Day 71 (Night)
As the animated dream faded upon defeat, it’s image burns onto the wall. The Inn Keeper and some others come to the door and inquire about what happened. The murmur about the ‘Stalker’. Over time, word spreads throughout the neighborhood. It had been stalking the neighborhood for months including children and leaving people mindless husks.
The party gets most of this information from a priest that had been hunting the Stalker for weeks. The priest is an out of towner (Seijen Wu – Rick’s character).
An all night party starts by the neighborhood. Kephraim’s body is laid out and they bring fronds and start collecting to help raise Kephraim. They will do this over the next week.
The next step for the library is to gain access to the Spiral Archive. Turns out that Seijen Wu has been granted access by the governor.
The party and the priest head to the library to enter the Spiral Archive. Seijen Wu is on the list for access, but the rest of the party is not. We’ll need to secure permission from the governor for the rest of the group.
Hatia Deca An-Kharet is the governer. We head to meet with her.
Deaconess Sekek is her secretary. She’ll get us in to see the Hatia tomorrow, but we’ve already paid for entrance today. We convince her to get a refund for today.
Seijen Wu relays his experiences so far in the
Spiral Archive Library
- KN: History, Nobility, Religion are the key skills for it.
- Acrobatics (DC 10) are needed for moving around in the library. (1/day)
The party spends a day of downtime gathering information.
- Seijen Wu hears of rumors of a pyramid that was recently uncleared by the sand to the west.
- Harish researches Invisible Stalkers.
- Nefara learns more about the pyramid. It’s fairly close. 2 days travel by camel.
- Nefara learns of cultists operating at night.
The next day Deaconess Sekek says the Hakia cannot see us today. We schedule an appointment for next week as we are going to the pyramid. We did get the sense we might be getting a bit of beareaucratic run around.
We head off into the desert.
Cassandra hired 5 (2nd level warriors) and bought 11 camels.
Day 74 (Evening)
We arrive at the newly uncovered pyramid. There was a campsite here and it was attacked. As we dismount and approach we see signs of fighting and something undead looking comes around from one of the tents.
- 9 x Undead – Sunbaked Zombie (CR ) – DR/Slashing (CR 2)
This was a camp was from a young scholar.
During third watch, party members on watch hear buzzing, droning noises getting louder. Cassandra believes it’s the droning noise a queen ant makes whens drawing mates. We send our tenders away with the camels and barricade ourselves in the entrance to the pyramid.
- 4 x Giant Ant Drones (CR3)
- 1 x Giant Ant Queen (CR5)
- 1 x Rock Trap (CR3)
We head into the pyramid. In the daylight, the corridor is lit by breaks in the stone. Far down the entrance corridor (10 ft wide), we see a 10 ft wide by 10 ft high pyramid blocking the way. As we cautiously approach, the pyramid charges us.
- 1 x Pyramid construct (CR 6)
We continue onwards until we come to some doors. They are closed and open outwards.
- 1 x Pit Trap (CR 4)
Beyond to the west, we find a chamber with a stone sarcophagus and we can see in the next room over a statue of a Pharaoph.
- 1 x Disguised sarcophagus (Mimic) (CR 7)
We head into the next room. The status is of the Pharaoh. The false door is a secret door. The door has hieroglyphics on it that are effectively a remove curse scroll.
There is a shrine to the north and to the south (in rooms). Ra and Set.
We find at the base of Ra a hidden chamber with a brass scroll case.
Beyond the secret door to the west, we find what we think is the main tomb of the Pharaoh.
- 1 x Mummified Creature (CR 6) – Architect
Seems this might be false tomb.
Scribed on the back of the secret door are symbols -
- Human Man
- Human Woman
Harish uses ‘Detect Secret Doors’ to find two secret doors back in the first chamber (one north and south).
We head through the northern secret door. At the end of the passage is a large room with two wooden chariots in them. There are figures in the skeletons.
- 10 x Skeletons (CR 2)
Beyond is a hallway with doors to the west and then a corridor south with another set of doors. We continue west. Beyond is a long room 60 ft by 30 ft. Carved nature scenes on the walls. Mummified creatures in the room.
After discussion, we decide to come back to this room later – Tomb of the Royal Huntsmen. (4 Mummy-like animals and a Skeleton Champion) – then we decide to have Harish cast Command Undead on the Mummy Hippopatmus and has it destroy the rest of them.
- Mummified Croc (CR2)
- Mummified Hippo (CR6)
- Mummified Ape (CR1/2)
- Mummified Leopard (CR2)
- Huntsman (CR2)
We proceed down the southern corridor and into a room with 4 obelisks (magical). Each had an affect that represented different elements (earth, water, fire, air). It’s a summoning chamber. We find a secret panel on the NW one. Cassandra uses mage hand to open it and it triggers summoning a fire elemental.
- 1 x Fire Elemental (CR5)
We found an elemental fire gem.
Further down the corridor, we find a secret door. The method of opening it is a puzzle based on the sphinx types based on what was on the back of the ‘faux door/secret door’ back near the entrance.
- 1 x Axe Trap (CR4)
Carvings cover the walls of the otherwise bare chamber. Flanking an ornate large double doors are statues of men with jackal heads.
Cassandra detects they are constructs.