A wizard holds a grudge. He pulls you and maybe five others from nowhere just to do his dirty work. You crawl through shadows, slip past traps, one wrong step means fire or worse. His enemies live high in towers humming with old spells. Get inside. Wreck everything. Let enchantments backfire in ways nobody expected.
Breaking things on purpose sets the tone. Smashing rare objects comes first, then flipping chairs, stopping up sinks, dripping on carpets - each mess adds to the score. Points pile up when chaos spreads, pushing players to work together, think sideways, and little grudges are welcome. The night’s goal? Leave nothing intact.
Pulling it off means using magic you barely grasp. Not just push or pull - but yank, hurl, lift, vanish, multiply, mask, scramble, even turn things into fish. Team up. Link those spells in wild ways so outcomes spiral fast. Clever timing turns tiny moves into full-blown magical chaos.
Shouting spells takes more than tapping keys. Try speaking out loud like a true spellcaster - every syllable has weight. Staying calm feels simple until flames erupt mid-ritual.
Faults will happen. Alive with peril, the towers house enchanted creatures, botched creations, and nightmares hiding in shadowed corners. Quiet steps help - right up until they draw attention instead. Stay out of sight, shift focus elsewhere, speak low, then when collapse hits, sprint before the horror catches up.