You are the restless dead, spirits who have haunted the twisting
subterranean corridors of the labyrinth where you died for longer
than you can remember. New blood came to loot and kill, and they fell to your wrath. One of their bodies survived, and you both want it. You will need: Yourself and one other player. Five six-sided dice. A candle and something to light it with. The burn time will dictate how long your game is. If you use a taper candle the rule of thumb is burn time will be approximately one hour per inch of candle. You can draw a line on the candle to indicate when the game should end, unless you really want to play for 12 hours. A dark, quiet place where you won’t be disturbed. You are both undead spirits. One of you has taken possession of the surviving body and is trying to escape the labyrinth. The other is still a disembodied spirit, chasing them and trying to wrench control of the body off them. You will swap control of the body many times. When the candle burns out (or reaches your agreed-upon mark), the spirit in control of the body reaches the end of the labyrinth and escapes. The other is left behind, tethered to the labyrinth until somebody else comes along to free them. The player who most recently took possession of something that did not belong to them goes first, and begins the game inside the body as the possessing player. The game is a back and forth conversation, with the possessing player narrating how they try to escape the labyrinth and the disembodied player narrating how they - and the labyrinth itself - try to stop that happening. Any time the possessing player tries to do something and the result is in question they roll their dice pool and interpret the result. If any of the dice show a 6, the action succeeds and the possessing player describes how they get closer to escaping the labyrinth. If any of the dice show a 1, the action fails. The disembodied player describes how things get worse for the possessing player. The possessing player removes a die from their dice pool and gives it to the disembodied player. The more rolls the possessing player fails, the more their dice pool shrinks and the more the disembodied player’s pool grows. Every time the disembodied player is give a new die, they roll their pool. If they roll a 1, the two players swap their roles. The disembodied player takes possession of the body and the full dice pool (5 dice) and begins to narrate their own escape attempts. If none of the possessing player’s dice show a 1 or a 6, the action succeeds but with a complication. The disembodied player describes what happens. The game ends when the candle burns out and the characters reach the end of the labyrinth. The player in possession of the body successfully escapes from the labyrinth and briefly narrates what they do with their hard won freedom. The disembodied player cannot leave, and narrates how they react to being left alone in the labyrinth. Some things to think about while you play: » Who built the labyrinth, and for what purpose? » What kind of dangers does it contain? What kind of treasures does it contain? » The body the spirits are possessing was a person shortly before the events of CLIMB. Who were they, and why were they in the labyrinth? Does any of their personality linger in any way? » How long have the spirits been in the labyrinth? How did they get there? Were they alone, or are there other creatures and spirits down in the dark? » What is the relationship between the two spirits like before the events of CLIMB, and how does this battle to escape change things?