Heaven or Hell: RE-Union - Round 2
Team D.A.T.A.S.S. vs. Team Make Waves
The Wolf, the Witch and the Wardrobe

Passing through the magician’s shop and through a curtain separating it from a hallway in the back, you feel as if you’ve been transported to an entirely different place. Rather than the dusty room you had initially entered in the small Durem boutique you now stand in a pristine hallway that is 100 feet long and 10 feet wide; so long in fact that it should be going clear to the other side of the street judging by the exterior of the building! Lit by dozens of candle fixtures carrying a small, blue flame the dark, hardwood floor is covered by a deep purple carpet down the center of the hallway toward a floor-length mirror against the wall at the far end. Each side of the hallway has ten doors equally spaced apart with a candle fixture between them.
As the nervous-looking attendant guides you into hallway he mutters something under his breath and lets the curtain fall behind you… only for the curtain to fall entirely from the wall and leave no trace of the doorway you had just stepped through! Looking to the mirror at the other end of the hallway, you can see that the reflection shows a closed wooden door on the empty wall beside you, but it also shows that door opening and a black human-shaped figure stepping out from it. On the wall where you entered the hallway a dark spot appears, and rapidly grows, quickly covering the entire wall and spreading out across the ceiling, floor, and sides of the hallway!
General - Welcome to the grand opening of the Magician Lucillien Dark’s enchanted fashion outlet! The selection is so grand that the entire department was built on another plane just to contain it! But you don’t have to feel overwhelmed by choices, as the shop’s assistants will help you to choose an outfit and put it on, as well as to help you out of your armor, clothes, and skin.
Weapons - Whatever costumes and articles of clothing you may end up with, and any light fixtures that you can pry off of the walls.
Natural Element Resource - Wood, Dark, Fashion.
Bonus Effects - The shop’s assistants “help” the customers in various ways:
(1) The black spot at the end of the hallway grows larger each post, extending 5 feet further each post (beginning at 0 feet and reaching the end of the 100 foot hallway on post 20).
(2) If someone is standing within 10 feet of the black spot a myriad of shadowy hands reach out to that person and begin to deftly remove their clothing in ways that somehow don’t interfere with their ability to move or fight. If someone is standing within 5 feet of the black spot the hands are so numerous that they tangle around each other and the person they are attending; pulling and tugging and creating a nuisance of themselves as they undress the person. If that person ends up being overtaken by the black spot they are held against it by the hands with moderate force as if being restrained by an adult male human.
(3) The hands will begin removing articles of clothing and items worn by the person they are undressing from the outside layer first, but do so by body segments (example: 2 hands, 2 feet, 2 arms, 2 legs, upper torso, lower torso, and head/neck). Once there are no more items for the hands to remove on a body segment, they find something else to strip away instead. Piercings, hair, skin, the hands will tug and pull to try and remove layer after layer from the customer one piece at a time.
(4) Touching the doorknob on any of the hallway’s side doors will cause it to fling open of its own volition and 1 second later hundreds of shadowy hands fly out and pull in the person standing closest to the door (within 5 feet). 5 seconds later that person is then thrown out of a different eligible door (not one that has been overtaken by the black spot) in the hallway dressed in whatever clothing the assistants had chosen for the customer in place of what they had been wearing when they went in. Only clothing is changed, items and equipment are still in the possession of the customer after changing.
(5) Combatants can leave the hallway by exiting through the door in the mirror at the end of the hall… whether they do this on their own or by being forced into it by the advancing black spot is up to circumstance.
(6) STRIKERS - A striker entering the hallway comes in through a random eligible door and leaves through the closest door after the duration has expired; the hands open the door on their own and pull the Striker out; dumping them into the main room of the magician’s shop in a random set of clothing chosen by the assistants.

