I wish there was more truth to the title, because it was really only three. The party fought them twice though, so the best I could do is “half a dozen angry ghosts.”

But I liked the title.

The party continued their exploration of Sungard. Picking up in the barracks where they fought the ghasts, the group located the armory where they were confronted by the three ghosts I mentioned. The ghosts weren’t initially hostile.

It just happened that the party had a Paladin of the Raven Queen and a Cleric of Ioun (not that Ioun necessarily has anything against the undead).

The party was able to, for the most part, avoid looking upon the ghosts and suffering the effects of their horrifying appearance . . . in part because they were almost immediately possessed by said ghosts.

I had hoped for something more like a battle royale, but I’m satisfied with how the encounter turned out — the Cleric and the Paladin had to fight the wild-shaped Druid, the Gatling-gun Ranger, and the polearm Fighter.

It could have been a Back-to-Back Badasses moment, but the creepy possession shenanigans got under the Paladin’s skin, and she . . . lost her shit.

As a DM, I watched the encounter unfold with trepidation. You never know how an encounter where the party has to fight each other is going to go, and to their credit, the Cleric and Paladin rolled pretty well.

If I’d been there with my Wizard, I probably would have fled.

The Cleric and Paladin focused on disabling the Ranger first, and then turned the possessing spirits. The ghosts escaped into the Ethereal plane, but not before a spirit ran the Fighter headfirst into a wall, denting his helmet (and his head).

After the ghosts fled, the party holed up in the armory to wait out the turning. They dismantled the crossbow trap which had put several bolts in the Cleric’s chest, and found enough mundane gear to outfit fourteen guards.

The ghosts didn’t return after the minute passed, so the party unstuck the door. Unfortunately, the ghosts were waiting on the other side. They then grabbed the Paladin (who had opened the door), and let the door slam shut.

Luckily the Fighter rolled well and pulled the door open again, allowing the party to participate in the fight. I’d hoped to separate the Paladin with that maneuver, but the Fighter rolled well for initiative, who was I to argue?

The party handily defeated the ghosts, though the Fighter (who held the door) was instantly aged another sixty years. We had to convene quickly to determine the effectiveness of the Cleric’s remove curse spell on the supernatural aging.

I ruled that if the Cleric was willing to expend his 3rd-level spell slots (which was all of them, at that point), then I’d allow remove curse to remove the aging effect. Upon review, it probably shouldn’t have been powerful enough but I didn’t reverse the decision. So the Fighter didn’t spontaneously die of old age.

Once the ghosts were done, the party moved down the passage.

They found a secret passage into the barracks. Duly noted.

Continuing down the passage, they found a lounge with dilapidated couches and a dwarven stone billiard table whose surface was still a brilliant green.

Unfortunately, the Paladin lost a pair of gauntlets (and nearly her hands) to the green slime that had grown on the surface of the billiard table.

The party worked their way around and found another guardroom, and the door on the other end of the barracks, across from the cloak room (for the lounge area).

Unfortunately (again), for the Paladin, there was a cloaker in the cloak room.

It wasn’t initially hostile, but the Paladin was waving around a shield with the light spell cast upon it, and . . . well, she touched the cloaker.

That fight wasn’t nearly so protracted (at least, it didn’t feel that way), and in spite of the party’s bumbling about, they dispatched the beast before it could present too much of a threat. Too bad, too bad.

Our session ended shortly after the party made their way back into the central (“Mickey Mouse”) chamber, where they ran headlong into three vampire spawn.

I rolled reactions for the vampire spawn . . . and they bolted.

Which should have been funnier, but the party wasn’t having any of it. They consulted their map and decided to go directly to the mess hall to cut off the vampires’ escape. And we decided to call it for the night.