Setting out on their assignment to recover two lost boys from a haunted mausoleum, our heroes split into two groups upon reaching the mausoleum. The first, and larger group, consists of the dwarf, wizard, and rogue and they wander around outside, exploring the shrubbery. Meanwhile, the cleric and the human fighter enter the mausoleum in heroic fashion as the fighter kicks in the door (with the cleric groaning at the disrespect shown to those buried there). Of course, there’s no one about inside to appreciate the drama, so the fighter begins circling the room warily while the cleric studies the writings on the obelisk in the center.
Eventually the rest of the party tires of poking around outside and come inside too. Once inside, the dwarf decides that raiding the sarcophagi would be a good idea and our intrepid cleric is forced to restrain him. This is, after all, the burial place of champions of both Pelor (our cleric’s god) and Bahamut.
While this is going on, our rogue and wizard, who are far more interested in the obelisk itself, rather than what is written on it, notice the draft from below it that the cleric missed and a shadowy spirit appears to present the party with a riddle:
“If intruders you by, my wisdom you will not heed. From entry sinister, Sun follows Sire.” (Note, actual wording may vary. I don’t have the copy of the adventure that I got to keep in front of me.)
Forced to take Latin in my youth, I immediately recognize the fact that “entry sinister” is referring to the left of some door (’sinistra’ is left in Latin), either the one we came in, or the one hidden under the obelisk. Most everyone in the party quickly agrees that “Sun follows Sire” means that one of the nice little statues of Pelor has to be placed after a statue of Bahamut some how, and after some debate, we arrive at the alternating pattern conclusion, starting with Bahamut in the alcove to the immediate left of the door we came in.
Lo and behold, the obelisk moves and we gain access to the underground part of the mausoleum. Finding bones on the ground, our cleric is dismayed, but doesn’t have time to dwell on this as our dwarf rushes forward and is promptly spots the two hobgoblins who are behind the sarcophagi blocking further progress.
Into combat mode: human fighter moves up, positioning himself around the corner from one of the hobgoblins, intending to jump over the sarcophagus to get at him next round. Said hobo, however decides that roasted fighter in two courses sounds tasty, however, and spills the sarcophagus in front of him, catching both fighters.
The two fighters, however, manage to come through the fire burned, but not over done, so our cleric moves forward to begin firing off lances of faith, but saves his healing for later. Inspired to a heroic act of bravery, the rogue rushes forward around the fire and attempts to vault a sarcophagus to reach the hobo behind it (the one the fighter wasn’t getting ready to smack). He stumbles on the shaky lid, however, and it crumbles beneath him, lighting the pool of oil within and burning him badly. Now deciding that discretion is the better part of valor, our rogue beats a hasty retreat.
With fire on the offing, the wizard decides to cool things off and uses a spell to create some ice that puts out some of the fire, and causes one of the hobos to slip and fall. With the fighter right near that hobgoblin, she then gets rid of the ice, paving the way for the fighter to take advantage of the hobgoblin’s prone position.
After he does so, the hobgoblins beat a retreat to stand back to back in front of a third sarcophagus and the party moves around, the melee types going over the fire while those with ranged attacks remain behind it so long as they have line of sight.
The hobgoblins prove to be adept at fighting together, but the human fighter manages to force one back into the last sarcophagus, tripping off another trap just like the first two and serving up a dish of roast hobo. Now alone, the last hobgoblin fights as best he can, but quickly falls.
After waiting for the fire to burn itself out, the party takes the time to clean up the bones on the ground, reintering them in the sarcophagi and the cleric says a blessing over them.
The spirit from above seems to like this, as it shows up just before they get started to say something about honoring the dead, sticks around to watch, and then points the way to a healing potion when we’re done.
Moving forward into what is clearly a natural cave system now, the party finds a door with a devil’s head on it and looks through to find the boys they’ve come to rescue on the other side. Carefully checking the door, the rogue finds it untrapped but locked. The lock proves to be no problem however, as he picks it fairly easily and opens the door.
Warned by the boys about the trap, the rogue, wizard, and cleric team up to disable it and are successful in the attempt. As the rogue goes to work on the boy’s shackles, however, we find out that there’s a problem with leaving two fighter types with nothing to do: they find something to amuse themselves.
Deciding to scout ahead, the dwarf and the human fighter sneak into the passage way to the next room. Well, the dwarf sneaks, the human fighter on the other hand…
http://www.giantitp.com/comics/oots0090.html
Needless to say the wizard in the next room is not pleased with this intrusion as he studies his book of evil rituals, and orders four skeletons to attack the two fighters.
Out numbered 5 to 2, the two fighters retreat to get back up and warn the rest of the party. This they do, but they split up along the way with the dwarf going right up next to the rest of the party (who are still working on unshakeling the boys), while the human fighter simply heads across the room from the passage way that pursuit is going to be coming from. Taking advantage of this split, the wizard sends two skeletons after each fighter, follows after them himself, and then activates the two statutes in the room with the rest of the party.
With the statues pounding them into the ground (literally) the cleric and the rogue are fighting for space to act while the two fighters have the skeletons to worry about. The wizard, however, has a free moment to act and casts sleep on the enemy wizard and he’s quickly making an appointment with the sandman. Further more, the spirit that had been floating around since the beginning shows up again and starts attacking the wizard, mumbling something about revenge. He proves to be totally ineffective, however, as he never, not once, hits the enemy wizard, even when he’s prone and helpless because of the sleep spell.
Still stuck dealing with the statues, the rogue crawls away to stand up while the cleric valiantly fights from the ground (as there are too many people around him for him to crawl away. The statures, however, keep laying down the beat down, putting a boy and the wizard down now in addition to continuing to beat on the cleric.
Using her teleport power to escape, the wizard gets away from the statues and goes to the aid of the fighters as they deal with the skeletons. Furthermore, she manages to catch the enemy wizard who’s fast asleep with the same spells she’s using on the skeletons and the human fighter decides to gamble on the skeleton’s falling apart should the wizard die.
Well, the wizard does die, but that doesn’t stop the skeletons and the human fighter ends up paying for it with his life.
Still stuck dealing with the statues, the cleric and the rogue fight as best they can, the cleric using his healing in an attempt to keep them going, but that only prolongs the inevitable.
Still, it gives time for the boys to make a run for it and while the skeletons do catch one as he runs by, the other manages to escape as the skeletons close on the now exposed wizard.
Said wizard does her best to hold them off as the dwarf tries, and succeeds at reviving the human fighter, but no sooner is the human fighter back on his feet and fighting again than he goes down once more.
Finally out of options, the cleric and the rogue are killed by the statues, while the skeletons close on and take out the wizard. Left alone, the dwarf attempts to flee, but the skeletons are faster and catch and kill him.
So in the end, one of the boys managed to escape the mausoleum and probably made it back to town (though we don’t know for sure) and the caverns below are short one wizard and two hobgoblins, but four skeletons and two animated statues remain to challenge the next band of adventurers brave enough to face the horrors that lurk below.
And who knows, perhaps that spirit gained some combat efficiency after we all died and managed to destroy some of the skeletons or statues before he two was eradicated.
***
All in all, Game Day was huge fun. There were about 22 people that showed up for the event, though not everyone stayed the whole time. The really surprising thing, however, is that Initiative 17 had over 70 people signed up for Game Day, which means the event was very under attended. I don’t know what happened to all those people that didn’t show up, but they missed a good time.