Session 336

In which our heroes ...

Orhan 4 Day 34 TE 6065

We'll probably have to negotiate with the spirit at the tomb to get permission to enter the pyramid. Jones gives the party a briefing on the great king Mortu. He was an archmage. In death, he possesses all the powers he had in life. Plus, he's a mummy. At least these undead are not powered by the Unlife. Next time, the Pyramid of the Great King Mortu!

The meeting with Salah concluded, people head out. They meet up at the camels. They argue about whether to take the camels to the pyramid or not. They decide taking the camels is probably best.

They camp that night in the open desert. Tents and air matresses all around.

Haeraan has dreams that night:

  1. What were Mortu's accomplishments? He sees Mortu carried in a golden sedan chair. They go to a big clearing with lots of masons building a pyramid. Next, he's in a war chariot fighting foreigners and running them down. Next, a number of people in various clothes come to him and give him tribute in gold and jewels and laen and eog. He takes up the lootz, and holds them up. Later on, they build the observatory in Tatam. They grind laen down to lenses in the observatory. Later he and some casters are standing in front of a cavern. He holds up one of the lesser Ilarsiri.
  2. What has he done recently? He's mostly just sitting there drooling all these years, since no one has disturbed his tomb.
  3. What does he want? They see him sitting on a throne and he's shewing away buzzing flies. He casts a spell and they die. Later, he looks up in dismay that a shadow has fallen over him.
  4. How do you get in uncursed? A bunch of party members are standing in a pottery shop that the mutual fund owns. All of a sudden, everyone is transformed into bulls. A couple cast levitate, and acrobatic flight, and there are short doors through doorways, etc. Nothing gets touched though.

Orhan 4 Day 35 TE 6065

People discuss toomb robbing/non-robbing strategies.

Perhaps they should offer the gift to his priests before going into the pryramid.

They camel across the desert to the temple before the pyramid. Haeraan offers up the Flail of Many Heads to the priests asking for them to intercede with Mortu for a big favor.

They get to the river. Oathar is there where they pay him a couple of silver for passage across. Everyone gets +2 on their next roll.

They head up to the temple before the great pyramid. They notice that they are being watched (Oathar spots a scrypoint watching them). They make a pilgrimage to the temple itself. The guards at the temple are quite impressive. Indeed, they look like Alliance thugs.

A priests comes out and greets them. How may the temple of Mortu be of assistance? They are here to present a gift to the great king. They're taken inside. Present your offering to the Great Mortu. Haeraan puts the Flail on the altar. How may the blessings of Mortu enrich your lives? We ask only that our names be known to the great king. He writes the names and wraps them in a scroll and puts the names into the firepot and burns it. They don't say much else, but go in peace.

They suggest staying just down river at the Nome of Neyat. As they are leaving, Haeraan looks around the pyramid. He finds that about forty feet up on one side is a faint square outline. Perhaps that's the secret way in!

They leave, taking careful note of the scry points watching the temple area. (One aboce temple, one above pyramid.)

The stone tower seems to be the biggest problem. It's got a Gethryn flag, but there are Alliance type guards. There are all sort of little shops and a bazaar around. They avoid going to The Door.

They watch the bard at their inn. They get a room each.

Then they plot. They decide to dream first.

  1. Will the king contact us? He's witha bunch fo kids standing in front of the house. Up on the roof, someone's ball is stuck. No one answer and the only way to get the ball back is to go into the house.
  2. Where are the scry points coming from? There's a very old room. Sealed up. Suddenly inside is a circular room with thirteen pedastals in a ring. On each pedastal is a crystal orb with inner light. One of the walls breaks open and some dyar come in. One of them reaches out and touches one of the orbs. There's a flash of light.
  3. What's up with the king? They take him body down into the opening of the pyramid at his funeral.
  4. What's up with Oathar? Why are you asleep!? Orhan is in the sky. It's time for action.

They head down the river. He takes out a couple hundred gold pieces of gems and sacrifices them to the water.

Oathar accompanies them up to the temple. Invisible, silent, non-detected, the works. The long door into the entrance hallway and start exploring carefully.

There are a lot of paintings in the first great chamber. The floor is completely cursed. We leave across.

Then there's a larger room. Dozens of stone statues line the walls. At the base of each statue is a plaque with big gemstone eyes. Behind each statue is a painting of this person or that person. Imre memorizes the text, but noone touches the statues, which are cursed.

We proceed another fifty feet and there's a fork in the road. Heading forward it opens into another great chamber. The walls are inlayed with gold. Two huge statues of the great king mortu are on pedastals in the far corners with jewels and gems scattered around their feet. Trays and urns lie against the righthand wall. Six open sarcophogi in the center face towards the statues. They contain skeletons in bronze breast plates shields and swords. In the far wall is another passageway. Surprisingly, some parts of the floor, those without gems, are not cursed.

Then there's a closed wood door. A big golden disk with the symbol of Hora and Mortu on it. It's trapped. There's a big stone sarcophogus covered with hieroglyphs inside with four elegant niches with large bronze urns, piles of coins in the niches, etc. There's a poison needle trap. Haeraan disarms it, poorly. He gets stabbed. Neutralize poison spells all over. Searching again, there seem to be no more traps. Oathar suggests he try that again. Oh look, a trap. It gets disarmed. The door, is of course locked. After several tries, Alynna picks the lock.

Behind the door is a grand hall 150' long by 50' wide. In the center is a giant stone sarcophogus covered with Great King Mortu iconography. Each niche has a golden urn and various coins etc. The sarcophogus is of course the decoy. Three of the niches have passage ways behind them. Everything in the niches are of course cursed. Farleft, nearright, farright.

Farleft (shortdoored past) leads to a hallway. The hallway ends in a blankwall. The final few feet are trapped with a pit trap. There's a small straight shaft down from there.

Farright leads to a pasageway that leads to a large rectangular room. Lots of gold engraved paintings everywhere. At the far end of the room is a jewel encrusted throne. Surrounded by all kinds of treasure. A huge golden crown with a diamond the size of the Star of Emir is sitting on the throne. On the walls are a number of glowing weapons with glowing magical runes on them. Alynna and Haeraan realize that this whole scene is actually an illusion. It's not quite right. The scene fades before them into outlines. At this point the symbols on the walls become visible and they need to make resistance rolls against channeling. Alynna fails 2, and Haeraan fails 1. They get all Pained! Pain!

Haeraan checks near left again but only notices that the urn is glistening as if coated with a slight sticky substance. It's deadly!

NearRight leads to another trap no doubt, but we head in anyways. It leads to another chamber, in which sits a sphynx. Whoa, everyone decides to leave. Sadly the sphynx goes first and attacks! Well, by attack it means cast mentalism on Imre. Which he resists handily. They all longdoor out, but Oathar stays to chat with the sphinx. He says, so long as they don't steal anything, they have a decent shot of convincing the great king.

The party backtracks and then takes the side passage neglected earlier. They pass one side door and continue following the corridor to a set of stairs leading down. They check for traps on the way down and head downstairs. The passage continues straight forward further into the pyramid. One more det traps roll later, Haeraan notices the floor is gone. Yup, that's a pit trap.

To the side door passed earlier. Haeraan detects traps, sees nothing and shortdoors past the door. There's a large room beyond. Inside are 20 caskets. Around the caskets are scattered assorted piles of coins jewelry, weapons, urns, etc. It's all cursed. No apparent exits. We start searching for hidden doors. Nothing appears to be there.

We head back into the hallway. Imre finds a hidded door opposite the right hand turn. We pass through and Find a room filled with rats.

Haeraan teleports across, and the rest of us join him.

The next room has a giant statue of Hora. It emits a strange blue light. It's a forcefield halfway across the room. There is no passing it. Yup, that's a giant wall of force. It won't let us pass. Haeraan appeals to Hora and requests passage. Sadly, his prayer roll sucks.

People look around for good stuff. Imre starts casting sunlight (utterlight) spells to see if they help. Imre sacrifices the wand of light while an utterlight spell is up and we pass right through.

We get through and find another room with open sarcophogi. They've got the usual armaments, etc. On the far side is another opening and stairs leading up. As we approach the mummies start stirring. As we back off they stop. We decide to just lngdoor passed the room and head up the stairs. It leads up to a small room upon the walls are all sorts of engraved symbols. The door is covered with letters that seem to be cursed.

Haeraan short doors through the cursed door. Filled with lootz. And another sarcophogus.

imre makes his impassioned plea.