Enter Sandman

January 7, 1203 to January 9, 1203: Using the power of an ancient map given to him by his father, Saddanar and a party consisting of Steven, Dane, Renchor, Natasha, and Quinlin teleport to the long forgotten Egyptian Ruins of Gallapus Spell Raiser, located in the Sea of Dust.

These ruins consist of dozens of low, flat buildings known as Masabas, two lesser pyramids, which are long forgotten temples of Bast, and a great pyramid dedicated to King Gallapus.

While searching the ruins the party encounters two servants of Bast. These beautiful, part-feline creatures have many talents and hide many secrets. One of these secrets is about the King’s pyramid. This secret, however, can only be told after a night of passion. At first, there are no takers for this night of ecstasy, but Saddanar, being the team player that he is, agrees so the secret may be learned. As morning comes, Saddanar his shocked to discover that the servants of Bast are in reality Night Hags and a short battle ensues. The Night Hags, however, cannot withstand the party’s swords or spells and are quickly slain.

The next morning, the party discovers a secret door about 30 feet up the side of the King’s pyramid. The door is easily opened and the party begins exploration of the crypts inside. The first several crypts hold little interest for the group, on the fourth crypt, however, the party cuts the burial shrouds and hastily ransacks the body. A strong wind blows through the pyramid, the King’s guards have been awoken.

After a few minor skirmishes, the party discovers the King’s chamber and meets Gallapus Spell Raiser an ancient Lich of great power. To make matter worse, several of the King’s guards, Mummy Lords, have blocked the party’s retreat.

The battle proved difficult and costly. Saddanar was slain and several other party members were gravely injured. In the end, the party was victorious. Saddanar was restored to life and the group claimed a nice treasure.

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