Realm of the Sons of Osorus (9), Second Tier of the Great Pyramid
Lost City of Khemsa, Forgotten Civilization of Verulia, Great Eastern Desert, the World of Hyboria
Day Two. Morning. 14th day of the month of Yuluk, 1279th year of the Age of Aquilonia
Bejeweled Verulia of Old, contemporary of fabled Atlantis, was now a desert.
Where once was the mighty kingdom of Verulia, where once gleamed the glorious city of Khemsa, now dwelt the surviving descendants of the enlightened ancients. Fractured, drugged, dreaming, under the yoke of the demon god Zargoth, the Verulians inhabit the eerie ruins of their long dead civilization, far beneath the sunlit world of Hyboria.
Into this strange land venture outlanders from afar. They are treated as guests by the Sons of Osorus.
After a sleep plagued by eldritch nightmares, the strangers eat their fill and provision themselves as they prepare to disembark to pyramid tiers below. Loche is brought oil and a belt embellished with hieroglyphics. Once ready, Ghorom and Horuk lead them south from their night chambers, down a spectacular, towering hall.
At the end of the dizzying corridor stands a gigantic stone hawk, representing Osorus (at the star).
The hawk-helmed fighters bow before it.
They move west and enter a spartan smithy forge for arms and armor (12).
Golden hawk soldiers gently heave the cold anvil aside, revealing a trap door in the floor (f).
By torchlight, they all descend a ladder 100 feet down to the third tier of the Great Pyramid.
At the bottom (c), a secret passage (s) ushers them into a vast, exalted temple to Osorus (24). Ghorom, Horuk and the golden warriors reverently bow again.
Ghorom leads the adventurers to a massive, bronze double door, their departure point. The soldiers unbar its triple barricade as Horuk says, "As thou knoweth, every tier of the Pyramid is larger than the one above it.
"Anon, thou shalt find a button set into the wall. Press it. The ancient engines of The Architects yet work, and likely shall forever. Fare well."
Ghorom shakes their hands and says, "Recall, noble friends of Osorus, thou art always welcome here. Return whenever ye hath need of rest and hospitality. May Osorus watch over thee in thy quest. Fare thee well, my friends."
Replies? Actions? and Marching Order, please.
Map:
The adventurers and the Sons of Osorus are at X.
PC Status:
- Arthfael Griogarach: Cimmerian Northman Druid 2: Move: 12", AC: 6, HP: 12/12, Spells: 4/4 1st lvl and 3/3 2nd lvl
Attila: Hyrkanean Nomad Barbarian 1: Move: 12", AC: 1, HP: 12/12
Garrin Locke: Argosian Atlantean Paladin 2: Move: 12", AC: 5, HP: 18/18, Laying Hands: 1/1
Gronda: Zembabweian Savage Ranger/Thief 1/2: Move: 9", AC: 7, HP: 17/17
Kiri Khutan: Kambujan Easterner Fighter/Magic-User 1/1: Move: 9", AC: 4, HP: 7/7, Spells: 2/2 1st lvl
Loche: Pict Savage Thief 3: Move: 9", AC: 5, HP: 18/18
Mako: Khitan Easterner Illusionist 2: Move: 12", AC: 7, HP: 6/6, Spells: 2/2 1st lvl
Roan, Son of Rune: Vanir Northman Barbarian 2: Move: 15", AC: 4, HP: 23/23
- Protection from Evil (Garrin): -2 to AC and +2 to saving throws against evil, in a 10 foot radius around Garrin.
Healing Mists of Osorus (All): All lost hit points are recovered with 8 hours of sleep. Wakeful rest, or sleeping for less than 8 hours, enables recovery of 1 hit point per hour. Duration: "months."