct 07, 2025 12:03 pm


Gunna roll these and then fill them in later.

Labradorite Space: 17 -> 21
Carrollite Space: 11 -> 14

Labradorite was thankful when she rolled enough to escape the god forsaken game board. The captain glanced back and was still irritated at her sister. She didn't wait on her this time, "Good luck you're going to need it."

With that Labradorite returned back to the city leaving her sister to fend for herself.


Carrollite sighed as she stepped out of the square where the bats were attacking her. But as normal in this place it was short lived relief. The moment she set foot on the board game it felt like a trampoline or maybe jello sinking underfoot and she sighed closing her eyes for a moment before looking down.

Yup, she didn't want to be here. When she inspected what she was standing on she realized it was a large spider web and that she was in fact stuck. She didn't want to be nor was she interested in continuing to stand here too long. She rolled the dice again to get out.



Quote:
Labradorite
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.

Carrollite
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.


LP

Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
LP rolled 1 6-sided dice: 4 Total: 4 (1-6)

LP

Kawaii Bear

29,500 Points
  • Magical Girl 50
  • Unleash the Beast 100
  • Lapin Patrol Avior: Victory! 50
PostPosted: Tue Oct 07, 2025 12:04 pm


Labradorite Space: Done
Carrollite Space: 14 -> 18

When she finally freed herself from the web and stepped into the next square there was a pause. She didn't like this smell it was putrid. She didn't like the feeling she got from it either. She felt like a shell of herself, cold and empty. When she looked at her hands she frowned, "I'm MELLLTTTINGG" There was a pause, "Yeah that sounded better for the wicked witch -- oh well."

This illusion was trippy as hell but she needed to get out of this place before it left her more scarred than normal. She managed to throw the dice as she felt like she was melting to skin and bones.



Quote:
Labradorite
Done

Carrollite
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.

LP rolled 1 6-sided dice: 2 Total: 2 (1-6)
PostPosted: Tue Oct 07, 2025 12:06 pm


Labradorite Space: Done
Carrollite Space: 18 -> 20


Carrolls finally made it to the end of the board game and realized her sister had to have ditched her. "Oh thank ******** I'm done."

There was a pause before she ran out of the board game, "Labs I'm not done with you!!!" She called not sure how far of a head start her sister had, and the fact her sister could teleport now meant that she had no chance in hell of catching her tonight. But she would catch her.


Quote:
Labradorite
Done

Carrollite
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.


LP

Kawaii Bear

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