This time, only two players turned up. Only one of those had been in last week’s game, so I had to improvise with a One-Page Dungeon (those things are life-savers). Credit goes to Eric Jones of www.ludibriumgames.com, author of The Shifting Crypt.
-Wren the Unpronounceable, a cryptic elvish sorceress
-Tyreal, a young apprentice cleric.
Sometime before Wren entered the Delve with Stoich and Pollaro, he and Tyrael were sitting in the Ghoul and Weasel, Taril village’s best and only tavern. They were approached by an idiot in shining armour, Johnny the Shizz, and his minion, Micky. The Shizz wanted to hire them as he explored an enchanter’s crypt in search of a magical treasure. Knowing that sleep and charm would be useless against Undead, Wren spent the next morning memorising read magic, while Tyrael prayed for healing.
They headed out into the hills, until they reached the tomb entrance. Johnny managed to throw open the heavy stone doors on the first go—as Wren noted, Johnny was a real strong bugger. They headed down a steep set of steps, and found themselves in a square room with four archways—not all opened—and an ornate sarcophagus in the centre.
The bright bulb he was, Ricky’s first order was to open the sarcophagus (he’s been renamed now, since the poor, beleaguered DM [i.e. me] can’t keep his name straight). After a few goes, the heroes managed to prise the lid off. During the ensuing cloud of dust, metal doors closed over all the archways and the room shook and moved. By the time the doors opened again, the stairs were gone.
After exploring for a while, they managed to discover the layout of the crypt—a series of square rooms that rotate around a central room whenever a sarcophagus is opened. Part of this they found out the hard way, being ambushed by ghouls jumping out of a sarcophagus and paralysing Ricky before they could catch their bearings. Towards the end of their exploring, they discovered an extremely dusty room with only one archway. They reasoned—without the help of Ricky, who was still woozy from the ghoul attack—that it must be the real sarcophagus. They decided to open it last. Finally, with all the other sarcophagi in the crypt open, our intrepid heroes opened the final sarcophagus—
When they were about to open the last sarcophagus, I was glanced wildly at the dungeon map, and realized that they were about to seal themselves in. I panicked, and, once they realized it too, I picked up the rule-book and flicked through frantically to find a spell that would get them out. I think if I’d realised that earlier, I could have dropped a hint sooner, via the Shizz, rather than scramble like that with the players waiting. If the characters had died in there, that would have made an awful paradox, but it was also a bit of a boo-boo.
Still, they had fun, and that’s what counts. I hope that I’ll get more players next week.