PPP; S.4, T.4
The clock strikes twelve and everyone will find themselves inexorably drawn to a seat; the once-empty place marking now bears their name on it. The place settings and food items all vanish in a spray of glitter, and the In the middle of the tables what appears in their stead are--two fancy gold chests, one inlaid with red jewels and the other inlaid with blue jewels (neither of which can be opened yet) as well as what looks to be a game board and, of course, a single dice. The long, billowing curtains draw down around each table and--you'll find yourself unable to leave your table, or see or hear anything beyond it other than the background music which continues to play.
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Board Game

Re: TURN 1
If a necromancer raises the dead, then a happymancer raises happiness. That's how to look at it.
You don't look like one, so I'd say you've applied it decently.
Re: TURN 1
—I see! . . . Ahh, thank you. . .
[ i'm going to shut up now ok this was an embarrassing exchange ]
Re: TURN 1
[who is this weirdo]