Chapter Eighteen: Souvenirs
As the bonfire of soulless corpses died down, I still heard some scuffling in the basement. The occasional voice would ring out as Camden, Anna, and Antoine took out the remaining zombies.
I took the thin pole I had been carrying and pushed the charred bodies from the door. I wasn’t sure how much help I could be, but I couldn’t just stand around.
The bodies had strangely fused in the fire—maybe that’s something normal bodies do, I don’t know. It took some poking and prying, but I got the door clear enough that I could step inside. Silently, I hoped that the zombie ash in my shoes would disappear when The End came.
As I stepped inside the secret laboratory, the source of the sounds became clear.
There were still four or five zombies running around. Antoine couldn’t move well, but as the zombies came in his direction, he would give them a good smack and Anna would splash some of the remaining alcohol on them.
Of the few stragglers that remained, one of them was Anastasia Halle, dragging her wedding dress back and forth across the floor chasing after whoever was running nearby. Her legs had been broken at some point in time, so she wasn’t much of a threat. She crawled through the ash and dirt on the floor.
“Anastasia, my love, come to me,” Dr. Halle said through Judy’s mouth.
Anastasia, of course, ignored his pleas. She wasn’t really there. Halle had to have known that, he was the one who reanimated her corpse. Still, he persisted.
“My love reaches to you across the universe,” he said, “Come to me.”
As soon as I had made it ten steps into the basement, all of the remaining zombies turned, stopped bothering my friends, and instead pursued me.
“Thanks,” Anna said, as she brought her table-leg club down on one of the zombies that had turned away from her. She pushed it to the ground and drowned it in a couple of glugs of absinthe.
Camden ran up to it holding a lit Bunsen burner. He got the flame near the absinthe fumes and the zombie lit up.
“Works even better than I expected,” he said.
He was right. These zombies burned better than they should, even after having been dried out.
“It’s your Savvy,” I said. “Catching them on fire was your plan so it works really well.”
Camden’s Savvy was currently at nine—his original five points, plus three from his Right Tool For The Job trope activating when he used the silver solution, and an additional point from my Cinema Seer—Survive trope having buffed him when I predicted the rise of the zombies.
When he came up with the plan to burn the zombies, that plan worked even better than it should have because it was made by someone with a huge Savvy advantage.
I mean, after all, in a horror movie, even ridiculous plans work out if they are made by the main characters.
“This is the last one,” Anna said as she poured the remaining absinthe on Anastasia Halle’s crawling body.
“Not the last one,” a voice said from the door. It was Kimberly. She had come back down. Her wound had stopped bleeding, but she was pale and sickly. Her Incapacitated status still blinked on and off sporadically.
“What?” Anna asked. “Oh right.”
Judy/Dr. Halle still sat in the metal chair, bound and unable to move.
“Release me,” he said. “Anastasia, darling...”
“What do we do about him?” Anna asked.
Camden approached Anastasia Halle and lit her up with the Bunsen burner. “Leave him,” he said. “We can’t burn him.”
Dr. Halle screamed in agony at the sight of his wife’s corpse igniting.
Camden was right. As we all stared at the pitiful form of Judy possessed by Dr. Halle’s spirit, we had the same realization that Camden had.
“Won’t burn,” he said. “Won’t die.”
Judy’s body was fresh—for lack of a better term. It wasn’t dried out and mummified like the others. It would not burn even if there was more absinthe. Even with Camden’s elevated Savvy, a plan has to be plausible and this wasn’t.
“If the machine was still working, we could probably use it on him,” I said, “But....”
The machine was completely out of commission. There were parts of it lying on the floor all over the lab. There would be no Deus Ex-Terminator for Dr. Halle.
“So we go?” Anna asked.
We all looked at each other but no one said anything. We all turned to leave.
This time, I helped Antoine to walk. Lord knows, he had put his injured foot through enough already today. Anna helped to guide Kimberly.
As we walked from the castle, I could still hear Dr. Halle’s mournful cries in the basement. No one spoke as we each watched the needle on the plot cycle tick forward.
When we stepped out onto the cloudy courtyard, it happened.
The End
Finally.
My head and shoulder instantly ceased aching. A look at Kimberly showed that she was back to being runway ready. Antoine’s foot was healed. He even had his shoe back.
I reached my hand into my pocket. Success. The sunglasses I had snatched from the Hawaiian shirt-clad zombie, Chuck, were still there.
Try seeing my eyes next time.
If a monster couldn’t see where I was looking, how could it know that I had seen it? These sunglasses breathed new life into the Oblivious Bystander trope strategy.
I started to laugh. Everyone joined me.
We had done it. We had squared off against a mad scientist with ghost powers and come out on top. Not to mention, we killed a lot of zombies.
"Morse code in the lights?" Camden exclaimed. "That was so clutch!"
"It was Riley's idea," Kimberly said. “He noticed that the lights flickered whenever a new one was turned on.”
Aww, shucks.
"I couldn't have done it without you," I said. "You were the one who actually knew how to do Morse code."
"Not really," Kimberly said. "I've already forgotten—"
"Step right up!" a voice said from the center of the courtyard. "You've won a ticket!"
Of course, Silas the Showman was there. He moved his mechanical limbs and opened and closed his mechanical mouth. His lights flashed into the dark, overcast sky.
We looked to each other.
"Let's do it," Anna said.
We each took turns pressing the red button, but when we did, something strange happened. You see, up until that point, all we had gotten from Silas the Showman were archetype tickets and tropes, but this time, when we pressed the button, we got some surprises.
As we lined up one after another, we were each given two normal-sized tickets and two tickets that were much smaller, more like raffle tickets.
We also got money. Around twenty bucks each in coins. They looked like the little commemorative coins you might get at Disneyland except with scary creatures on them. We hadn’t needed money up until then, but we knew there were places you could spend it as we heard people at the lodge talk about buying things all the time.
After I got over the excitement of getting paid, I examined the small tickets because I had never seen those before.
"Claim this ticket for a boost in one stat: Moxie, Hustle, Mettle, Savvy, or Grit. Just say it aloud and give it a rip," Silas said, answering the question we all had.
That explained a lot. Up until that point, we didn't actually know how to increase our stats. We just knew that our allies back at Dyer's Lodge had way more Plot Armor than we did.
"Hey, we leveled up!" I said, “Twice!”
"Oh, thank God," Camden said.
Archetype
Can be equipped Any Player
Stat Used: Moxie+
When two players get too hot-headed and forget to play as a team, it takes someone else to remind them what's at stake and to keep them on track. When this ticket is equipped and a player breaks up an argument or fight, all those involved receive a boost to their Savvy.
The success of this trope relies on the Moxie not only of the player using it, but of all those involved in the fight. If the fight isn't believable, this trope will fail.
Antoine received a white ticket:
Just Walk It Off
Player Trope
Can be equipped to Any Player
Stat Used: Grit
In the movies, you'll see a character get terribly injured and not be able to stand or walk, but then a few scenes later, it's like they never even received that injury, or the severity of that injury has somehow lessened considerably.
When this ticket is equipped, a player can heal the Hobbled status simply by continuing to walk. The higher the player's Grit, the fewer steps are needed.
Camden received a green ticket:
Zippos Are Cheap
Player Trope
Can be equipped to Any Player
Stat Used: Savvy
Why is it that when a character in a movie needs to start a fire, they always choose to throw a lit Zippo lighter in order to do it? Why can't they light the fire and just walk away instead of wasting a perfectly good lighter?
When this ticket is equipped, the player will receive a large bonus in Savvy for any plan that involves lighting a fire by throwing or otherwise sacrificing a lit Zippo lighter.
Kimberly received two blue tickets:
Get a Room!
Player Trope
Can be equipped to the Eye Candy
Stat Used: Moxie
The Party is the main exploration phase of a story, and it is often during this phase that characters try to do some "exploring" with a love interest, only to be interrupted by the discovery of some important plot element.
With this ticket equipped, a player has a heightened chance of finding important plot information during The Party phase if they explore the setting with a love interest.
A Hopeless Plea
Player Trope
Can be equipped to Any Player
Stat Used: Moxie
It makes your heart hurt to see a character beg for mercy when we know their captor will never relent. It must be dreadful to continuously plead for release, only to have your jailer ignore your pleas.
With this ticket equipped, a player who begs for release must be verbally denied by their captor. If the captor does not verbally deny mercy, persuasion may still be possible.
I got a green ticket:
Escape Artist
Player Trope
Can be equipped to Any Player
Stat Used: Savvy
The first step of a great escape is a solid escape plan. The player who equips this tactic will be rewarded for their clever escape strategies.
If the plan is plausible based on the player's Savvy, they will receive a boost in Hustle to help execute it. This tactic can only be activated while captured or during a chase sequence.
No doubt, this was an award for escaping the metal chair in the basement. That could be useful.
We had each received an additional ticket that, by its size, looked like tropes, but we had not seen anything like them before.
I received:
Magically Reanimated Zombie
Chuck
Chuck Treglio was coasting through life on his third gap year between high school and college, just trying to 'chill' and 'take it easy.' However, his noble pursuits were cut short when he encountered the Astralist at Halle Castle.
Instead of having a player trope or even an archetype, it simply had the image, name, and description of the zombie I had killed. I got Chuck, complete with an image of the Hawaiian shirt-wearing zombie I had burned to a crisp earlier.
Anna and Antoine each got one zombie. I suppose you only get one of each type of creature you kill because they killed way more than that.
Anna got Anastasia Halle:
Magically Reanimated Zombie
Anastasia
Anastasia Halle was a brilliant mind and a beautiful woman, with a heart full of kindness and compassion. Her life was cut short by an incurable illness, leaving her husband, Doctor Simon Halle, devastated. Determined to save his beloved wife at any cost, he delved into the dark arts of astral science, seeking a way to restore her to life.
Antoine’s ticket was exactly like mine except with a guy named Wilbur wearing a sweater vest:
Magically Reanimated Zombie
Wilbur
Wilbur Jenkins was Doctor Simon Halle's accountant, responsible for managing the books of the Halle estate and Halle’s research facility. He was a congenial and hardworking man, dedicated to his job and his family. However, his life was tragically cut short when Halle began experimenting with astral science and made the family accountant his first experiment.
Camden, however, received something far more interesting:
The Astralist
Dr. Simon Halle
Doctor Simon Halle sought a way to bring back his beloved wife, Anastasia, even to the point of killing dozens of innocents. Using astral science, he modified his body to allow him to manipulate his own soul at the cost of his sanity. Now, hidden in the darkest dungeon of his family’s former castle, he awaits unsuspecting victims to help him realize his ghastly vision.
“What are these?” Anna asked.
“I have no idea,” I said. No one at dyers lodge had told us about these. “Collectibles?”
“We'll have to ask,” she said.
With that, we left Halle Castle behind.