Venture into the Pyramids

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On the way to the pyramids we came upon a slave revolt and helped them out, freeing Ar'ken. He made the certain-to-be-deadly mistake of joining the party after wrestling with Harald in the nude. He was, quite rightly, grossed out by Harald's repeated groin-grabs. Welcome Ar'ken!

We made our first jaunt into the Pyramids, starting with the Sphinx, and nearly released our sphincters when we were attacked by flocks of Man-Bats! Evidently, Sphinx Man-Bats had also been regularly releasing their sphincters inside the Sphinx for millenia, as the entrance chamber was entirely covered in Man-Bat guano. Much rolling around in poo and saving throws vs. death followed.

A large foreboding bronze door can be found at the west side of the entrance chamber with an inscription over the top (partially) deciphered by world-class linguists Face and FaceII as:

     "...after 100 years they are a nuisance...1000 years...the smell can kill...end of
       theworld...they will be impossible...little guardians of the Nile"

>>

'In through the Sphinx's Sphincter'

Rested and totally healed, we came back for more. Behind the big bronze door were a quartet of Sphinx mummies: ram-headed, eagle-headed and a boy-headed girl-headed pair. We made short work of them and discovered, behind the next door the 'little guardians of the Nile'; tens of thousands of dead mice, deposited over the millenia by the mud of the Nile at the Western wall of the Sphinx. After many fits and starts and aborted tunneling projects we made our way through the mouse remains to the mud of the Nile and to a corked corridor hidden in the northern wall.

'Into the Pyramid: Kicking Asp(s) and taking Silk'

The tunnel led to a vertical shaft 200' tall. The party was totally saved by a magesterial show of trap finding and removing by TrapoII. We wound up in a disappointing large room filled with asps and shadows and got a lousy square of black silk for our trouble. Up to the pyramid, we came upon a chamber with a non-Egyptian coffin with a glass lock and walls that may or may not be able to reverberate sound at a sufficient frequency to break the lock and release the horrible un-dead inside. We'll come back for that later. We checked out the great hall fought an ooze in another room and came away with a belt buckle, ring and a magic amulet with a hieroglyph on it.