What follows is less a fight than someone awkwardly trying to swat a fly with a stick. The snow pixie jinks away at first, with a crinkling sound of ice crystals that might be giggling. It rushes in to try and latch on—but is unexpectedly driven back by Mirabel's reflective wards! It recoils, but its momentary discomfiture is just enough for the staff to whip around and thrash it with
decimating force!FWOOOOSH—PING! PONG! It flies into a wall, bounces at a forty-five degree into
another wall, then flies back to strike poor Lem in the back of the neck. The combined force of Mirabel's reflective spell plus the pixie's ethereal chill slices neatly into his spine, all too appropriately dropping him like a puppet.
FATALITY
The pixie winks out in a puff of snow. Lem's golem crumples into a cairn of stones on the floor, looking vaguely like an emaciated man with the iron bar driven through his chest from behind. Just another
sad glorious addition to the torture room's ambiance.
The lock clicks open... the formerly impassable door creaks wide, followed by a low, satisfied cackling...
Just outside, a row of forgotten torches
glows on the walls as if pleased by the slaughter. Mirabel sees the corridor they came down before, cast in that eerie light.
Discarded swords, shields, a few
barrels that smell faintly of alcohol, plus a knocked-askew
painting of some ancient feudal lord decorate the three-forked stone passage.
She knows the other rooms they investigated before now—one with the floor mostly dedicated to a strange, inactive magic circle; another for all the furniture moved from that room to make way for the pentagram; and a grisly trophy room filled with taxidermied animals, a display case of preserved heads, and worse.
The slaughtered humans know, too... they feel
grim purpose and
wrath fill their ectoplasmic forms! They're not gone just yet!
Mirabel [8/10]
NEW RULES ADDED BELOW
Bold room is where you are | Arrows indicate connections | Green rooms are cleared—Ghost powers are constrained | Humans CANNOT leave a non-corridor room until it's cleared!
[Torture Room] <> [Corridor] <> [Arcane Circle Chamber, Storage Room, Trophy Hall]
Weapon: Conjurer's Catalog
Power(s): Summoning (having more than one summon out at a time drains your HP by 1 per round)
Weapon: Reflective Staff
Power(s): Energy Redirection
Weapon: Boomstick
Power(s): Hammerspace; Churning Inversion (hammerspacing something too big can turn it inside-out or otherwise screw up its 'anatomy', but can backfire on you!)
Weapon: Random 1d6 die
Power(s): Pyromancy
You have QUICK, STANDARD, and FREE actions.
QUICK actions include drawing a weapon, moving a short distance, reloading, activating an object, and so on.
STANDARD is attacking, casting spells, running/sprinting, and other things that take a lot of attention.
FREE is taking a step, dropping an object, saying a quick sentence, communicating telepathically... things you can do pretty much instantly.
Unless otherwise stated, you'll generally get ONE quick and ONE standard action. You can mix in free actions as you like. It's up to me to decide how your actions ultimately turn out.
Ghosts' job is to MURDER the Human. When a player dies as the Human, whichever Ghost player killed them becomes the Human. When the Human gains more power/levels, all Ghost players gain WRATH to empower their monsters and make their haunting abilities more potent. Damaging Human players as a Ghost rewards you when you later become Human again.
Ghosts can possess furniture, summon monsters, cause poltergeist activity, and more. In corridors or cleared rooms, Ghosts CANNOT spawn new monsters!