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Located a weeks march into the Desert of Carnsin, a dry sandy wind-blown wasteland where even reptiles seem

to fail
in the fight for survival, is a massive black-volcanic stone pyramid 1,200 feet wide at its base, 1,500 feet high and
ominous in appearance. The pyramid can be seen clearly a full day before it is reached if the wind is blowing or 3 days if
the wind is calm.
Weather Events: Roll once at the beginning of each day. There is always 1 turn worth of early morning mist that allows for
collection of enough water to last the day.
01-25: Hot blistering day, temperatures soar 97-105.
26-50: The day is hot (see 01-25) but the wind thats blowing doesnt help. The wind is kicking up the sand making it
difficult to see. Anyone not wearing protective clothing (a cloak at the minimum) will suffer 1D4 damage every 4
hours of exposure. (Creatures with thick fur, scales, chitin or a Natural AC 5+ are unaffected.)
51-75: Heat wave, temperatures reach 120 degrees by high noon, any travel in this heat causes double water consumption
for the day. Those with a Con less then 15 need to make a Con check or faint from the heat. (Beings native to
Athas are not subject to fainting.)
76-90: Blister Storm: (26-50) however there are thermal twisters hidden in the blowing winds the only way to notice a
thermal twister is with a natural 20 perception check. The party will fall victim to 1D6 of these twisters through
out the day (1D4 if they try to wait out the storm and 1D8 if they try to race through the storm). A thermal twister
takes 4 rounds to pass doing 1D4 heat damage per round & 2D4 sand blasting damage (protection cuts in half,
save vs. BW cuts in half, both negate) per round. The twister will affect 3D4 party members per encounter.
91-99: Devil Wind: Find or rather make shelter quickly. The wind sounds like the wail of an enraged pack of banshees in
the distance. The party has 1D10 turns (10 minutes to 1 hour 40 minutes) to prepare for it. The wind does 2D6
heat and 2D6 sand blast damage per round (protection 1/2s & a save vs. BW will 1/2 both only 1/4 the damage).
Creatures with chitin or a Natural AC -1+ take only 2 points per round regardless of protective clothing or saving
throws. ONLY a true shelter such as a tent, Darins Instant Fortress or similar will prevent any damage. The wind
moves rapidly and is gone in 12 rounds (2 minutes). None outside the desert know of this deadly wind.
On the plus side after the wind passes temperatures will be relatively comfortable for the remainder of the day
reaching only the mid 80s.
00:
The wind increases in speed, blowing hot and hard, the sky darkens and the wind smells of fire and destruction.
This heralds the approach of the Black Cloud of Vengeance.
Black Cloud of Vengeance: HD: 19, HP: 152, AC: -3, THAC0: 5, #AT: 2, Dam: 6D10, Spec AT: Fiery Rain: 7D10 &
Wind: 6D10, Spec Def: +3 or better weapon to hit & immune to fire, Magic Resistance: 30%, Size: G, Morale:
Fearless (19), XP: 19,000,
Treasure: EP: 6,000, GP: 20,000, PP: 3,000, Gems: 11: 5 carats each worth 100 GP per carat (500 GP per gem),
Wand of Magic Detection (89 charges) 2,500 xp
Amulet of Far Reaching: (+20% to spell range, wizard only) 1,000 xp
Breeches of Useful Items: wizard only (2 each dagger, lantern filled & lit, mirror large, 10 pole, 50 rope, large sack,
12 foot row boat, 1 each iron door 10x10 foot locked & barred, window 2x4 foot up to 2 feet deep, bag w/
100 GP, 24 foot wooden ladder, scroll w/ Monster Summoning V (Lv 7), scroll w/ Fabricate (Lv 5), pair of
war dogs) 1,500 xp
Dwarven crafted Scale Mail (AC 5) +4 w/ Desert Evening (wearer can survive in any desert environment w/o
suffering any adverse effects) & Cure Wounds (restores 1/2 the wearers health once per 24 hours) 7,500 xp
Whip +2 w/ Entanglement (can be commanded to entangle 1 target save vs. BW to avoid) & Sun (has an extra +2 vs.
evil and does x2 damage vs. negative plane associated targets) 4,800 xp.
Unless otherwise noted ceilings are 20 feet high and all rooms have light emanating from multiple locations only the level
of light varies dependent on the room. Hallways and activity rooms are well lit nearly as bright as daylight while sleeping
areas are more akin to twilight or slightly darker. All corridors are also highly decorated with beautiful sculptures, fanciful
stonework & imagery all Egyptian in styling.

Ground Floor: This floor is the most active roll 1D8 for random encounters every time a new corridor is entered and
after traveling every 50 feet in a given corridor. A roll of 1-2 indicates an encounter. Rooms will have their own encounter
chances.
Random Encounter Table
01-40 Servant: 1D10: 0th level beings, AC: 9 (due to speed & agility), HP: 4, XP: 10 each.
41-60 Warrior of Anubis: 2D8+2: HD: 10, HP: 100, AC: -5, THAC0: 11 (+6), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis
+3) 1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec
Def: +1 or better to hit, Magic Resistance: 20%, XP: 19,600 each, Note: The Lamellar +3 & Lotulis +3
disperse into black sand along with their bodies when killed.
61-75 Drow: 2D8: HD: 6, HP: 60, AC: 0, THAC0: 15, #AT: 3/2, Dam: 1D8+4, MR: 62%, XP: 975 each. Each will have
10 EP, 15 PP, 8 gems: 70 carats @ 150 GP/carat = 10,500 GP each.
76-85 Mimic: 1: HD: 10, HP: 80, AC: 7, THAC0: 11, #AT: 1, Dam: 2D6, Spec AT: Glue: Any touch/attack gets stuck
use alcohol (3 round wait) or an open doors check to pull free, Spec Def: Camouflage & Immune to
acids, XP: 3,000 each.
86-89 Werewolf: 4D6: HD: 8+2, HP: 80, AC: 2, THAC0: 11, #AT: 3. Dam: 1D6/1D6/2D6, Spec Def: Hit only by silver
or +1 or better & Regeneration: All lost HP are restored at the end of the round unless killed before the
round ends, Magic Resistance: 50%, XP: 8,000 each. Each has 20 EP, 10 GP & 15 PP.
90-92 Weretiger: 2D12: HD: 6+2, HP: 60, AC: 3, THAC0: 15, #AT: 3, Dam: 1D4/1D4/1D12, Spec AT: Rear Rake:
1D4+1/1D4+1, Spec Def: Hit only by silver or +1 or better, XP: 975 each. Each has 10 gems: 4 carats
@ 200 GP/carat = 800 GP each.
93-95 Werebear: 4D4: HD: 7+3, HP: 77, AC: 2, THAC0: 13, #AT: 3, Dam: 1D3/1D3/2D4, Spec AT: Hug 2D8, Spec
Def: Hit only by silver or +1 or better, XP: 1,400 each. Each has 30 EP, 6 GP, 10 PP & 7 gems: 50
carats @ 75 GP/carat = 3,750 each.
96-97 Lamia: 2D8: HD: 9, HP: 72, AC: 3, THAC0: 10, #AT: 3, Dam: 1D6/1D6/1D8 (scimitar), XP: 3,000 each.
98-99 Vampyre: 4D6: HD: 8+3, HP: 88, AC: 4, THAC0: 11, #AT: 3, Dam: 1D4/1D4/1D6, Spec AT: Poison Bite save vs.
poison (-1 per 2 points damage) or be charmed, Spec Def: will not be attacked by those it has charmed,
XP: 7,800 each. Each has 14 SP, 30 EP, 40 GP, 30 PP, 11 gems: 5 carats @ 75 GP/carat = 375 GP each,
there will also be 1 Ring, 1 Jewel, 1 Bag, 1 Dust & 1 Weird Stuff in each group.
00
Rakshasa: 1D4: HD: 8+16, HP: 192, AC: -5, THAC0: 11, #AT: 3, Dam: 1D6/1D6/1D10, Spec Def: Hit only by +2
or better, XP: 7,000 each. Each has 60 CP, 48 SP, 10 EP, 70 GP, 20 PP & 12 gems: 10 carats @ 200
GP/carat = 2,000 GP each. 1 will have 1 random magic item from either Rings, Books, Bags, Dusts or
Weird Stuff.
OS
Obsidian Golems: HD: 12, HP: 96, AC: 4, THAC0: 9, #AT: 1, Dam: 4D10, Spec AT: Fist Smash: save vs.
Paralysis or be stunned the next round (-4 to initiative & attack rolls), all within 20 feet take 2D6
damage and save vs. poison, if the save is good take only 2D4 damage if failed take 2D10. Spec Def:
Immune to spells cast by beings of less than 7th level, totally immune to mage spells cast by nondefilers, morale: fearless (19-20), XP: 9,000 ea.
WA
Warrior of Anubis: HD: 10, HP: 100, AC: -5, THAC0: 11 (+6), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis +3)
1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec Def:
+1 or better to hit, Magic Resistance: 20%, XP: 19,600 each, Note: The Lamellar +3 & Lotulis +3
disperse into black sand along with their bodies when killed.
1. Entrance: The entrance is located at ground level in the middle of the southern face of this large pyramid. The grand
dbl doors are recessed 40ft into the face of the pyramid. Each door is 20ft wide and tall made of the same stone as the
rest of the pyramid. Carved on the black stone are images of a powerful sorcerer lording over 1,000s of slaves
building this pyramid with a massive army defending the construction site. Though obviously several thousand years
old time has done nothing to damage the image on the doors. The doors are not locked and while hung to allow for
easy opening (and automatically shutting once opened) they are heavy needing a combined Str able to lift 1,000 lbs to
open them.
A. Player Descriptive Note: The image is Egyptian in styling and quality.
B. Special Trap: Undetectable to a thieves Find/Remove trap ability. When these doors are opened there is a 1 in 6
chance of a Devil Wind (see Weather Events above) being released. In this instance the party will only suffer 2
rounds of exposure before the wind blows past them. However the wind will blow the party back out into the
desert by nearly 100 feet. The wind will alert guards inside the pyramid and the doors will be closed again by the
time the party reaches them.
2. Arena: This room is rectangular with truncated corners, it runs 160 feet north to south and 80 feet east to west. The
main entrance double doors are located on the southern end. The room appears to be an arena or perhaps a staging

3.

4.

5.

6.

7.

area of some sort. Across the room is a door in the center of the north wall opposite of the entrance door. There are 2
doors on both the east and west walls each door is located about 10 feet in along its respective wall. Circling the room
are alcoves spaced roughly every 10 feet, 28 in all, in each alcove is an obsidian statue. The statues look like
gladiators, possibly some sort of tribute to, now long dead champions of this arena.
A. Encounter: If the special trap went off these golems will be active and ready otherwise they will take 1 turn to
activate once intruders enter the arena.
I. Obsidian Golems: 28: HD: 12, HP: 96, AC: 4, THAC0: 9, #AT: 1, Dam: 4D10, Spec AT: Fist Smash: save vs.
Paralysis or be stunned the next round (-4 to initiative & attack rolls), all within 20 feet take 2D6 damage and
save vs. poison, if the save is good take only 2D4 damage if failed take 2D10. Spec Def: Immune to spells
cast by beings of less than 7th level, totally immune to mage spells cast by non-defilers, morale: fearless (1920), XP: 9,000 ea.
B. Treasure: It takes 5 minutes to thoroughly search each alcove while the statues are in place. Hidden in each
alcove is a total of SP: 1,000 & GP: 6,000
Blacksmith: 20x40, all the tools one could ever want or need for blacksmithing & weaponsmithing can be found in
this room. There are no supplies however to be fashioned into tools and the weapon and armor racks are empty. The
forge burns with a strange whitish-blue glow and doesnt seem to have any coals or wood for maintaining the fire
contained within. The door is exceptionally well decorated with a scene depicting a smith training his apprentice.
Characters that take time to study the image can make a perception roll DC 20. If successful the character will notice
the image is actually a mosaic of instructions and formulae dating back to a forgotten era.
A. Instructions & Formulae: Study of these writings which will take many months will provide the following
bonuses: a 1 time +4 to the skill level of all smithing and armorer skills known or the acquisition of any 2
smithing type skills at base level. If the instructions are put into actual practice, this will need a total skill ability
of 30+, than any item crafted by this character will always be of Remarkable quality unless a natural 1 is rolled
for the skill check even then it will still be average quality.
Weapons Training Room: 40x40, this room is decorated and furnished as befits a training area for soldiers to spar
and practice skill at martial arms.
A. Storeroom: 20x30, partial stocked armory, 5 barrels of sheaf arrows (120 each), 50 composite long bows, 100
battle axes, 250 long swords, 50 bucklers, 200 medium shields, 2 suits of full plate & 5 suits of plate mail.
Pets Room: 20x30, The door to this room is barred on the outside and is made of steel. Within resides some of the
masters faithful pets, the Nightmare Hounds.
A. Nightmare Hound: 7: HD: 8, HP: 64, AC: -5, THAC0: 5, #AT: 5, Dam: 1D6/1D6/1D10/1D10/2D10, Spec Def:
+1 or better to hit, Magic Resistance: 20%, XP: 10,000 ea.
B. Treasure: GP: 5,000, Gems: 14: 5 carat @ 50 GP/carat = 250 GP ea.
I. Wand of Secret Door & Trap Location (87) 5,000 xp
II. Wand of Force (94) 3,000 xp
III. Cyclas of Blending 3,500 xp
IV. Mist Tent 2,000 xp
V. Elven craft Mithral Full Plate (AC -2) +5 5,400 xp
(1) Flight: allows the wearer to fly as the spell cast at 12 th level ability.
(2) Extra +3 vs. missile weapons.
Barracks: 40x50, The central room has furnishings indicative of a commons room with comfortable seating, a hearth
for warmth & preparing meals and a table with benches for eating at given the presence of dishes and utensils.
A. Guard Room: 10x20, This room is meant to keep those not expected from entering the barracks.
B. Warrior Quarters: 10x10, Herein reside the warriors, 1 warrior per room.
I. Warrior of Anubis: 16: HD: 10, HP: 100, AC: -5, THAC0: 11 (+3), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis
+3) 1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec Def:
+1 or better to hit, Magic Resistance: 20%, XP: 19,600, Note: The Lamellar +3 & Lotulis +3 disperse into
black sand along with their bodies when killed.
II. Treasure: Within their rooms the following can also be found. 300 EP & 3,000 GP
C. Latrine: This room is nothing more than a simple restroom. Up to 6 people can use at the same time. The north,
south and east walls have a trough with a bench in front of the eastern one with water constantly flowing through
to wash away the business. The water springs from both the northwest & southwest walls just above the troughs
and drains down a hole in the center of the eastern trough.
Mess Hall: 60x30, There are 8 tables with bench seating in this room all tables have a fresh water basin for cleaning
up before eating as well as dishes and utensils laid out. Each table can seat 6 people, 3 per side, comfortably 10 under
cramped conditions. Each table also has a water pitcher that dispenses fresh cool drinking water (if the command

8.

9.

10.

11.

12.

word bubbly is spoken the pitcher being held will dispense honey mead instead). There is a 10% chance of inhabitants
dining when the party comes across this room. The room is magicked so that water containers never run dry and are
always filled with fresh water. There is a stairway running the length of the northern wall leading up to the next level.
A. Store Room: This is the larder for the kitchen, there are 1,000 lbs worth of grain, dried/salted meats, and similar
long term storage consumables.
B. Kitchen: In this room are 2 stone ovens 1 flat work station and a central fire pit for cooking stews or meats on a
spit. 1 Halfling and 3 Half-Elf slaves toil away preparing meals here under the watchful eye of a Drow taskmaster.
Drow: 1: HD: 6, HP: 60, AC: 0, THAC0: 15, #AT: 3/2, Dam: 1D8+4, Magic Resistance: 62%, XP: 650. His armor
& scimitar will disintegrate at the 1st touch of daylight.
Servant Barracks: 40x70, This room is intended for loyal servants of the master to rest in when not doing chores
around the pyramid. This barracks has 154 bunk style beds, there are footlockers for each resident with the beds.
There is nothing of true value within this room. There is a 35% chance of encountering 4D10 servants in this room at
any given time either resting, changing clothes or otherwise spending down time. Servants will try to flee and raise an
alarm if they encounter PCs.
A. Servants: many: 0th level beings, AC: 9 (due to speed & agility), HP: 4, XP: 10 each.
Music Room: 30x30, This room is acoustically designed to allow for good sounding music. There is a stage in the
northeastern corner with seating to accommodate up to 15 persons. Currently this room is empty of any inhabitants
(after the parties 1st finding of this room there will be a 10% chance of someone being in it should they return to it at a
later time).
Pit Room: 80x240, The door to this room has 3 locking mechanisms each has a -20% to open locks due to quality.
The room has a 10 foot wide ledge that circles a pit, after 10 feet the pit is filled with utter blackness so the bottom
cannot be seen. A casting of Light or Continual Light at the darkness will reveal the pit is filled with a green liquid
just after 10 feet of depth. On the far side of the room is a massive treasure pile glittering and gleaming in the
illumination.
A. Trapped Locks: Each of the 3 locks are trapped as follows.
I. Lock #1 contains a poison needle (type C: 5D6).
II. Lock #2 has a ceiling & floor surprise spear trap (this trap cannot be disarmed and is triggered if the Open
Lock roll fails) 4 spears spring forth from above & below each doing 1D6 then 1D4 when they retract the next
round, this has the appearance of teeth taking a bite out of the would be thief, roll 2D4 to determine how
many spears connect.
III. Lock #3: This devious trap does not directly harm the thief, if the roll to open it fails the other 2 locks and the
poison needle trap are reset if they were open to begin with otherwise nothing happens.
B. DM Note: Only the 20 feet of ledge by the door are a flat surface, the rest of the ledge only appears to be flat
(disguised by a powerful illusion) but is actually slanted toward the pit. Characters must make a Dex check at -4
due to the slippery nature of the floor for every 40 feet traveled (5 rolls to make it over to the treasure pile), the 1 st
character to try crossing for the 1st time makes the Dex check at 1/2 ability due to the surprising nature of the
floor. Travel magic is prevented from functioning in this room.
C. Green Slime: The pit is filled with green slime. A single massive 200 HD (1,200 HP) green slime. A Cure
Disease spell will only kill an amount of HD equal to the casters level x2. XP: 47,500 should the party try to kill it
(hope they brought a lot of torches or Greek Fire).
D. Treasure Pile: The pile is another very powerful illusion intended to lure victims into the green slime below.
Once touched the illusion disappears showing only the 40x80 foot section of floor it was sitting on. (The illusion
will be replaced within the month). Have fun getting back out.
Stable of Nightmares: Housed within are 16 Nightmares, each within its own stall.
A. Nightmare: 16: HD: 6+6, HP: 84, AC: -4, THAC0: 17, #AT: 3, Dam: 1D6+4/1D6+4/2D4, Spec AT: Burning
Hooves, any kick landed by the beast will set any combustible on fire, Spec Def: Noxious Vapors, after 1 round of
combat they emit a vapor save vs. Paralyzation or be at -2 on attack rolls, XP: 2,000
Exhibition Room: 100x100, This room contain vases, urns, statues and 16 richly decorated sarcophagi. All with an
Egyptian feel and style to them. The floor is made of poured gold with gems set into it. As the gems were placed while
the gold was still molten prying them out is impossible without damaging them and trying to remove the entire floor is
likewise impossible as it is 1 giant slab weighing more than a dragon could lift. In similar fashion the pillars that
support the roof overhead are also adorned with poured gold inset with gems. All of the inset gems both floor and
pillar are arrayed in such a way as to display various images. The floor after 3 turns of study will be seen as a map to a
region. The map depicts fertile fields, rivers and this very pyramid at the center of it all surrounded by 8 satellite
villages. 2 sarcophagi are placed at each of the satellite villages and are labeled as being that villages governor and
wife. The depictions on the pillars are those of villagers doing daily chores, farming, even having sex or of the areas

varied wildlife. The 4 central pillars depict a series of linked scenes regarding the powerful sorcerer depicted on the
entrance doors and relate the tale of his rise to power through cruel cunning and wicked deeds. Written in Blood
Diamonds, in the floor, along the western wall (what is depicted as being north on the map) is The Domain of
Ramsesnakht.
A. Sarcophagi: Each is the resting place for a greater mummy. The lids of these sarcophagi could fetch as much as
30,000-100,000 gold each. An entire sarcophagus could be sold for 450,000-700,000 gold.
I. Greater Mummy: 16: HD: 13+3, HP: 143, AC: -3, THAC0: 7, #AT: 1, Dam: 3D6, Spec AT: Fear Aura: save
with a -4, Mummy Rot: Any attack that inflicts damage also infects the target with this dreaded disease onset
is 1D3 days after which the infected character loses 1 Str & Con & 2 Cha, this loss continues each day
hereafter until Str or Con reaches 0 when the character dies, Spec Def: +4 or better to hit, Magic Resistance:
25%, XP: 48,000 each
(1) Spell Knowledge: 14:1st, 13:2nd, 11:3rd, 12:4th, 11:5th, 6:6th, 5:7th
(a) 1st Level
(i) Curse (x2): -1 to attack & saves, Cause Light Wounds (x11): 1D8 damage, Prot. From Good (x1):
-2 to be hit & +2 to saves,
nd
(b) 2 Level
(i) Hold Person (x3), Spiritual Hammer (x2): 1D4 +4 hit & dam, Resist Fire (x4), Heat Metal (x4)
(c) 3rd Level
(i) Cause Blindness or Deafness (x2), Hold Animal (x2), Pyrotechnics (x3), Summon Insects (x4)
(d) 4th Level
(i) Cause Serious Wounds (x6): 2D8+1, Free Action (x1), Poison (x5): save vs. spell or die in 1 turn,
(e) 5th Level
(i) Cause Critical Wounds (x6): 3D8+3, Flame Strike (x3): 6D8 save for 1/2, Wall of Fire (x2)
(f) 6th Level
(i) Blade Barrier (x2), Harm (x4): does all but 1D4 points,
(g) 7th Level
(i) Creeping Doom (x1): Fire Storm (x4): 2D8 +20
II. Treasure: The pots, urns, vases and various other accouterments of this room will fetch 128,000 gold. In
addition hidden in urns and the sarcophagi is the following total wealth.
(1) Coins: 48,000 CP, 19,200 SP, 17,600 EP, 96,000 GP, 17,600 PP
(2) Items:
(a) Potions: Growth, Extra-Healing, Diminution, Super-Heroism, Treasure Finding, Oil of Preservation
(b) Scrolls:
(i) #1: ESP, Infravision, Ice Storm, Dig, False Vision, Transmute Water to Dust, Simulacrum,
Glassteel, Succor.
(ii) #2: Prot. Acid
(iii) #3: Audible Glamer, Hypnotic Pattern, Fire Trap, Wall of Stone, Move Earth, Shadow Walk,
Bigbys Clenched Fist
(iv) #4: Hold Portal, Delude, Drawmijs Instant Summons, Monster Summoning VI
(c) Rings:
(i) Finger Ring of Shooting Stars XP: 3,000
(ii) Finger Ring of Fire Resistance XP: 1,000
(d) Staff of the Magi (22) XP: 15,000
(e) Wand of Size Alteration (99) XP: 3,000
(f) Shirt of Scintillating Colors XP: 2,750
(g) Armband of Swimming & Climbing XP: 1,000
(h) Belt of Telepathy XP: 3,000
(i) Decanter of Endless Water XP: 1,000
(j) Chime of Interruption XP: 3,000
(k) Armor:
(i) Full Plate +5 XP: 3,000
(ii) Elven craft Bronze Plate Mail (AC 3) +1 XP: 1,400
(iii) Padded +2 XP: 800
(iv) Studded Leather of Survival +2 XP: 5,800
(v) Elven craft Mithral Chain Mail Barding (AC 2) +3 XP: 7,900
1. Survival

2. Comfort
(vi) Adamantite Chain Mail (AC 2) +6 XP: 22,500
1. The Storm
2. Comfort
(l) Weapons:
(i) Wrist Razors of Freezing +5 XP: 4,500
(ii) Elven craft Lasso of Quickness +2 XP: 3,800
(iii) Elven craft Composite Long Bow +3 XP: 4,900
1. Self Loading (Sheaf Arrows)
2. Accuracy
(iv) Footmans Pick 9 Lives Stealer +2 XP: 2,400
(v) Naginata +4 XP: 5,800
1. Extra +3 vs. Reptiles
2. Defender
(vi) Bastard Sword +2 XP: 10,050
1. Throwing
2. Sharpness
3. Storm
(vii) 2-Handed Sword +2 XP: 3,000
1. Freezing
2. Extra +2 vs. Lycanthropes
13. The Chapel: 40x80, This room appears to be a chapel dedicated to the Egyptian deities. The 12 pillars each depict a
different deity of that pantheon. Osiris, Ra, Bast, Thoth, etc. The northeast; northwest; southeast & southwest pillars
have the largest commemorative carvings and are of Set, Thoth, Anubis & Horus. There is a 5 tier raised dais on the
northern wall with a sacrificial alter a top it. Behind this alter against the wall is a statue of unknown being, standing 8
feet tall with bat-like wings, a demonic visage, the symbol on its chest is a snake with a head at both ends formed into
an omega housed in a circle, clawed hands on thick muscular arms outstretched and raised high. The eyes of the statue
are Fire Rubies each worth 1,000,000 GP. There appears to have recently been a service held here as the blood on the
alter is still somewhat fresh.
A. Chapel Guard Barracks: This is where the 26 Warriors of Anubis dedicated to the protection of the chapel
reside. Should the eyes of the main statue in the chapel be touched or any of the pillars be defaced the gong in this
room will sound alerting the warriors to the situation. They will enter the chapel in 2 rounds and all will be within
the chapel 3 rounds after that.
I. Warrior of Anubis: 26: HD: 10, HP: 100, AC: -5, THAC0: 11 (+3), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis
+3) 1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec Def:
+1 or better to hit, Magic Resistance: 20%, XP: 19,600, Note: The Lamellar +3 & Lotulis +3 disperse into
black sand along with their bodies when killed.
II. Treasure: 2,000 CP, 2,000 SP, 400 EP, 1,100 GP & 300 P.P.
B. Priests Chamber: This is where the assistant priests reside when not performing duties around the pyramid or
holding a service in the chapel. Each has a private table for meditation & study 2 priests each share a wardrobe.
I. Acolyte Assistant Priests: 4: Cleric Lv 2, HP: 12, AC: 7, THAC0: 20, #AT: 1/1, Dam: 1D6+1, Spec AT &
Def: Spells, XP: 105 each.
C. Priest Cleaning Chamber & Latrine: Behind the door on the west wall is the latrine while the door on the east
wall leads to a small communal bath house. In both rooms water is provided magically.
D. High Priests Chamber: The high priest of Ramsesnakht lives here. He is only seen outside of these quarters
when Ramsesnakht summons him or when a service is being held. There is a private bathroom and he has a live in
servant to keep the place up.
I. High Priest: Cleric Lv 20, HP: 160, AC: -2, THAC0: 8 (+11), #AT: 3/1 or 2 spells, Dam: 1D6+15, Spec AT:
Clerical Spells, Spec Def: Clerical Spells, Magic Resistance: by item, XP: 180,000 NOTE: Due to his
exceptional level of devotion he has been granted the ability to cast 2 spells per round and he can cast any
clerical spell he desires (raise the casting time by 1) w/o the need for meditation the previous evening.
(1) Treasure: 3,000 CP, 7,000 SP, 1,000 EP, 15,000 GP, 1,000 PP
(2) Items
(a) Ring of Free Action XP: 1,000
(b) Ring of Troll Regeneration XP: 5,000
(c) Rod of Resurrection (48) XP: 10,000

(d)
(e)
(f)
(g)

Amulet Against Disease XP: 350


Cloak of Protection +3 XP: 3,000
Murlynds Spoon XP: 750
Mace +3 XP: 7,000
(i) Luck: 3 wishes
(ii) Frost Brand
(h) Aurumvorax Hide Armor (AC 4) +4 XP: 17,000
(i) Desert Evening
(ii) Survival
(iii) Magic Resistance: 85%
14. Wainwright: 30x80, The northern most 20x30 section holds the actual work station for the construction and repair of
wagons, the remaining area is where several wagons are stored: 7 10,000 lbs, 4 5,000 lbs, 16 2,000 lbs wagons are
stored here. There is a 40% chance the Wainwright and his 4 assistants will be present working if so treat them as
servants with specialized skills and an extra 3 HP. There is a 20% chance for there being an additional random
encounter here as well.
15. Medicus Shandrill Chamber: 20x30, This room is simple there is a cot along the northern wall near the door, a
table and bookshelf along the southern wall and a very small alchemical set along the eastern wall. Even though the
being appears to be a Drow that lives here in truth she is a Night Elf and will be friendly towards the party if given a
chance. Her conversion happened some time ago but her responsibilities as a medicus have forced her to remain here
and care for the residents of the pyramid. She is a 20 th level cleric dedicated to healing and will NOT engage in
combat if the party attacks first and asks questions later her dying words will be Thank you for freeing me said with
a smile on her face.
16. Barracks for the Knights of Ra: 50x80, This is where the riders of the nightmares from room 11 reside. These
Lawful Evil knights will not directly fight the PCs within their barracks, rather when the PCs enter the room the
knights will introduce themselves and challenge the party to honorable 1 on 1 combat within the arena (Once the party
has entered the room read the following Stand fast intruders you have entered the Barracks of Ra. We are the
Knights of Ra: Imhotep, Djehuty, Netjerihedjer, Pepynakht, Rekhmire, Amyrtaeus, Tantarehat, Kaaper,
Snofru, Tetian, Sekhemkhet, Horakhty, Nebemakhet, Hekakheperre, Hemiunu, Rashepses and we challenge
you to honorable combat in the arena.) (#2 above, if the golems havent activated they will not activate because of
this fight even if the knights lose). If the party refuses to do honorable battle the knights will engage them in the
barracks but have an extra +4 to hit and damage from the outrage of being directly insulted.
A. Knight of Ra: 16: HD: 21, HP: 294, AC: -9, THAC0: varies, #AT: 3/1, Dam: varies (+10), Spec AT & Def:
varies, Magic Resistance: 75%, XP: 176,000 each.
I. Imhotep: THAC0: 0 (+10) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: Elven craft Brandistock +3 1D8+14/1D8+14, XP: 3,000
(a) Extra +1 vs. Larger Creatures
(b) Impaling
II. Djehuty: THAC0: 0 (+10) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: War Claws of Vampiric Touch +4 1D6+14/1D4+14, XP: 8,000
III. Netjerihedjer: THAC0: 0 (+9) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: Horsemans Mace +3 1D8+13/1D6+13, XP: 3,600
(a) Extra +1 vs. Larger creatures
(b) Giant Slayer
(c) Warning
IV. Pepynakht: THAC0: 0 (+8) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort

(b) Survival
(2) Weapon: Morning Star +2 2D6+12/1D8+13, XP: 2,300
(a) Extra +1 vs. Magic Using or Enchanted beings
(b) Dragon Slayer
V. Rekhmire: THAC0: 0 (+12) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: Dwarven craft Wrist Razors +4 1D8+17/1D6+17, XP: 13,300
(a) Storm: 1 8D6 lightning bolt per turn.
(b) Extra +2 vs. Regenerating creatures
(c) Sharpness: cuts on a natural 15+
(d) Revealing
VI. Amyrtaeus: THAC0: 0 (+12) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: Paired Elven craft Hand Axes +5 1D8+16/1D6+16, XP: 7,900 each
(a) Giant Slayer
(b) Storm: 1 8D6 lightning bolt per turn each
(c) Freezing: any strike save vs. Spell or be chilled (Slow spell effect), on a critical strike save vs. Spell
or be encased in ice for a # of rounds = to the rolled damage a 2 nd critical strike will shatter the target
killing it.
VII. Tantarehat: THAC0: 0 (+11) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Medium Shield +9, XP: 7,400
(a) Extra +3 vs. Missiles
(b) Arcane: absorbs all spells levels 1-3, negates 2 point of damage per die rolled, immune to mind
affecting abilities/spells & poisonous vapors.
(3) Weapon: Dwarven craft Warhammer Dwarven Thrower +3 1D10+15/1D10+15, XP: 3,900
VIII. Kaaper: THAC0: 0 (+11) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: Halberd +5 1D12+15/2D8+15, XP: 9,500
(a) Quickness
(b) Frost Brand
(c) Flame Tongue
(d) Negative Energy blade, acts as Vampiric Touch
IX. Snofru: THAC0: 0 (+10) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: Paired Katana +4 1D12+14/1D20+14, XP: 6,000 each
(a) The Planes
(b) Energy Blade: Fire
X. Tetian: THAC0: 0 (+11) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: 2 Handed Sword of Thunderbolts +5 1D12+15/3D8+15, XP: 5,500
XI. Sekhemkhet: THAC0: 0 (+9) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort

(b) Survival
(2) Weapon: Bastard Sword of Energy: Electricity +3 1D10+13/1D20+13, XP: 3,400
(a) Save vs. BW with each hit or be stunned for 2 rounds.
XII. Horakhty: THAC0: 0 (+9) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: Paired Khopesh +3 2D6+13/1D8+13, XP: 4,900
(a) Quickness
(b) Storm: 1 8D6 lightning bolt per turn each
XIII. Nebemakhet: THAC0: 0 (+9) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: Long Sword +3 1D10+13/1D20+13, XP: 2,600
(a) Impaling
(b) Dragon Slayer
XIV. Hekakheperre: THAC0: 0 (+11) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: Paired Scimitar +5 1D10+15/1D10+15, XP: 9,200
(a) Flame Tongue
(b) Phlogiston: creates 1 day of air for the wielder, does an extra 1D3+ wielders level in fire damage
(c) Freezing: any strike save vs. Spell or be chilled (Slow spell effect), on a critical strike save vs. Spell
or be encased in ice for a # of rounds = to the rolled damage a 2 nd critical strike will shatter the target
killing it.
(d) The Planes
XV.Hemiunu: THAC0: 0 (+12) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: Elven craft Paired Saber of Thunderbolts +5 1D8+17/1D10+17, XP: 5,500
XVI. Rashepses: THAC0: 0 (+10) HP: 0
(1) Armor: Dwarven craft Full Plate +5, XP: 9,500
(a) Comfort
(b) Survival
(2) Weapon: Great Scimitar +4 2D8+14/4D6+14, XP: 4,700
(a) Extra +2 vs. Lycanthropes & Shapechangers
(b) Energy: Fire
B. Treasure: 6,000 EP, 15,000 GP, 7,000 PP & 11 gems: 5 carats@ 175 GP/carat= 875 GP each
17. Prison: 30x120, The guard room/living area for the prison guards. There are 8 Drow here on guard duty.
A. Cells: The prison has the capacity to hold 80 prisoners
I. Prisoners
(1) Cell 1.3: Lizard Man: has only 3 HP left is insane with thirst & will attack when the door opens.
(2) Cell 1.4: Thri-Kreen: is thankful for being rescued but leaves as soon as possible.
(3) Cell 1.17: Lamia: Seeks to return to her pride only attacks if she is prevented from doing so.
(4) Cell 1.19: Hobgoblin: Blindly attacks when the door is opened.
(5) Cell 2.4: Vampire: Vanessa Extremely beautiful will feed as soon as she feels its safe, old enough that
even sunlight wont harm her until her HP are reduced to 0.
(6) Cell 2.6: Human: Female, offers her services as a tailor to the party. (The group gains a follower).
(7) Cell 2.11: Human: Female, former whore, offers her services as well as acting as a spy for the group. (The
group gains a follower).
(8) Cell 2.19: Dwarf: Male, offers his services as a master smith and engineer. (The group gains a follower).
(9) Cell 3.3: Wood Elf: Female, retired Ranger 6th level & professional animal handler from a traveling
circus. She pledges her life to her rescuers. (The group gains a follower).

(10) Cell 4.5: Halfling: Female, former cook of a professional grade, she offers to join the group if they
dont have a cook in their employ already.
(11)Cell 4.20: Medusa: blinded and tortured, swears eternal loyalty to 1 party member.
(a) DM Note: For future reference should the player accept the oath this Medusa WILL metamorphose
into a Greater Medusa. This metamorphosis will restore all the damage that had been done to her.
Depending on how the character has treated her she will do 1 of the following:
(i) Keep her oath of loyalty (best possible treatment)
(ii) Leave peacefully seeking her own way (good treatment)
(iii) Leave secretly stealing as much as she can carry in the process (poor treatment)
(iv) Attempt to kill or at least stone her rescuer and any who try to stop her before stealing what she
can carry and leaving (worst possible treatment).
B. Execution Room: There are 2 means of execution in this room, blood letting (slow & painful) and decapitation
(quick and easy).
C. Torture Chamber: This is where prisoners are questioned before being executed or sacrificed at the chapel.
I. Methods of Torturing: Burning with fire (includes branding) or acid, the rack, Iron Maiden, whipping,
maiming, sweat boxes & scalding oil.
18. Well Room: 40x40, This is where water can be gotten for drinking, cooking, cleaning whatever the need may be. The
central pool is kept filled from 4 constantly flowing fountains in the shape of jackal heads, 1 at each cardinal compass
point. There will always be 1D6 servants found here drawing water for use elsewhere in the pyramid. There are also
10 Drow stationed here on guard duty.
A. Drow: 10: HD: 8, HP: 76, AC: 0, THAC0: 12, #AT: 3/2, Dam: 1D8+4, MR: 66%, XP: 1,200 each. Each will have
10 EP, 15 PP, 8 gems: 70 carats @ 150 GP/carat = 10,500 GP each.
19. Guard Barracks: 60x70, This houses the well guards. 15 bunk style beds are located here. The guards to room 18
work in shifts: 10 on duty, 10 resting or waking up & 10 sleeping. Since there are always 10 found in room 18 there
will always be 20 found in this room, 10 of which will be asleep unless a very loud noise happened in room 18.
Normal combat will not wake the sleeping guards as those who are awake practice their combat skills in the same
room, however if a lightning bolt spell or similar loud attack were to take place they would wake up and be ready.
A. This is the latrine for the guards.
B. Drow: 20: HD: 8, HP: 76, AC: 0, THAC0: 12, #AT: 3/2, Dam: 1D8+4, MR: 66%, XP: 1,200 each. Each will have
10 EP, 15 PP, 8 gems: 70 carats @ 150 GP/carat = 10,500 GP each.
20. Zoo: 240x240, The door will only open after a deposit of 1 GP is placed in a slot on the wall beside it, then it is open
only long enough for 1 person to enter before it nearly slams shut. There are 13 exhibits on display here. There are
also 40 Warriors of Anubis standing guard in this room, both to prevent anyone from tampering with the cages and to
re-capture any escaped displays. The cages are magical in nature and each appears to be some kind of specialized
cube of force. Inside each cage is not only 1 or more creatures but also a recreation of their natural environment.
I. Warrior of Anubis: 40: HD: 10, HP: 100, AC: -5, THAC0: 11 (+3), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis
+3) 1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec Def:
+1 or better to hit, Magic Resistance: 20%, XP: 19,600 each, Note: The Lamellar +3 & Lotulis +3 disperse
into black sand along with their bodies when killed.
A. Humans: 1 male and 2 females, the surroundings are done up as a house just without any kind of walls. All 3 are
dressed in the simplest of loin cloths and the females are bare-chested. The eldest of the 2 women appears to be
pregnant by 5 to 7 months.
B. Elves: 1 female of each High, Grey, Wood, Aquatic, Snow & Drow. In a woodland setting with a small pool
dominating the center of the display. All are naked and there is some kind of magic in place that should any
become violent towards any other the offending party is pinned to an exterior wall and raped by an unseen entity.
C. Bulette: 1 adult, there is not enough dirt for it to bury itself.
D. Behir: 1 young adult.
E. Beholder: 1 ancient adult, 6 of its 10 eye stalks have gone blind.
F. Chimera: 2 adults and 3 young
G. Cats: 2 tigers, 1 lion & 1 Smilodon
H. Birds: 30 birds of various kinds, all are exotic non-predatory species.
I. Dogs: 1 wolf, 1 dire wolf, 2 Blink Dogs
J. Triceratops: 1 adult, the 2 primary horns have been cut down to stumps.
K. Velociraptors: 1 pack of 3.
L. Halflings: 1 male Stout and 1 female of each Stout, Tallfellow & Hairfoot. The environment is much the same as
for the humans except sized for halflings. They are without clothing.

M. Dragon: 1 ancient adult judging from the drabness and aged look of the scales. It has grown too large for its cage
and is curled upon itself with barely enough room to raise its head & look around at times.
I. DM Note: This is a female dragon of good alignment, once the guards are dispatched she will beg the
characters to release her from her prison, not for her sake but for the sake of her young. She has been focusing
all of her energy to resist laying her eggs and has been successful for quite some time but her time is ending
and she needs to be able to lay before she expires.
(1) If questioned she will explain that she was captured when she was but a juvenile and has grown up in this
cage and knows little about the layout of the pyramid or even who her captor is.
(2) If the party is generally of good alignment and they fail to aid this dragon deduct 250,000 xp from them
immediately upon the decision to ignore the dragon in her plight. Also with last of her strength she casts a
powerful geas upon the group to go forth and seek out those in need of aid and service them as needed for
10 years and a day.
(3) If the party asks if she knows how to free her she will tell them about the devices the caretakers possess
but she doesnt know its exact workings.
(4) Once freed from her prison she stretches for the 1 st time in millennia, every bone in her body snaps and
cracks as she allows herself to gain full size. After 1 full round of stretching she doubles over roaring in
pain as her body, without permission, immediately begins laying her eggs. The laying process takes 1D4
hours after which she is exhausted and collapses beside her young, dying. With her last breaths she asks
the group of adventures to take her children and care for them, they have been in her womb for so long
they will not know how to be true dragons and will need the aid of others for survival. With that she dies
and her body disperses into a shower of golden magical energy that cascades across her eggs and the
party. She laid exactly 1 egg for each party member. The magical energy from her death bonds 1
egg/infant to 1 character. No XP is awarded for this event, instead each character will now have a fully
grown adult dragon within the month (go see Eragorn the movie) that is 100% loyal to them.
N. Caretaker Rooms: Within each of these rooms reside 4 caretakers specialized in the care, feeding and keeping up
after the animals in the 3 cages closest to their room. Stored in each room is the necessary equipment and
foodstuffs to care for the displays in question. Each caretaker also carries a magical device that allows them to
gain entry to their assigned cages while also shielding them from that cages inhabitants. The caretakers of cages
A, B & L will take bribes from visiting guests to allow for alone time with one or more of the occupants, they
have amassed a little more than 20,000 gold from this practice.
I. Caretaker: 16: HD 4, HP: 16, AC: 8 or untouchable inside a cage, THAC0: 17, they are non-combatants and
will plead for mercy if threatened or call for the guards whichever appears to be in their best interests.
21. The Smithy: 70x50, This is the main smith/metal worker for the pyramid. A clan of 20 Deep Dwarf master smiths
operate this facility making arms and weapons for the pyramids army. The forges are the same as #3 above, however
in this room and its associated storerooms there happens to be enough adamantite to forge weapons and armor for an
army of 10,000.
A. Primary Storage: This room holds the raw materials for the smiths to work with.
B. Finished Goods: Within this room are 100 of each of the following, all adamantite & all of flawless quality: Long
Sword, Bastard Sword, Battle Axe, War Hammer & Morning Stars.
C. Tool Storage: Housed here are enough tools to complete 50 masterwork smith, black or weapon, sets.
D. Residence: The clan resides here and work the smithy in 5 to 10 man shifts. There is a latrine in the SW corner.
E. Elevator: The goods from B are taken here for the final process before being given to the army for use. The
elevator functions via a command phrase spoken in Ancient Deep Dwarf, Dwarves not familiar with the language
are at 1/2 their language skill to understand and speak it any other race that has not specifically bought skill in
Ancient Deep Dwarf will have no chance at all of speaking the command phrase properly. During the
enchantment phase of this elevator so long ago the outspoken nephew of the Deep Dwarf Clan leader at the time
grumbled Up yer shaft a little too loudly at the moment of placing the command phrase. Thus forever more Up
yer shaft is the phrase that works the elevator. Secretly the Deep Dwarves are proud of the fact that its a phrase
of their design if not choice since the enchanter was a Drow.
22. Barracks: 120x120, Houses 168 Drow Infantry troops. Drow: 168: HD: 6, HP: 60, AC: 0, THAC0: 15(+7), #AT: 3/2,
Dam: 1D8+8/1D12+8, MR: 62%, XP: 975 each. Each will have 10 EP, 15 PP, 8 gems: 70 carats @ 150 GP/carat =
10,500 GP each.
A. Storage: Armor and weapons are stored within this room. If the Drow are caught by surprise their armor and
weapons will be found here. 168 suits of Dwarven Craft Adamantite Scale Mail & 168 Dwarven Craft Adamantite
Long Swords.
B. Sparing Room: This is where the soldiers train and keep their skills sharp.

C. Latrine & Wash Room: The name says it all.


23. Barracks: See 22 above.
24. Stable: 90x100, Herein resides a rather unusual mount used by the Army of Ramsesnakht, a reptilian steed the size of
a Clydesdale with taloned feet instead of hooves, scales instead of hair, the head is that of some kind of monitor lizard
with a serrated horn otherwise resembling a unicorns and a horned whip tail easily twice the length of the body. There
are 50 of these creatures located in this stable.
A. Saw-Horn Whiptail: 50: HD: 10+10, HP: 180, AC: -4, THAC0: 11 (+2), #AT: 4, Dam: 1D6+2/1D6+2 Bite: 1D8
or Horn: 1D10+1D6 Tail: 2D6, XP: 11,200 each. Note: These creatures can travel at full speed (MV: 30) across
any surface even walls and ceilings, the later requires the rider to have a special saddle to take advantage of.
B. Origins: These creatures are created here in this pyramid, a crossing between a Nightmare a Unicorn and a
Komodo Dragon.
25. Stable: See 24 above.
26. Storage: 30x50, Food and grooming equipment are stored here.
27. Storage: See 26 above.
28. Barracks: 90x100, The riders of the Saw-Horn Whiptail live here, each rider has a private room with a cot & small
table.
A. Saw-Tooth Rider, Drow: 50: HD: 6, HP: 60, AC: 0, THAC0: 15(+7), #AT: 3/2, Dam: 1D8+8/1D12+8, MR: 62%,
XP: 975 each. Each will have 10 EP, 15 PP, 8 gems: 70 carats @ 150 GP/carat = 10,500 GP each. Each has the
same armor from #22 above but replace the Long Sword with Bastard Swords.
29. Barracks: See 28 above.
30. Pool of Power: 80x80, This circular room is dominated by a sickly yellow/green pool 40 feet across centered in the
room. The pool sheds a slight glow but barely noticeable. Upon examining the room it is noticed that there is a shaft
in the domed ceiling directly in line with the pool. As with room #10 travel magic will not functioning in this room.
A. DM NOTE: This is where the Warriors of Anubis come from. Warriors can be summoned in batches of up to 100
at a time, leaping out of the pool 10 per round until all have arrived. 6 summons can be made per 24 hours but
each summons must be at least 30 minutes apart. The warriors can land on any level the shaft connects to,
generally landing on the level they are summoned to unless directed elsewhere.
Tier 1
Random Encounter Table
01-40 Servant: 1D10: 0th level beings, AC: 9 (due to speed & agility), HP: 4, XP: 10 each.
41-50 Warrior of Anubis: 2D8+2: HD: 10, HP: 100, AC: -5, THAC0: 11 (+6), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis
+3) 1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec
Def: +1 or better to hit, Magic Resistance: 20%, XP: 19,600 each, Note: The Lamellar +3 & Lotulis +3
disperse into black sand along with their bodies when killed.
51-70 Drow: 2D8: HD: 6, HP: 60, AC: 0, THAC0: 15, #AT: 3/2, Dam: 1D8+4, MR: 62%, XP: 975 each. Each will have
10 EP, 15 PP, 8 gems: 70 carats @ 150 GP/carat = 10,500 GP each.
71-75 Mimic: 1: HD: 10, HP: 80, AC: 7, THAC0: 11, #AT: 1, Dam: 2D6, Spec AT: Glue: Any touch/attack gets stuck
use alcohol (3 round wait) or an open doors check to pull free, Spec Def: Camouflage & Immune to
acids, XP: 3,000 each.
76-80 Werewolf: 4D6: HD: 8+2, HP: 80, AC: 2, THAC0: 11, #AT: 3. Dam: 1D6/1D6/2D6, Spec Def: Hit only by silver
or +1 or better & Regeneration: All lost HP are restored at the end of the round unless killed before the
round ends, Magic Resistance: 50%, XP: 8,000 each. Each has 20 EP, 10 GP & 15 PP.
81-85 Weretiger: 2D12: HD: 6+2, HP: 60, AC: 3, THAC0: 15, #AT: 3, Dam: 1D4/1D4/1D12, Spec AT: Rear Rake:
1D4+1/1D4+1, Spec Def: Hit only by silver or +1 or better, XP: 975 each. Each has 10 gems: 4 carats
@ 200 GP/carat = 800 GP each.
86-90 Werebear: 4D4: HD: 7+3, HP: 77, AC: 2, THAC0: 13, #AT: 3, Dam: 1D3/1D3/2D4, Spec AT: Hug 2D8, Spec
Def: Hit only by silver or +1 or better, XP: 1,400 each. Each has 30 EP, 6 GP, 10 PP & 7 gems: 50
carats @ 75 GP/carat = 3,750 each.
91-95 Lamia: 2D8: HD: 9, HP: 72, AC: 3, THAC0: 10, #AT: 3, Dam: 1D6/1D6/1D8 (scimitar), XP: 3,000 each.
96-98 Vampyre: 4D6: HD: 8+3, HP: 88, AC: 4, THAC0: 11, #AT: 3, Dam: 1D4/1D4/1D6, Spec AT: Poison Bite save vs.
poison (-1 per 2 points damage) or be charmed, Spec Def: will not be attacked by those it has charmed,
XP: 7,800 each. Each has 14 SP, 30 EP, 40 GP, 30 PP, 11 gems: 5 carats @ 75 GP/carat = 375 GP each,
there will also be 1 Ring, 1 Jewel, 1 Bag, 1 Dust & 1 Weird Stuff in each group.
99-00 Rakshasa: 1D4: HD: 8+16, HP: 192, AC: -5, THAC0: 11, #AT: 3, Dam: 1D6/1D6/1D10, Spec Def: Hit only by +2
or better, XP: 7,000 each. Each has 60 CP, 48 SP, 10 EP, 70 GP, 20 PP & 12 gems: 10 carats @ 200
GP/carat = 2,000 GP each. 1 will have 1 random magic item from either Rings, Books, Bags, Dusts or

WA

1.

2.
3.
4.

5.
6.

7.
8.
9.
10.

11.

Weird Stuff.
Warrior of Anubis: HD: 10, HP: 100, AC: -5, THAC0: 11 (+6), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis +3)
1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec Def:
+1 or better to hit, Magic Resistance: 20%, XP: 19,600 each, Note: The Lamellar +3 & Lotulis +3
disperse into black sand along with their bodies when killed.
Library: 60x80, This is a library for the pyramids residents and honored guests. Within its collection of scrolls and
tablets one can learn the history of the pyramid as well as the history of the Dessert of Carnsin region, if one has a
decade or 2 to spare.
A. Note 1: This room has a permanent silence spell cast on it so those reading will not be disturbed.
B. Note 2: While scrolls & tablets can be removed from the library and taken to private quarters they cannot leave
the pyramid. The instant one passes beyond the threshold of the main entrance or appears elsewhere via teleport it
reappears on its appropriate shelf in the library. The librarian can be offered a bribe to make a copy of any
particular scroll the cost is 100 GP and it takes 1 week.
C. Librarian: A rather studious and very attractive (in that naughty librarian kind of way) Vampyre. She has 4
personal servants that assist her with the upkeep of this room and its contents.
I. Vampyre: HD: 8+3, HP: 88, AC: 4, THAC0: 11, #AT: 3, Dam: 1D4/1D4/1D6, Spec AT: Poison Bite save vs.
poison (-1 per 2 points damage) or be charmed, Spec Def: will not be attacked by those it has charmed, XP:
7,800 each. Has 14 SP, 30 EP, 40 GP, 30 PP & an Amulet of ESP.
Scribe Workroom: 20x30, Here is where 2 of the servants from the library work to copy old fading scrolls onto new
vellum scrolls. To keep from getting bored or messing up on the works they produce the servants take turns working
in the library and here.
Servants Quarters: 20x30, This is where the servants reside, there is nothing of true value here.
Librarians Quarters: 30x40, The librarian lives here and entertains special guests here as well. This is where she
personally transcribes any scrolls or tablets that she has been bribed to copy. There is a desk in the corner where she
does her special work at. In the corner there is a mahogany 8x9 wardrobe with platinum hinges & handles, it is worth
12,000 GP but it also weighs 1,250 lbs empty.
A. Note 1: She maintains 2 secret doors, entrances into her servants quarters. She uses these to feed off her servants
in the night while they sleep. She divides her consumption needs between the 4 servants thereby not weakening
them needlessly and keeping them under her charms. She also has a secret passage to the latrine/washroom so she
can clean up before work and after a meal without too many people seeing her.
B. Note 2: She has amassed quite a bit of wealth in her time as being a librarian. She has 165,000 gold in her
footlocker, her wardrobe is filled with only the absolute finest of clothing that both covers AND reveals all of her
supple curves. Her clothing is all of Flawless quality, and made from the finest materials possible. Given the
degree of craftsmanship involved with her clothing there is only a 15% chance that another M size female could
wear any of her clothes. Her clothing is valued at 50,000 GP but will only fetch 18,000 GP due to the difficulty of
finding another woman to fit her build.
Latrine/Washroom: Here is a restroom for library patrons, where they are expected to wash up after they are
finished to protect the writings of the library from needless damage. The washroom has a central fountain surrounded
with pitchers for use when washing ones feet if needed.
Guest Quarters: This area houses 16 separate and distinct apartments for visiting guests. There is a 10% chance for a
Rakshasa or Baatezu or Tanarri to be visiting, roll for each apartment. If these rolls come up empty there is a 25%
chance of a powerful wizard or other being visiting roll for each apartment. If this 2 nd roll also comes up empty the
apartment is truly unoccupied for the moment.
More Guest Quarters: This area though larger is identical to #6 above.
Yet More Guest Quarters: This area is identical to #6 above.
Game Room: There are 4 tables with 4 stools each, can be used for cards or chess/checkers/arm wrestling etc., 4 dart
lanes with boards and darts and a table for shooting craps or similar dice games. At least 1 game will always be in
progress when this room is entered unless the entire floor has been cleared out.
Barracks: There are 16 private quarters here each has a front room, bathroom & bedroom. These rooms happen to be
inhabited by lycanthropes.
A. Werebear: 32: HD: 7+3, HP: 77, AC: 2, THAC0: 13, #AT: 3, Dam: 1D3/1D3/2D4, Spec AT: Hug 2D8, Spec Def:
Hit only by silver or +1 or better, XP: 1,400 each. Each has 30 EP, 6 GP, 10 PP & 7 gems: 50 carats @ 75
GP/carat = 3,750 each.
Barracks: There are 16 private quarters here each has a front room, bathroom & bedroom. These rooms happen to be
inhabited by lycanthropes.
A. Weretiger: 32: HD: 6+2, HP: 60, AC: 3, THAC0: 15, #AT: 3, Dam: 1D4/1D4/1D12, Spec AT: Rear Rake:

12.
13.

14.

15.

16.
17.

18.

19.
20.
21.

22.
23.

1D4+1/1D4+1, Spec Def: Hit only by silver or +1 or better, XP: 975 each. Each has 10 gems: 4 carats @ 200
GP/carat = 800 GP each.
Overlook: This room has a 10 foot balcony with guard rail that over looks the zoo 100 feet below. It is primarily
intended for viewing of the captive dragon from above, call it a birds eye perspective. The doors here do not need
anything to open them unlike the ground floor where it costs 1 gold per person to enter.
Servant Quarters: 40x80, This room is a living area for the servants of the pyramid, the beds are bunk style
providing sleeping area for 24 servants.
A. Storage/Bathroom: The servants can relieve themselves and get cleaned up here. This is also where they store
their cleaning supplies for use around the rest of the pyramid.
Pet Room: 30x40, Yet more pets of the master, this time a special version of the Dragonne that is redish-purple in
color.
A. Dragonne: 3: HD: 12, HP: 120, AC: 0(gr)/4(fl), THAC0: 8, #AT: 3 or BW, Dam: 1D10/1D10/3D8, Spec AT:
Acidic Lightning Breath: 150 ft range 2D10 on initial impact and 1D8 for 4 rounds afterwards save vs. BW will
1/2 the initial impact but NOT the acid effect, Spec Def: Absorbs all spells levels 1-3 regaining HP from them: if
the spell inflicts damage heals the damage rolled other recovers the spells level in HP, XP: 24,000 each
Fountain Room: 30x40, This room has a 10 foot fountain filled from 4 statues, the east & west statues are bare
chested maidens pouring water into the pool from urns while the north & south statues are full nude women laid back
propped on 1 elbow with the other hand in the crotch, the look on the face is either one of pain or ecstasy as the water
sprays out like a fountain from between 2 fingers between their legs.
A. DM Note: This room is the source of water for this entire level. Within the base of each statue is a Decanter of
Endless Water turned nearly upside down. These supply the water for the fountain as well as send water through
concealed pipes to the various other areas where water is needed. If magic is detected for the entire fountain will
radiate a soft glow, only if a statue or its base is destroyed/disassembled will the true magic item be revealed.
Elevator: The elevator runs through this level but does not have access to it.
Barracks: There are 16 private quarters here each has a front room, bathroom & bedroom. These rooms happen to be
inhabited by lycanthropes.
A. Werewolf: 32: HD: 8+2, HP: 80, AC: 2, THAC0: 11, #AT: 3. Dam: 1D6/1D6/2D6, Spec Def: Hit only by silver
or +1 or better & Regeneration: All lost HP are restored at the end of the round unless killed before the round
ends, Magic Resistance: 50%, XP: 8,000 each. Each has 20 EP, 10 GP & 15 PP.
Barracks: There are 16 private quarters here each has a front room, bathroom & bedroom. These rooms happen to be
inhabited by lycanthropes.
A. Werewolf: 32: HD: 8+2, HP: 80, AC: 2, THAC0: 11, #AT: 3. Dam: 1D6/1D6/2D6, Spec Def: Hit only by silver
or +1 or better & Regeneration: All lost HP are restored at the end of the round unless killed before the round
ends, Magic Resistance: 50%, XP: 8,000 each. Each has 20 EP, 10 GP & 15 PP.
Mess Hall: 100x100, This room has 18 tables that can seat 14 each. There is a 33% chance for a meal to be in
progress unless the floor has been cleared out. This mess hall services the entire floor.
A. DM Note: There is a staff of 18 servants that serve those who dine here, mainly refilling empty tankards.
Servants Quarters: 50x50, This room has 9 triple bunk beds and houses the servants that work in the kitchen and
mess hall. There is a private wash area for the servants to use.
Kitchen: 40x40, This is where the food is prepared for the mess hall. There are 3 30x40 storerooms that house
enough food stuffs to feed the entire level for 1 month, there are also extra dishes and utensils stored as well. 9
servants man the kitchen during meal time and 3 remain on duty between meals for those that come in seeking a
between meal snack.
Grand Stairs: These stairs run from the ground floor through this level and on to the next tier, there is no access to
this level from these stairs.
Shaft of Power: This chamber has the shaft that connects to room 30 from the ground floor. The shaft continues on
up and the same movement penalties exist as from below.

Tier 2
Random Encounter Table
01-40 Servant: 1D10: 0th level beings, AC: 9 (due to speed & agility), HP: 4, XP: 10 each.
41-50 Warrior of Anubis: 2D8+2: HD: 10, HP: 100, AC: -5, THAC0: 11 (+6), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis
+3) 1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec
Def: +1 or better to hit, Magic Resistance: 20%, XP: 19,600 each, Note: The Lamellar +3 & Lotulis +3
disperse into black sand along with their bodies when killed.
51-70 Drow: 2D8: HD: 6, HP: 60, AC: 0, THAC0: 15, #AT: 3/2, Dam: 1D8+4, MR: 62%, XP: 975 each. Each will have
10 EP, 15 PP, 8 gems: 70 carats @ 150 GP/carat = 10,500 GP each.
71-75 Mimic: 1: HD: 10, HP: 80, AC: 7, THAC0: 11, #AT: 1, Dam: 2D6, Spec AT: Glue: Any touch/attack gets stuck
use alcohol (3 round wait) or an open doors check to pull free, Spec Def: Camouflage & Immune to
acids, XP: 3,000 each.
76-80 Werewolf: 4D6: HD: 8+2, HP: 80, AC: 2, THAC0: 11, #AT: 3. Dam: 1D6/1D6/2D6, Spec Def: Hit only by silver
or +1 or better & Regeneration: All lost HP are restored at the end of the round unless killed before the
round ends, Magic Resistance: 50%, XP: 8,000 each. Each has 20 EP, 10 GP & 15 PP.
81-85 Weretiger: 2D12: HD: 6+2, HP: 60, AC: 3, THAC0: 15, #AT: 3, Dam: 1D4/1D4/1D12, Spec AT: Rear Rake:
1D4+1/1D4+1, Spec Def: Hit only by silver or +1 or better, XP: 975 each. Each has 10 gems: 4 carats
@ 200 GP/carat = 800 GP each.
86-90 Werebear: 4D4: HD: 7+3, HP: 77, AC: 2, THAC0: 13, #AT: 3, Dam: 1D3/1D3/2D4, Spec AT: Hug 2D8, Spec
Def: Hit only by silver or +1 or better, XP: 1,400 each. Each has 30 EP, 6 GP, 10 PP & 7 gems: 50
carats @ 75 GP/carat = 3,750 each.
91-95 Lamia: 2D8: HD: 9, HP: 72, AC: 3, THAC0: 10, #AT: 3, Dam: 1D6/1D6/1D8 (scimitar), XP: 3,000 each.
96-98 Vampyre: 4D6: HD: 8+3, HP: 88, AC: 4, THAC0: 11, #AT: 3, Dam: 1D4/1D4/1D6, Spec AT: Poison Bite save vs.
poison (-1 per 2 points damage) or be charmed, Spec Def: will not be attacked by those it has charmed,
XP: 7,800 each. Each has 14 SP, 30 EP, 40 GP, 30 PP, 11 gems: 5 carats @ 75 GP/carat = 375 GP each,
there will also be 1 Ring, 1 Jewel, 1 Bag, 1 Dust & 1 Weird Stuff in each group.
99-00 Rakshasa: 1D4: HD: 8+16, HP: 192, AC: -5, THAC0: 11, #AT: 3, Dam: 1D6/1D6/1D10, Spec Def: Hit only by +2
or better, XP: 7,000 each. Each has 60 CP, 48 SP, 10 EP, 70 GP, 20 PP & 12 gems: 10 carats @ 200
GP/carat = 2,000 GP each. 1 will have 1 random magic item from either Rings, Books, Bags, Dusts or
Weird Stuff.
OS
Obsidian Golems: HD: 12, HP: 96, AC: 4, THAC0: 9, #AT: 1, Dam: 4D10, Spec AT: Fist Smash: save vs.
Paralysis or be stunned the next round (-4 to initiative & attack rolls), all within 20 feet take 2D6
damage and save vs. poison, if the save is good take only 2D4 damage if failed take 2D10. Spec Def:
Immune to spells cast by beings of less than 7th level, totally immune to mage spells cast by nondefilers, morale: fearless (19-20), XP: 9,000 ea.
WA
Warrior of Anubis: HD: 10, HP: 100, AC: -5, THAC0: 11 (+6), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis +3)
1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec Def:
+1 or better to hit, Magic Resistance: 20%, XP: 19,600 each, Note: The Lamellar +3 & Lotulis +3
disperse into black sand along with their bodies when killed.
1. Magic Laboratory: 40x60, This room contains all the components of an alchemical and enchanting workshop
combined and is stocked with 1,000,000 gold worth of supplies. 4 ancient liches tirelessly work here producing
magical gear for the pyramids armies and allies.
A. Lich: 4: HD: 30, HP: 240, AC: 0, THAC0: 9, #AT: 1, Dam: 1D10, Spec AT: save vs. paralysis with each attack or
be unable to move until dispelled & spell knowledge, Spec Def: hit by +1 or better, immune to charm; sleep;
enfeeblement; polymorph; cold; electricity & death magic, XP: 380,000 each.
I. Spell Knowledge: Each lich knows all mage spells and can cast up to 15 spells per level per day.
B. Obsidian Mortar & Pestle: There are 2 of these devices in this lab, 500 xp each.
2. Magic Library: 40x40, Within this room is stored the wealth of knowledge the liches have accumulated over the long
millennia of existence.
A. DM Note: Each bookshelf is trapped however in row 2 shelves 4 & 5 there are 2 traps.
I. Row 1
(1) *Shelf 1: Poison Needle: Type D 4D10
(2) *Shelf 2: Poison Gas Cloud: 10 foot area Type E 5D10
(3) *Shelf 3: Poison Needle: Type D 4D10
(4) *Shelf 4: Spiders
(5) *Shelf 5: Scorpions

3.
4.
5.

6.

(6) *Shelf 6: Asp


(7) *Shelf 7: Poison Gas Cloud: 10 foot area Type E 5D10
(8) *Shelf 8: Poison Needle: Type D 4D10
II. Row 2
(1) *Shelf 1: Poison Needle: Type D 4D10
(2) *Shelf 2: Poison Gas Cloud: 10 foot area Type E 5D10
(3) *Shelf 3: Poison Needle: Type D 4D10
(4) *Shelf 4: Spiders & Fireball 30D6
(5) *Shelf 5: Scorpions & Fireball 30D6
(6) *Shelf 6: Asp
(7) *Shelf 7: Poison Gas Cloud: 10 foot area Type E 5D10
(8) *Shelf 8: Poison Needle: Type D 4D10
III. Row 3
(1) *Shelf 1: Poison Needle: Type D 4D10
(2) *Shelf 2: Poison Gas Cloud: 10 foot area Type E 5D10
(3) *Shelf 3: Poison Needle: Type D 4D10
(4) *Shelf 4: Spiders
(5) *Shelf 5: Scorpions
(6) *Shelf 6: Asp
(7) *Shelf 7: Poison Gas Cloud: 10 foot area Type E 5D10
(8) *Shelf 8: Poison Needle: Type D 4D10
IV. Row 4
(1) *Shelf 1: Gate: Brings in 4 Warriors of Anubis
(2) *Shelf 2: Polymorph Other: Frog effects the 4 nearest beings permanent unless dispelled by a level 35+
mage.
(3) *Shelf 3: Temporary Disc of Annihilation covers the immediate area in front of the shelf lasts 2 rounds.
(4) *Shelf 4: Gate: Brings in 4 Warriors of Anubis
Jewelers: 20x20, This room houses a Jeweler and 1 apprentice, both Drow, that live and work here. They fashion
rings, necklaces and other kinds of jewelry to be enchanted.
Storage: There are 1,000 ingots of each Gold, Silver & Platinum stored here along with 20,000 lbs of unrefined
gemstones for use by the jewelers in room 3. 6 Warriors of Anubis stand guard over this store room.
The Foundry: 410x470, This is where the vast majority of the metal work for the armies of Ramsesnakht takes place.
There is a veritable army of Deep Dwarves that reside in this place and work in shifts around the clock forging
weapons and armor for the master of the pyramid. There are 5 massive 70x70x70 foot smelting furnaces constantly
kept filled with molten adamantite, it is obvious the source of the heat is from the glowing runes each is covered with.
Along the northern wall in the east and west corners are vast stores of raw adamantite ore. The western wall is
dominated with what passes for living space for the dwarves, barracks style bedding stacked 3 high, cooking and
eating area in a cafeteria style, even a place where the dwarves can relieve themselves as needed the only thing
missing is privacy. Just south of the furnaces is where the main forging takes place, there are 24 stations each with a
team of 10 smiths to work the cast adamantite into weapons and armor. Each station has a pair of massive hammers
hung over head that are used to flatten extremely thick pieces of metal faster. Along the eastern wall there are stations
for sharpening weapons, decorating weapons and armor with etchings and the secret door to the armory. The secret
passage slopes down 10 feet before leveling out and slopes up 10 feet when reaching the other end before entering the
armory.
A. Deep Dwarf: 3,000: HD: 3+2, HP: 27, AC: 4, THAC0: 17 (+3), #AT: 2, Weapon: 1D8+6/1D12+6, Spec Def:
Immune to normal fire and take only 1/2 damage from magic fire, save for no damage, XP: 360 each
B. High Anvil of the Dwarves: The 2 middle anvils are of this magical variety. 5,000 xp each, skill is increased by
50% (x2 if used by a dwarf), time to craft is lowered by 50% & anything crafted will always be of the highest
quality.
Armory: The finished works of all the various crafters are stored within this massive vault, awaiting delivery to room
1 for enchanting. There are 48 Warriors of Anubis stationed within to guard over the stores. The secret passage to the
foundry cannot be opened from this side.
A. Warrior of Anubis: 48: HD: 10, HP: 100, AC: -5, THAC0: 11 (+6), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis +3)
1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec Def: +1 or
better to hit, Magic Resistance: 20%, XP: 19,600 each, Note: The Lamellar +3 & Lotulis +3 disperse into black
sand along with their bodies when killed.

7. Tailor/Leatherworker: 60x70, Here Drow craft the finest spider-silk and leather clothing any warrior could want.
There are 6 drow working in this chamber their living area is located in the southeastern corner.
Tier 3
Random Encounter Table
01-40 Servant: 1D10: 0th level beings, AC: 9 (due to speed & agility), HP: 4, XP: 10 each.
41-50 Warrior of Anubis: 2D8+2: HD: 10, HP: 100, AC: -5, THAC0: 11 (+6), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis
+3) 1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec
Def: +1 or better to hit, Magic Resistance: 20%, XP: 19,600 each, Note: The Lamellar +3 & Lotulis +3
disperse into black sand along with their bodies when killed.
51-00 Drow: 2D8: HD: 6, HP: 60, AC: 0, THAC0: 15, #AT: 3/2, Dam: 1D8+4, MR: 62%, XP: 975 each. Each will have
10 EP, 15 PP, 8 gems: 70 carats @ 150 GP/carat = 10,500 GP each.
OS
Obsidian Golems: HD: 12, HP: 96, AC: 4, THAC0: 9, #AT: 1, Dam: 4D10, Spec AT: Fist Smash: save vs.
Paralysis or be stunned the next round (-4 to initiative & attack rolls), all within 20 feet take 2D6
damage and save vs. poison, if the save is good take only 2D4 damage if failed take 2D10. Spec Def:
Immune to spells cast by beings of less than 7th level, totally immune to mage spells cast by nondefilers, morale: fearless (19-20), XP: 9,000 ea.
WA
Warrior of Anubis: HD: 10, HP: 100, AC: -5, THAC0: 11 (+6), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis +3)
1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec Def:
+1 or better to hit, Magic Resistance: 20%, XP: 19,600 each, Note: The Lamellar +3 & Lotulis +3
disperse into black sand along with their bodies when killed.
1. Main Barracks: 470x470, This rather spartan room houses the drow army that Ramsesnakht is forming. There are
double bunks enough for 1,986 drow to reside here. Currently it is 89% filled.
A. Drow: 1,767: HD: 6, HP: 60, AC: 0, THAC0: 15, #AT: 3/2, Dam: 1D8+4, MR: 62%, XP: 975 each. Each will
have 10 EP, 15 PP, 8 gems: 70 carats @ 150 GP/carat = 10,500 GP each.
B. Tapestry of Disease Warding: Hung on the east wall, this prevents natural diseases from afflicting the army,
2,000 xp.
2. Mess Hall: 50x210, Here is the cooking & eating area for this army while it rests within the pyramid.
A. Everbountiful Soup Kettle: 20 are employed to help feed the army, 1,000 xp ea.
B. Murlynds Spoon: 20 are employed to help feed the army, 750 xp ea.
3. Bathing Area: 50x150, The drow can bathe and answer natures call in this area.
Tier 4
Random Encounter Table
There are no random encounters on this tier.
Obsidian Golems: 50: HD: 12, HP: 96, AC: 4, THAC0: 9, #AT: 1, Dam: 4D10, Spec AT: Fist Smash: save vs. Paralysis or
be stunned the next round (-4 to initiative & attack rolls), all within 20 feet take 2D6 damage and save
vs. poison, if the save is good take only 2D4 damage if failed take 2D10. Spec Def: Immune to spells
cast by beings of less than 7th level, totally immune to mage spells cast by non-defilers, morale: fearless
(19-20), XP: 9,000 ea.
Warrior of Anubis: 100: HD: 10, HP: 100, AC: -5, THAC0: 11 (+6), #AT: 3, Bite: 1D6+8 & Weapon (Lotulis +3)
1D10+11/1D12+11, Spec AT: Venomous Saliva save vs. poison or take an extra 1D8 damage, Spec Def:
+1 or better to hit, Magic Resistance: 20%, XP: 19,600 each, Note: The Lamellar +3 & Lotulis +3
disperse into black sand along with their bodies when killed.
This is a single massive room with pillars to support the ceiling placed evenly 40 feet apart. The pillars are decorated with
scenes of explicit sexual activities of all manner from the normal to the grotesque. Around the base of each pillar out to
10 feet are piles of pillows only the pillars by the stairs and in the central shaft are without these sleeping areas.
Scattered throughout this massive room are devices of various types all pertaining to sexual activity, even though some
of these devices would appear to be more at home in a torture chamber.
This entire floor is Ramsesnakhts harem. Females of all fairer species have been collected and placed here to service both
Ramsesnakht and any of his guests that he gives access to this level. The air is thick with a magical mist, while this mist
does little to obscure vision (equal to a very light fog, -1 on ranged attacks) it does force any female that breaths it in to
make a save vs. spells at a -4 (magic resistance does not apply as it functions more like a poison) or become aroused
(roll every hour until a failure occurs). The haze/mist is a magical aphrodisiac that is designed to affect females only no

matter the species. The affected female begins to disrobe after about 30 minutes of failing the save claiming to be hot,
an hour after failing the save (which must be rolled every hour exposed to the mist) she will be aroused and desire to
mate with the 1st male she sees, if denied she will move on to the next male and so on until she finds a male that will
mate with her. If no male is available or willing to mate after 2 hours of searching the affected female will pleasure
herself to completion after which she must rest for at least 1 hour before she can again be of a somewhat more normal
mindset at least for 2 hours before the cycle begins again.
The magic sustains the female throughout her mad desire for pleasure and mating. It also increases the odds of being
impregnated from any male/female pairing by 20%, (females that are normally sterile have a 20% chance to get
pregnant).
Females that have gone for a week or more without the company of a male will seek out the company of another female to
assist with the release from the built up sexual energy. Due to this there will always be 1D100 orgies taking place
scattered throughout this floor.
The following species females and the number present are in this room:
1. Human: 74
Tallfellow Halfling: 95
2. High Elf: 75
Centaur: 35
3. Gray Elf: 32
Lamia: 76
4. Wood Elf: 72
Lakshu (Spelljammer MC 1 p.31): 97
5. Drow: 63
Half-Giant: 91
6. Half-Elf: 77
Rakasta: 72
7. Mountain Dwarf: 40
Lupin: 32
8. Hill Dwarf: 42
Tiefling: 54
9. Stout Halfling: 82
Kender: 59

Tier 5: Throne Room


The top most accessible tier in the pyramid, Ramsesnakhts throne room. Entering the room it is plainly evident this is the
throne room as the great throne of Ramsesnakht can be seen at the far end of the chamber on its raised platform
overlooking all within this room. The main approach leads to the central shaft ascending 10 feet up the stairs one can see a
pool of power situated where the shaft opening should be, its murky waters shimmering with unnatural light. Beyond the
pool some 150 feet and up 20 feet worth of stairs is the raised platform that bears the golden throne. To either side of the
approach both before and after the pool are stairs down into a pit, the 1 st set descend 10 feet while the 2nd set descend 20
feet. The thrones platform is 40 feet above this pit and 30 feet above the main entrance.
This chamber while well lit with an eerie whitish-blue light is filled with shadows moving about as though caused by
flickering torch light. 25 foot tall statues line both sides of the room on the main approach to the pool of power, spaced 10
feet apart there are 36 in total with another 4 standing watch at the corners of the pool and 2 more behind the throne.
These statues appear to be carved from granite and bear the images of animal headed humanoids. The 4 around the pool
are Crane-headed, Jackal-headed, Cow-headed & Serpent-headed. The remaining statues have wolf, elephant, owl, horse,
& lion heads.
Guardian Statues: 42: HD: 20, HP: 200, AC: 0, THAC0: 5 (+7), #AT: 2, Dam: 7D6+14, Spec AT: Lightning Gaze: 1D6x10
damage used 1/2, Spec Def: +3 or better to hit, Aura of Fear 30 foot radius save with -4, Magic
Resistance: 50%, XP: 170,000 each, Note: Any PC that survives this room need NEVER roll a save vs.
fear again.
1. Concubine Pit: On either side of the throne platform are living areas assigned to Ramsesnakhts chosen concubines.
Reserved for those special females that catch his fancy AND prove their undying loyalty. Currently there are 4 such
special ladies.
A. Concubines: 1 Drow that can change her shape into that of a Drider at will, 1 Lamia, 1 Lakshu & 1 Succubus.
I. Drow/Drider: HD: 6+6, HP: 84, AC: 10/0, THAC0: 15/9, #AT: 1, Dam: 1D8, Spec AT: Poison: type H (4D20
save for 1/2), Spec Def: nil, Magic Resistance: 77%, Morale: 14, XP: 6,720
II. Lamia: HD: 10+1, HP: 90, AC: 3, THAC0: 11, #AT: 1, Dam: 1D6, Spec AT: Wis drain touch (1 point per
touch), Spec Def: nil, Magic Resistance: 30%, Morale: 14, XP: 4,000
III. Lakshu: HD: 9, HP: 90, AC: 3, THAC0: 12 (+5), #AT: 3/2, Dam: 1D8, Spec AT: nil, Spec Def: nil, Magic
Resistance: 20%, Morale: 18, XP: 5,600
IV. Succubus: HD: 6, HP: 48, AC: 0, THAC0: 15, #AT: 2, Dam: 1D3/1D3, Spec AT: Energy Drain: 1 level per
kiss, Spec Def: +2 to hit, immune to fire & can never be surprised, Magic Resistance: 30%, Morale: 14, XP:
29,000
B. Hidden Room: There are doors on either side of the platform accessible from the pit. If the door is opened
outward to the left inside is a food storage and preparation area with the absolute finest foods & beverages
imaginable.
I. Opened outward to the right (DC 15 to notice this can be done) the door opens to the washing/dressing area
for the concubines stored herein are clothes, jewelry, makeup, perfumes and similar accessories worth
5,000,000 GP in quantity enough to last 20 human women a lifetime.
II. If opened using the command word (DC 30 to find it etched on the throne or DC 20 (10 if Com is 20+) to
force 1 of the concubines to speak it) the door opens to Ramsesnakhts treasure vault.
(1) Treasure Vault
(a) CP: 63,300
(b) SP: 98,400
(c) EP: 43,524
(d) GP: 98,810
(e) PP: 43,524
(f) Gems: 126: 2 carat @ 75 GP/carat = 150 GP ea., 18: 3 carat @ 150 GP/carat = 450 GP ea., 18: 300
carat @ 125 GP/carat = 37,500 GP ea., 36: 8 carat @ 300 GP/carat = 2,400 GP ea., 18: 10 carat @
200 GP/carat = 2,000 GP ea., 54: 1 carat @ 200 GP/carat = 200 GP ea., 198: 10 carat @ 175 GP/carat
= 1,750 GP ea., 18: 70 carat @ 300 GP/carat = 21,000 GP ea., 18: 40 carat @ 175 GP/carat = 7,000
GP ea.
(g) Art: Complete Chess Set (16 Marble & 16 Obsidian pieces worth 800 GP ea. & Jade/Alabaster board
worth 8,000 GP total value: 84,000 GP as a set), Complete dining room set (20 gold trimmed plates &
bowls, 20 platinum tankards trimmed with gold inlaid with white jade, 20 fork/knife/spoon silver with

green jade handles, 20 small; 10 medium & 5 large silver serving platters, 3 silver serving bowls (10
gallon), 2 silver & 2 gold kettles (2 gallon), 1 storage cabinet made of Rosewood and Teak total
value: 120,000 GP as a set).
(h) Items:
(i)
Potions: Extra Healing x4, ESP, Levitation, Gaseous Form, Oil of Fiery Burning, Oil of
Timelessness, Elixir of Youth x2, Diminution
(ii)
Scrolls: Mage (5,8), Mage (1,2,3), Mage (2,9,9), Mage (2,3,4), Mage (1,1,3,6), Mage
(2,2,3,3,7,7,8), Mage (2,2,2,3,6,6,7), Mage (4,5,7,7,8,9,9), Priest (4,5,7), Priest
(4,4,5,6,6,7,7), Priest (5,5,5,6,6,7,7), Prot. Gas x2, Prot. Elementals x3, Prot. Lycanthropes
x2, Prot. Dragon Breath x2, Prot. Electricity x2, Prot. Possession, Prot. Magic, Prot. Fire
(iii)
Rings: Earring of Multiple Wishes (5) 3,000 xp, Ring of the Ram (10) 750 xp, Ring of
Wizardry (x3 power of ALL wizard spells) 7,000 xp, Ring of Troll Regeneration 5,000 xp.
(iv)
Staves: Staff of Power (25) 12,000 xp, Staff of Thunder & Lightning (25) 8,000 xp
(v)
Books: Book of Exalted Deeds: 8,000 xp
(vi)
Jewels: Amulet of Power (spells: #, range, duration, dam, etc. +50%) 12,000 xp
(vii)
Cloaks: Cloak of Elvenkind 1,000 xp, Shirt of the Archmagi 6,000 xp, Vest of Protection +5
5,000 xp
(viii) Boots: Armband of Swimming & Climbing 1,000 xp x2, Armband of Might +5 5,000 xp
(ix)
Girdles: Scarf of Underwater Action 1,000 xp x2, Headband of Dwarvenkind 3,500 xp
(x)
Bags: Hewards Handy Haversack 10,000 xp x17, Quiver of Ehlonna 1,500 xp x8 (60 arrows,
+18 javelins & +6 spears or staves)
(xi)
Tools: Mattock of the Titans 3,500 xp
(xii)
Musical: Chime of Opening 3,500 xp
(xiii) Space: The 2 doors to this treasure vault are in fact special Holds of Holding. The command
words for their operation are inscribed upon them, but they have been mounted such that the
words are only visible if the vault is open. The doors were crafted as a part of a set (20 doors
in all) if connected to the same base structure the doors enhance each other AND can be made
to connect to each other as well. Each extra door in the set when attached to the same
structure doubles the capacity of all these doors that are attached. Each door in the set is
worth 20,000 xp. Each operates as follows:
1. 1 command attaches/detaches the door: the door can be made to anchor on 1 to 4 sides
with each anchor opening to its own room.
2. The 2nd command word designates which room has which size/capacity from the
following selection: 10x10x10 & 1 ton, 30x30x10 & 10 tons, 50x50x10 & 50 tons
or 200x200x10 & 200 tons.
3. The 3rd command word then designates how each room can be accessed: Free &
Unlocked, Locked (key hole appears insert any key to set the key/lock combo), On
command (speak the word or phrase to open/close the door).
4. 4th command word links the doors to share a selected room. Must be spoken for each
room to be shared.
(xiv) Weird: Cube of Frost Resistance 2,000 xp, Horseshoes of a Zephyr 1,500 xp
(xv)
Armor:
1. Thieves Leather of the Storm +5 (+7 AC): 23,000 xp
2. Arcane Blending Divine Mithral Comfortable Full Plate of the Storm +8 (+22 AC,
weightless/noiseless) 27,000 xp
3. Dragon Hide Barding of Flight and Survival +4 (AC: -12) 8,000 xp
4. Medium Shield of Magic Resistance 60% +5/+8 vs. Missiles (+3 AC) 9,400 xp
(xvi) Weapons: 18
1. Divine craft Mithral Flame Tongue Vampiric Vorpal Wrist Razors +6 (w/extra +5
hit/damage non magical), 22,900 xp.
a. Flame Tongue: Extra +2 vs. regenerating, +3 vs. cold-using; flammable or avian
creature, +4 vs. undead. Sheds light & warmth equal to a torch.
b. Vampiric: Damage rolled is drained from the target and given to the wielder
UNLESS the target is undead then the damage is taken from the wielder and added to
the target.
c. Vorpal: On a natural roll of 15+ will cut through anything or decapitate the target at

the wielders choice.


2. Divine craft Flame Tongue Energy (Force) Sun Quarterstaff of Disruption +6 (w/extra +3
hit/damage non magical), 13,900 xp
a. Flame Tongue: Extra +2 vs. regenerating, +3 vs. cold-using; flammable or avian
creature, +4 vs. undead. Sheds light & warmth equal to a torch.
b. Energy (Force): When active is unbreakable & can be used to pry or brace with.
Damage is 1D6/1D6 per 3 levels of the wielder.
c. Sun: Extra +2 vs. evil targets & x2 damage vs. those empowered by negative energy.
d. Disruption: Destroys Ghasts & lesser undead on impact. Other undead or lower
planar creatures save as follows: Wraiths 20, Mummies 17, Specters 14, Vampires 11,
Ghosts 8, Liches 5, other affected evil creatures 2. even if the save is good the target
still takes x2 damage.
3. Elven craft Energy (Force) Starwheel Pistol of Accuracy +6 (w/extra +1 hit/damage non
magical), 9,000 xp.
a. Energy (Force): Infinite ammunition, does 1D8/1D8 per 3 levels of wielder.
b. Accuracy: All ranges are considered short.
4. Dwarven craft Defender Smashing Maul of Thunderbolts +6 (w/extra +2 hit/damage non
magical), 20,500 xp
a. Defender: The magical + can be divided between offense & defense as desired by the
wielder.
b. Smashing: On a natural roll of 15+ will break/smash/destroy anything or crush the
targets head at the wielders choice.
c. Thunderbolts: With a Str of 20+ the weapon does x2 damage & will strike dead any
true giant it hits automatically. Any successful hit creates a booming clap of thunder.
5. Dwarven craft Dragon & Giant Slayer Wounding Long Sword of Sharpness +6 (w/extra
+2 hit/damage non magical), 18,200 xp.
a. Dragon Slayer: x2 the + & x3 the damage vs. ANY dragon.
b. Giant Slayer: Does x2 damage vs. true giants.
c. Wounding: Any wound inflicted will do 1 extra point per wound of damage each
subsequent round until bandaged. Only a wish or time & rest will heal them.
d. Sharpness: On a natural roll of 15+ will cut through anything EXCEPT the targets
neck/head at the wielders choice.
6. Elven craft Accuracy Distance Long Bow of Speed +6 (w/extra +1 hit/damage non
magical), 10,500 xp
a. Accuracy: All ranges are considered short.
b. Distance: Doubles ranges in all categories.
c. Speed: Shoots 1st then goes on the rolled initiative.
7. Divine craft Adamantite Bards Dancing Saber of Venom +6 (w/extra +6 hit/damage non
magical), 15,250 xp.
a. Bards: Gives a +2 to all saves, neutralize poison by touch 3/day, has 1 each:
Dimension Door, Limited Wish, Remove Curse & Time Stop. Will only accept those
spells to recharge with & only holds 1 of each.
b. Dancing: After 1 round can be loosed to fight on its own with the same THAC0 &
attacks as its wielder for 6 rounds before returning to it wielder.
c. Venom: Type I: 9D10 save for 1/2, creates its own venom.
8. Dwarven craft Sharpness Great Scimitar of Throwing +6 (w/extra +2 hit/damage non
magical), 12,750 xp.
a. Sharpness: On a natural roll of 15+ will cut through anything EXCEPT the targets
neck/head at the wielders choice.
b. Throwing: Range 180 feet does x2 damage.
9. Divine craft Holy Avenger Energy (Positive Energy) Sun Vorpal Bastard Sword +6
(w/extra +3 hit/damage non magical), 25,000 xp.
a. Holy Avenger: Grants Magic Resistance 50% 5 foot radius, dispels magic in a 5 foot
radius at the level of the wielder, +10 damage to chaotic evil targets.
b. Energy (Positive Energy): The blade appears to be a sliver from the sun. Damage is
1D8/1D12 per 3 levels AND destroys Ghasts & lesser undead on impact. Other

10.

11.

12.

13.

14.

15.

16.

17.

undead or lower planar creatures save as follows: Wraiths 20, Mummies 17, Specters
14, Vampires 11, Ghosts 8, Liches 5, other affected evil creatures 2. even if the save
is good the target still takes x2 damage.
c. Sun: Extra +2 vs. evil targets & x2 damage vs. those empowered by negative energy.
d. Vorpal: On a natural roll of 15+ will cut through anything or decapitate the target at
the wielders choice.
Divine craft Accuracy Distance Energy (Force) Long Bow of Speed +6 (w/extra +3
hit/damage non magical), 13,500 xp.
a. Accuracy: All ranges are considered short.
b. Distance: Doubles ranges in all categories.
c. Energy (Force): Infinite ammunition, does 1D8/1D8 per 3 levels of wielder.
d. Speed: Shoot 1st then go on rolled initiative.
Divine craft Adamantite Backstabbing 9 Lives Stealer Vorpal Ninja-To of Venom +6
(w/extra +6 hit/damage non magical), 18,950 xp.
a. Backstabbing: +4 levels to skill.
b. 9 Lives Stealer: On a natural 20 kills the target if a save vs. spells is failed.
c. Vorpal: On a natural roll of 15+ will cut through anything or decapitate the target at
the wielders choice.
d. Venom: Type J: 5D20 save for 1/2, makes its own venom.
Elven craft Mithral Evil Slaying Homing Shuriken of Extended Range +6 (w/extra +3
hit/damage non magical) (12), 8,050 xp.
a. Evil Slaying: If the target is evil in alignment and is hit it dies instantly.
b. Homing: x2 range and returns to the thrower.
c. Extended Range: +600% to range. (30 / 14 / 28 / 56 / 84 total range)
Dwarven craft Energy (Force) Freezing War Claws +6 (w/extra +2 hit/damage non
magical), 8,500 xp.
a. Energy (Force): When active is unbreakable & can be used to pry or brace with.
Damage is 1D4/1D3 per 3 levels of the wielder.
b. Freezing: On a normal hit target saves vs. spells or is chilled (slowed), on a crit save
vs. spell or target is frozen for damage rolled in rounds. A 2nd crit or reducing the
targets HP to 0 at any time results in the target shattering & exploding into chunks of
frozen parts. Has no effect on targets 3 or more sizes larger then the wielder.
Dwarven craft Adamantite Freezing Vorpal Sun Wrist Razors +6 (w/extra +5 hit/damage
non magical), 19,500 xp
a. Freezing: On a normal hit target saves vs. spells or is chilled (slowed), on a crit save
vs. spell or target is frozen for damage rolled in rounds. A 2nd crit or reducing the
targets HP to 0 at any time results in the target shattering & exploding into chunks of
frozen parts. Has no effect on targets 3 or more sizes larger then the wielder.
b. Sun: Extra +2 vs. evil targets & x2 damage vs. those empowered by negative energy.
c. Vorpal: On a natural roll of 15+ will cut through anything or decapitate the target at
the wielders choice.
Divine craft Mithral Self Loading Distance Quickness Hoopak of Backstabbing +6
(w/extra +5 hit/damage non magical), 11,500 xp.
a. Self Loading: If no ammunition is used it creates its own.
b. Distance: x2 ranges in all categories.
c. Quickness: Attack 1st then go on rolled initiative.
d. Backstabbing: Can be used to backstab with +4 levels to skill.
Divine craft Adamantite Throwing Sharpness Venom Dagger of Backstabbing +6
(w/extra +6 hit/damage non magical), 15,100 xp.
a. Throwing: Range: 180 feet, does x2 damage & returns.
b. Sharpness: On a natural roll of 15+ will cut through anything EXCEPT the targets
neck/head at the wielders choice.
c. Venom: Type: XX: Death or 1/2 full HP with a save, makes its own venom.
d. Backstabbing: +4 levels to skill.
Divine craft Piercing Extended Range Sheaf Arrows of Venom +6 (w/extra +3 hit/damage
non magical) (20), 6,700 xp

a. Piercing: +6 to hit, +1D6+6 to damage.


b. Extended Range: +600% to range (30 / 42 / 84 / 119 / 178 max ranges)
c. Venom: Type B: 2D10 save for 1/2.
i. Special: Black Arrow +6: Once per day can force the target it hits to save vs.
Death Magic or die even if deific, reappears in its owners quiver at dawn. 6,750
xp.
ii. Special: Harming Sheaf Arrow of Multiplicity: For every 30 feet traveled the
arrow creates a copy of itself (0-29 ft =1, 30-59 ft =2, 60-89 ft =4, 90-119 ft =8,
120-149 ft =16, 150-179 ft =32, 180-209 ft =64, 210-239 ft =128, 240-269 ft
=256, 270-299 ft =512, 300-329 ft =1,024, 330-359 ft =2,048, 360-389 ft =4,096,
390-419 ft =8,192, 420-449 ft =16,384, 450-479 ft =32,768, 480-509 ft =65,536
& 510 ft =131,072 arrows.) Roll to hit each target that can be hit separately using
only Dex & Skill bonuses. If hit the target suffers the Harm spell and is left with
only 1D4+1 HP. Removal of the arrows does 1D8+3 additional damage each. The
arrow looses its magic after use. 2,700 xp.
18. Flame Tongue Great Club of Throwing +3, 3,050 xp.
2. Throne Platform: From here while seated in his throne Ramsesnakht can see all that transpires within his domain,
currently his domain is limited to the pyramid so the throne only shows him the happenings within the pyramid.
NOTE: Once the PCs entered the pyramid Ramsesnakht was aware of them, he did nothing to alert them to his
awareness as he was testing his forces to determine if the time to strike was right. If the characters make it to this
room obviously it is not yet time. Ramsesnakht will gloat over seeing every move the characters made while in his
domain.
A. Ramsesnakht: HD: 37+3, HP: 481, AC: -10, THAC0: -4 (+3), #AT: 4 physical & 2 magical per round, Dam:
Punch: 1D6+8, 2-Hand Vorpal Sword: 1D10/3D6 +8, Spec AT: Can cast his spells without the use of verbal or
somantic components and can direct them with his eyes alone his preferred attack spells are Magic Missile,
Lightning Bolt & Chain Lightning though he can only use his Chain Lightning once per day, Spec Def:
Regeneration: 2 HP per round, +4 or better to hit, Magic Resistance: 50%, Morale: 20, XP: 594,000
I. Note: His sword while being highly decorative and remarkably valuable is dangerous even after his defeat.
The weapon will need to have 3 separate remove curse spells cast on it each @ level 30+ strength, be bathed
in holy water for 24 hours & receive a ritual blessing conducted by a 25 th level priest aided by no less then 10
15th + level clerics before it can be safely touched by ANYONE other then Ramsesnakht. Those touching the
weapon take cumulative damage as follows: Lawful: 5D6, Neutral: 3D6, Chaotic: 1D6, Good: +5D6, Neutral:
+3D6, Evil: +1D6. The damage automatically forces the weapon to be dropped/let go of.
B. Throne of Rulership: More than a gem encrusted golden throne this is also a very potent magic item that borders
on being an artifact. Until placed within a central ruling area such as a castles throne room it is merely an ornate
chair worth 150,000 GP. Once within a throne room however its true power becomes known when the lord of the
land seats him or herself upon it.
I. Sight: There is very little that can escape the notice of the lord while sitting in the throne within the borders of
his/her domain. The chance of something going unnoticed depends on the size of the domain.
(1) The castle out to the curtain wall: 0% chance of missing something.
(2) Outside the curtain wall to the border of the town/capitol city around the castle: 1% chance (Note: A town
must be present for this to function).
(3) Up to 10 miles out from the capitol city: 2% chance of missing something. (Note: The domain must
actually be this large for this to function).
(4) 10.01 to 50 miles out: 3% chance of missing something. (Note: The domain must actually be this large for
this to function).
(5) 50.01 to 100 miles out: 4% chance of missing something. (Note: The domain must actually be this large
for this to function).
(6) 100.01 out to the frontier borders: 5% chance of missing something. (Note: The domain must actually be
this large for this to function).
(a) Limitation: Something small (a pick pocket to a murder) will ALWAYS be overshadowed by
something large (an entire crop suddenly failing, a dragon attacking, an army attacking etc.) if
happening at the same time UNLESS happening within the castle proper.
II. Command: When holding official court functions the lord while sitting on the throne may issue 1 edict or
law per level of experience. These laws will be obeyed within the confines of the domain as though written by
a Quill of Law unless the individual makes a save vs. spells with a +/- the difference in level of them vs. the

lord.
(1) Limitation: This power only functions for one that is Lawful or Good or Lawful Good in alignment.
(2) Limitation 2: If a LG character makes a law that goes against the LG alignment the throne instantly loses
its power and turns to lead permanently anchoring itself to the spot where it was placed and all that see it
instantly know the lord has done something terribly wrong only if that lord or an heir of that lord
committing an act of self-sacrifice in the preservation of Law & Order (an act that WILL result in their
death) will the chair regain its former glory.
III. Feast: The domain will never know a natural famine, the rivers and rains will always run clean and pure and
on time to provide the best possible size and yield of crops and herds. Outside influences of a magical or even
mundane (ie. a river being dammed outside the domain area of influence) nature can alter this however on a
case by case basis.
IV. Longevity: The lord and those of his/her line will see their natural lifespan increase by a factor of 100, ageing
only 1 year for every 100 years that pass AND retaining/regaining their youthful vigor losing any age related
penalties they might have gained until the time of their demise.
(1) Note: This is the 1 power that remains even if the chair turns to lead or passes on/is stolen to another lord.
Though the power will not pass beyond the 3rd generation if the throne is no longer in the lords
possession.
3. Pool of Power: Ramsesnakht uses this pool in several different ways. It acts similar to a crystal ball, he can
communicate to his minions via a form of telepathy through it, he can use it to empower his spells increasing their
effective level by 10 and cast those spells either within his throne room or to affect whatever he is looking at through
the pool. Any living creature that falls or is thrown into the pool is affected by an instant energy drain attack that
absorbs 5 levels per round spent in the pool, it takes 1 round to travel 5 feet through the liquid of this pool and when
the victim climbs out they will find themselves in room 30 of the ground floor of the pyramid. This pool looses its
power the instant Ramsesnakht is slain.

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