The PCs, unable to save Semok from the slave ship, ascertains that there is but on place the ship could be going: Great Makesh. The mysterious, cursed city has lured many an adventurer to his doom in the past couple centuries, so what’s one party more? Besides, rumor has it that Queen Samzhara herself (along with the Tassirs) has taken up residence there.
The players proceed down the caravan route, in the company of dervishes, when they reach the Oasis of Golam Fossir. There, they discover that a horrible beast is causing no end of havoc, causing normally docile animals to attack innocent villagers. They chase down this beast, following its trail to the crash site of an airship.
The ship apparently crashed about a week before the PCs showed up. The ship was one of the missing waterships (see post #1) that the Prefect was expecting. From the looks of things it had been attacked, probably by Queen Samzhara. The problem was, it crashed into the tomb of an old, cursed Horanim who had traveled here long ago. The Horanim had intended to make a tomb for himself to journey to the afterlife, but instead, he was trapped there for near-eternity… well, until a nice airship crashed down and smashed open the tomb’s doors.
Inside the tomb — yes, of course they had to go inside! — they found several very frustrating trap-rooms. There was the sloping room filled with sand, a garbage compactor, and two necrophidii, as well as the multiple-energy-beams room and the final undead-Horanim-body room. At last, the phylactery of the undead horanim was smashed, his life force allowed to go to its rest, and all the goodies belonged to the PCs.
Among the loot: several more of these spell runes, a fine diadem, and an interesting light/dark weapon belonging to the world of the Aessirs.
Next stop: Great Makesh. Fun!