Just as Mirabel passes on a brisk run to the storage room, trailing a thin layer of blood in her wake, a certain pyromaniac ghost sneakily embeds itself into the alcohol-fumed barrels lining the corridor... and, though their contents've long since dried up, just the presence of the spirit's reality-bending touch is enough to set them going, and all it takes from there is a
spark! That comes from the sword on its return trip,
spanking off the wall right next to the barrels...
...just as Mirabel languidly draws a
critical circular pattern in the air behind her with her staff...
BLUUUTH-OOOOOOM
Wood and metal shrapnel erupt along with the many-times-multiplied explosion, but all of it is just barely contained by the spiral shield left in Mirabel's wake. The force channels back down the corridor like a shaped charge, caving in the door to the torture room in a horrendous
CRASH and leaving it lying off its hinges against the stones. She leaves behind three frustrated ghosts in her blackened and scorched trail.
The door to the storage room opens far simpler, only the second door in a day or more to do that for her. Inside is rather strange; what should be little but dust and old planks now hosts several crates
bulging at the seams with an oozing, viscous flesh-like substance, pooling on the floor where it leaks from between boards like some kind of fungal overgrowth. The pink slime covers about a fourth of the chamber, and fills the air with the disconcerting smell of raw pork mixed with sweat and a hint of burnt hair. Where
crates do not line the floor in rows,
tables, chairs, a
lectern with a strange
book still on it, a toppled
pew sitting with two legs missing in a corner, and even a standing
harp for playing lie strewn about. This is where the original residents moved everything out from the room with the arcane patterns...
...creeeSLAAM. The door shuts behind Mirabel, locking her in!
There is no escape except through blood! (Please see new ghost rules)Mirabel [5/10]
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.
!NEW! 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. No more than 3 monsters (one for each ghost) can be summoned per standard-size room. In corridors or cleared rooms, Ghosts CANNOT spawn new monsters! If a ghost chooses not to spawn a monster, they forfeit the chance to do so for that room forever, but may gain more power with their next summon.
!NEW! Summoned by Ghosts in non-corridor, non-cleared rooms, a Ghost effectively becomes the monster they choose to summon and cannot do any more poltergeist activity until the monster is slain. As long as there are 1 or more monsters remaining in a room, the Human cannot leave that room.
At wrath level 1, basic monster type examples are skeletons, goblins, slimes, worms, spiders the size of a middleweight dog, etc.