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The Lost Pyramid , an AD&D adventure for characters level 7-9
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This module is designed for use with the AD&D(tm) game from TSR, Inc. and contains references to trademarks and/or copyrighted material owned by that company.
The original portions of this works are (c) copyright 1994 by Keven Simmons.

Correspondence regarding this material can be sent via U.S. Post to:
	Keven Simmons, POB 351, Sherburne NY 13460

or via the internet to:   simmonsk@norwich.net
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This material may contain references to non-TSR monsters, spells and magic items. If you would like information on non-standard spells or items used in this module, write or e-mail me at the above addresses.  I will be happy to share whatever information I can. 
 
Feel free to make modifications as you deem necessary in order to make the module playable in your campaign.  If the GIF-format maps for this adventure were not included, or you are unable to read them, I will provide paper copies free of charge to anyone who sends a self-addressed, stamped envelope to the address above. Please mention the module name (and version number if applicable) when requesting maps.

abbreviations and other notations used:
     th or thaco = to hit armor class 0
     hd = hit dice
     hp = hit points
     ac = armor class
     d = damage
     mr = magic resistance
     str = strength
     con = constitution
     dex = dexterity
     int = intelligence
     wis = wisdom
     chr = charisma
     pp = pick pockets
     ol = open locks
     frt = find / remove traps
     hs = hide in shadows
     ms = move silently
     hn = hear noise
     cw = climb walls
     rl = read languages

Some spells, magic items or monsters may have a notation following them similar to this:  find familiar [P 134].  The information in the brackets is a book and page number reference for locating the item's description.  The following are the book abbreviations used in these references:
     P = Player's Handbook (2nd edition, first printing)
     T = Tome of Magic
     D = Dungeon Master's Guide
     A = Unearthed Arcana
     M = Magister (for spells)
     M = Monster Manual (for monstes)
     F = Fiend Folio
     S = Monster Manual II (first edition)
     C = Creature Catalog Supplements
     K = my own compiled reference manuals

If you eventually use this module, I would like to hear how it turned out. 

enjoy!
           ---keven
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Background
The nomadic tribes that inhabit the Aneir desert are fiercely independent, and only once in their known history have they ever been united.  It happened many generations ago, and was brought about by one man, Ansar the self-proclaimed King of the Desert.  Stories of Ansar are popular among the nomads, and many of the tales have traveled well beyond the confines of their desert homeland.  While there is great variety in the stories, they all agree that Ansar was a powerful and ruthless leader.  At the height of his reign, he had united over 30 tribes into one great nation, which given the independent nature of the nomads was an incredible feat.  His charisma is legendary; some stories claim that simply to hear him speak was enough to cause many of the tribal leaders to swear him fealty.

But charisma alone could give him the power to unite the desert dwellers.  Ansar's ability with the blade was unsurpassed, and those that opposed him had to face his skill in battle.  Legends have it that it was his scimitar, a magical blade of great power, that gave him his superior fighting ability.  These tales refer to the weapon as "Ghaadsham al Kalif Karram", or roughly translated, "Steel Power of the Desert King", and credit the blade with extraordinary powers, including the ability to strike down an opponent from miles away.   Also mentioned in the legends is Ansar's witch-queen Sheelan, whose cunning and ruthlessness were second only to her husband's.   While many feared Ansar's skill in battle, Sheelan invoke a sense of pure terror in the desert people.  It was said she could steal a man's soul with a look, and that her magic could bring down a sandstorm on Ansar's enemies to blast the flesh from their bones. 

At the height of Ansar's reign, he had a pyramid built on top of one of the few reliable sources of fresh water in the desert thus giving him even greater control over the desert people. Ansar made this pyramid his royal seat, and lived there with Sheelan for many years.  There came a time however, when Ansar's rulership underwent a change.  Usually a very visible king who took a personal hand in all the affairs of state, Ansar suddenly became a recluse and was seldom seem outside his pyramid.  All of the day-to-day governing he delegated to his closest advisor, a man named Hazrat.  As time went on, the nomadic tribes began to fragment.  When Ansar failed to act against the dissenting leaders, it began to be rumored that the great king had died.  While Hazrat denied the these stories, without Ansar's visible support, he did not possess the necessary skills or abilities to prevent the ultimate collapse of the great empire.  The tribes went their separate ways, reverting to their wandering lifestyle.  For a time the pyramid remained occupied by a small group of the king's closest supporters and advisors but eventually even they abandoned it, leaving Ansar's monument to the ravages of the desert.  The fate of Ansar and Sheelan was never discovered, or if it was, the knowledge was lost ages ago.

Over the many years following Ansar's reign, the location of the pyramid has been forgotten.  The nomads do not have a strong written tradition and the shifting sands and changing landscape of the desert make maps impractical.  Several expeditions to discover and loot the lost pyramid have been mounted over the years.   The current orc king greatly covets the purported power of Ghaadsham al Kalif Karram and has sent at least three raiding parties into the desert to recover the lost weapon.  Two out of the three returned without success after losing most of their members to the dangers of the desert.  The third, and most recent, failed to return at all.

For the DM
Most of the stories concerning Ansar and his empire are based in truth.  He was a megalomanic, charismatic leader who desired to build an empire out of the fragmented desert tribes.  His natural abilities were enough to get him started, but much of his power came from a rod of rulership he acquired early in his career, the enchanted scimitar Ghaadsham al Kalif Karram, and the support of Sheelan, a powerful wizard who later became his wife.  After building his empire, Ansar came to realize that no matter how powerful he became, his was still subject to the laws of nature and would someday die.  This thought troubled him greatly and so, with the help of Sheelan, he began to gather information concerning ways to extend his existence.   In the end, he and Sheelan decided to trade their mortal forms for those of shadow.  Sheelan acquired the necessary spells from another powerful wizard, at great expense, and successfully transformed herself and Ansar into Shades.   

The process of becoming a shade, however, had some unexpected side effects on Ansar and Sheelan.  Their interest in maintaining the great desert empire began to wain and they became uncomfortable existing on the prime material for any great length of time.  Their sense of time was altered such that the passing of the years on the prime material seemed inconsequential.  They began to spend more and more of their time in the plane of shadow, traveling and exploring their new home.  Their advisers attempted to hold the empire together, but in the end it was a futile effort with out the strong leadership of Ansar.

Today Ansar and Sheelan dwell almost exclusively on the plane of shadow adjacent to their old home.  The magics that accomplished their transformation have left the boundary between the planes weakened to some extent, and the two shades continue to feel attached somehow to the pyramid that was once a symbol of their power.  While their interest in the activities of the mortals they left behind is not particularly great, they still feel a strong sense of ownership with regards to the pyramid, and will not take kindly to looters.  They have allowed the creatures currently inhabiting the pyramid to remain, knowing that their presence would help deter trespassers. 

Enter the Party
There are a couple of ways to introduce this adventure into a campaign.  The easiest is to have a "treasure map" with directions to the pyramid fall into the hands of the party. For example:

The rumors you have been hearing of bandits seems to have been true, for you have just come upon the remains of a raided merchant caravan.  From the condition of the bodies, you would guess the battle took place about three days ago, too long unfortunately to allow any hope of tracking down the culprits.  All of the cargo of any value is of course long gone, but you do find a chest containing the caravan's bills of lading and other paperwork.  You search through the log-books and scrolls, hoping to find the names of the victims so that you can notify the authorities as to their fate.  Finally you locate what appears to be the caravan master's personal log.  There are several references to caravan members by name, enough for the merchant's guild to make a positive identification, so you stow the book away.
 
Later that night, you are reading through the logs more closely when you come across an entry from about 2 weeks ago that catches your attention... 

"Mid-week, five days across the Aneir Desert.  I expect to reach the city of Gap Gate in two days.  Our water supply is still plentiful enough to see us through with some to spare.  I feel lucky in that we have had no difficulties during this crossing.  We picked up a nomad earlier today.  He was near death from exhaustion, exposure, and a number of untreated wounds caused by an animal of some kind.  We cleaned and bandaged his wounds, gave him some water and allowed him to ride in one of the wagons for the rest of the day.  Tonight, he seemed recovered enough to eat some of our stew.  I tried to speak with him, but I don't know much of their language. He said he had been following the great camel for three days after being attacked by something with a false voice, whatever that means.  He also mentioned the home of the evil desert king and his witch-queen which made no sense to me because these nomads have no king.  Perhaps I just misunderstood, I really should bring someone along who can speak their language next time I cross this wasteland, it might come in handy."

The PCs, particularly a PC bard, should recognize the nomad's mention of  the "evil desert king and his witch-queen" as referring to Ansar and Sheelan of desert legends.  The "great camel" the nomad was following is a constellation of stars (which a PC with the astrology non-weapon proficiency would immediately recognize) so the PCs now have rough directions for finding the pyramid.  They follow the caravan trail out of Gap Gate for two and a half days which should put them near where the caravan picked up the exhausted nomad. Then they travel away from the constellation of the great camel for three days, and hope that they can find the lost pyramid before falling prey to the many dangers of the Aneir desert.

A second option for introducing the adventure is to tie it to the ambitions of the orc king, or some other suitably dangerous antagonist in the campaign.  This villain is interested in recovering Ansar's fabled scimitar with the hopes that it will grant him great power.  This approach assumes the PCs have had some prior dealings with the ruling government and thus would be likely candidates for a special mission. For example:

Bracknar, the orc king, has been dealt several major blows to his ambitions recently.  His attempt to conquer an outlying duchy and take control of the silver mines there was thwarted by the quick intervention of the Duke's militia with the help of the a sect of Druids called the Watchers and a company of dwarven warriors sent by the dwarf lord Bardek Grundbagger.   Several of Bracknar's spies in the capital city were discovered and executed two weeks ago, and the smugglers that have been supplying the orc king with weapons had their operation shut down by a band of adventurers.
All of these events have combined to seriously hamper Bracknar's expansionistic activities.

You are just finishing your breakfast when you receive a summons to meet with General Thibideau of the royal army on a most urgent matter.  When you arrive at the general's headquarters, you are shown to a briefing room where the general and his aid are working.  He asks you to sit and proceeds to tell you why you were summoned.

"I've asked you here today because your resourcefulness and your ability to act quickly.  As you are probably aware, we recently exposed several spies that were working for that bastard Bracknar.  They were executed of course, but during their interrogation, we learned something disturbing.  Bracknar has what he believes to be an accurate map showing the location of the lost pyramid of Ansar.  Now, we already know he has sent several expeditions into the desert with the hopes of recovering Ansar's  legendary weapon, but these attempts have always met with failure because of the lack of information concerning the whereabouts of the pyramid."

"Our spies have reported however, that one of his raiding parties recently captured a group of nomads who claimed to have found the blasted thing.  Before he had them tortured and killed, Bracknar convinced one of the nomads to draw him a map to the pyramid.  Our agent was able to get a look at the map, and has sent us a copy, or at least, as good a copy as he could make after only a quick glance at the original.  If only half of the legends are true, we do NOT want Bracknar to get his hands on that sword.  All of my regular agents are unavailable and so I am turning to you.  I want you to travel into the Aneir desert and bring back Ghaadsham al Kalif Karram before Bracknar's filthy crew gets to it."

"This is not going to be an easy task; all I can offer you is 1500gp each and the promise of a resurrection for those in your group that might not make it back alive.  We will provide you with whatever equipment you need but time is of the essence, I need your answer now."

Whatever approach is taken to introduce the adventure into the campaign, the PCs should have a 3-4 day journey through the desert ahead of them before stumbling upon the lost pyramid.

The Aneir Desert
The Aneir desert is made up of equal part sand and rock.  The land is uneven, with rocky hills, deep chasms and little vegetation.  The high winds that blow across the land pushes the sand dunes in never-ending  patterns, sometimes completely covering the rocky landmarks for years before blowing away to reveal them again.  There are numerous (for a desert) oases and springs throughout the land, but most of them are in chasms, underground caves or other places that make them difficult to locate.  The nomads that live in the desert know where to find water, but strangers to the Aneir will have a difficult time if they are depending on the natural sources of water to sustain them.

The Aneir is also a hard land to travel through.  One minute a traveler will be slogging through sand up to their knees, and the next they will be trying to scale a near-vertical cliff face.  Horses not bred for life in the desert do not fare particularly well.  The nomads prefer to use camels or mules as their pack animals, and the nomad chieftains and warriors ride a horse breed unique to Aneir that nomads refer to as "alikami".  They are small, quick and well adapted to the hot, dry climate. 

Below are some suggested "random" encounters while traveling through the desert.  It is the DM's option whether or nor to use any of them, but if the adventure is being played as part of the "orc king" storyline, then the encounter with the orc band should definitely take place.

Thri-Kreen
The party is traveling through a narrow defile when they are surprised by a thri-kreen hunting party.   These intelligent insectoid creatures are native to the Aneir desert and are greatly feared by the human nomads because of their taste for human flesh.  This particular group is out hunting for dinner, and will not risk their lives for a meal;  if the combat begins to go badly for them, they will retreat.

ac: 5     hd: 6+3     th: 13     
attacks: no weapons: 1-4 / 1-4 / 1-4 / 1-4 / 2-5 
	polearms & bite:  1-6 / 1-6 / 2-5
	throwing wedges: d6+2 / d6+2 (return if they do not hit)
 bite: save vs. paralyzation or be paralyzed for 2-8 rounds
dodge missiles 55% (9 or better on 20)
leap 50' forward, 20' up

Brass Dragon (Raadshastam)
The party sees what is probably an oasis in the distance; palm trees and some scrub brush fill the bottom of a shallow basin about 200 yards across.  As they move closer, they see a dragon-like shape moving around through the trees.  If the party decides to lay low, or avoid the oasis, then the dragon will fly off  after about an hour.  

If they approach without hostile intent, the dragon will simply wait for them to arrive at which point he will introduce himself as Raadshastam and strike up a conversation with them. He  will ask them all manner of questions about where they came from and where they are going.  He will be particularly interested in every minor detail about their homeland, things like climate, growing season, indigenous wildlife, plants, monsters, political structure, religions, etc.  He will also ask about their travels, what kinds of adventures they have had, whether or not the have met any interesting creatures, if they know of any other brass dragons, if they have ever spoken with a dragon before and a host of other questions.

If the party converses with the dragon they may, eventually, get a word in edgewise and may be able to garner some useful information.  Raadshastam knows that the pyramid of Ansar was just a short flight southward (two days on foot) from this oasis, but that it was covered with sand many, many years ago.  He also saw a group of 20 humans on foot (actually orcs) traveling south of here yesterday, but he did not investigate further.  He knows that they were not the nomads that live in the desert, but other than that, knows nothing about them.  He is close friends with a gynosphinx called Misalim who lives in the area, but he has not seen her for nearly a month.  He does not know that she has been hiding in the pyramid to escape the attentions of a group of hieracosphinxes (see pyramid areas 15 & 17). 

He is also aware of a young sand-dragon called Shamiralandisham who lives somewhere in the area.  Shamir has been carefully avoiding Rhaad because of the brass dragon's superior fighting ability.  Rhaad does not know where Shamir lives, because sand dragons typically burrow through the sand to reach their lair.

 If the party approaches the oasis in a manner that seems antagonistic, then the dragon will defend himself with every means at his disposal and it is unlikely that the PCs will be able to survive the encounter.

Raadshastam - Adult Brass Dragon - 50' long w/ 40' tail
ac: -2     hp: 75     hd: 14     thac0: 6     dmg: d6+6 / d6+6 / 4d4+6
combat modifier: +6
breath: heat cone 5' x 70'   dmg: 12d4 + 6
breath: sleep cloud 50'x40'x20', save or sleep for 1 hour
immune to fire, heat
saves at +2
dragonfear out to 20 yards
abilities: create water 3x/day,  dust devil [P 204] 1x/day,  suggestion 1x/day
spells @ 12th loe: feather fall, scatterspray [K 1], insatiable thirst [T 21]

Hieracosphinxes
This particular group is part of the band that is pursuing a gynosphinx who lives in the area.  The gynosphinx is a friend of the brass dragon Raadshastam, and has been driven from her home by the hieracosphinxes.  She fled to the pyramid where she is now trapped and waiting, without much hope, for the hieracosphinxes to give up and leave.

These evil-minded creatures are flying overhead when they notice the party trudging through the sand below.  The PCs have normal chances of noticing the creatures before they swoop down in front of the adventurers.  The sphinxes enjoy toying with their victims, and will first demand that the PCs turn over all of their food, water, weapons and valuables as payment for passage through the desert.  The sphinxes of course plan to kill and eat the PCs after extorting what they can.  If the PCs refuse, or attack the sphinxes, they will take to the air.

The sphinxes prefer to attack by swooping down upon their victim and raking them with taloned feet.  The momentum of this attack causes an additional 1-4 hp damage for every hit and the PC must make a dexterity roll, at -2 penalty due to the sand, or be knocked to the ground.

ac: 1     hd: 9     hp: 46, 34, 30     thac0: 11     dmg: 2-8 / 2-8 / 1-10

Orcs
The party tops a sand dune and sees below them a group of  nearly 30 orcs apparently stopped for a brief rest.  Most of the orcs are sitting, or leaning on their spears.  A group of three orcs (the captain and the two shaman) are in the middle of a heated discussion concerning what direction to take.  This group is a treasure-hunting party sent into the desert by Bracknar, the orc king.  Their mission is to find and loot the lost pyramid and to bring back all the weapons that can be found in it.  Bracknar did not mention the enchanted scimitar to this war-band for fear that one of them might try to claim the sword for their own.  The members of the war-band believe that their king is interested in the weapons only because he has recently had problems acquiring enough weapons to arm his growing army.

orc soldiers (24):
ac: 5     hp: 6     hd: 1+1     thac0: 19     dmg: bw
armor: chain mail  
weapons: short sword (1-6/1-6)   light crossbow (1-6 )
orc sergeants (3)
ac: 5     hp: 12     hd: 2+1     thac0: 18     dmg: bw
weapons: short sword (1-6/1-6)   light crossbow (1-6)
orc captain (1)
ac: 5     hp: 12     hd: 3+2     thac0: 17     dmg: bw + 1 (str)
weapons: long sword (1-8/1-12)   light crossbow (1-6)
orc shaman (2) (priests of Confrontion)
ac: 5     hp: 12     hd: 3     thac0: 19     dmg: bw
weapons: short sword (1-6/1-6)   light crossbow (1-6)
spells: 2 / 1

Giant Solifugids
While setting up camp for the night, several giant insects vaguely resembling a scorpion attack.
 
ac: 4     hd: 6+6     hp: 38, 41, 31, 29     thac0: 13     dmg: 4-16
first attack does no damage, but holds victim allowing +3 to hit on subsequent rounds.  roll 1/2 strength to break free

Giant Scorpion
The party is passing through a very rocky area when they see a giant scorpion advancing towards them.
ac: 5     hd: 5+5     hp: 25     thac0: 14     dmg: 1-10 / 1-10 / 1-4 + poison: save or die

The Pyramid
The  pyramid was only recently uncovered by the shifting sands and only the very tip of the pyramid is visible, rising about 12 feet above the sand.  Some of the current inhabitants (such as the osquips, the aspis, the sand dragons, etc.  had been living in it before it was uncovered.  The others are more recent inhabitants.

Unless the party has received some assistance from Raadshastam, or can scout the area from the air, they will have to spend another 3-4 days of searching before they locate the tip of  the pyramid.  During this time, they may have other random encounters, or may encounter some creatures from the pyramid itself.  The margoyles in area (4) might be encountered outside of the pyramid, as could the leucrottas or even the sand dragon.

In general, the hallways in the pyramid are narrow, averaging about 5' wide with 7' high ceilings, thus movement through the pyramid will probably be single file.  The lack of space will also hinder the use of larger weapons, or ones that require a larger area to wield properly such as 2-handed swords, halberds,  staffs, footman's flail, etc.  Similarly, it also limits two-handed fighting styles.  In all these cases, characters will be at a -2 to hit when fighting in the hallways.

All of the doors in the pyramid, unless otherwise noted, are made of stone and open by sliding sideways into the wall.  These massive doors rest on stone rollers and are well balanced but when opened or closed, make a very distinctive scraping / grinding sound which can be heard for some distance.  Anyone with a strength of 10 or more will be able to open them without undue difficulty.  Those with lower strengths will need to use two hands and really put their weight into it to get the doors open.

The rooms, unless otherwise noted, have 12' high ceilings and plain, unadorned walls.  When the ancient nomads abandoned the pyramid, they removed all of the furniture, decorations, etc. so it is highly unlikely that the original function of the rooms can be divined without magical means. 

Throughout the pyramid are signs of the osquips tunnels (see area 2) and the little beasties are often found scurrying along hallways, or dashing in and out of their burrow-holes.  They are the only 'random' encounter for the pyramid and can used to keep the party on their toes.

(1) Leucrottas
When the party does finally discover the pyramid, they will hear the sound of a woman singing in a language unknown to them.  The sound is coming from the darkness beyond a collapsed wall in the side of the pyramid and is the "voice" of a leucrotta.  The leucrottas do not actually know any human languages, so their song is actually nothing but gibberish. The collapsed wall leads to the topmost level of the pyramid, and the room beyond is covered with sand that has blown in.  The leucrottas have made their home here, and have drawn several nomads to their death with their singing.  The bony remains and equipment of two of their most recent victims are scattered about the room.  One nomad from that group managed to escape and is the source of the information which has directed the party here.  The equipment consists of bedrolls, leather armor and scimitars of average quality.

ac: 4      hd: 6+1     hp: 30, 35, 36, 33     thac0: 14    dmg: 3-18
special attack: can strike while retreating
can imitate a human voice

(2) Osquips
This room was probably used to house Ansar's treasures when he lived here.  The door has a hidden locking mechanism that requires a thief to make a successful 'find traps' roll to locate and an 'open locks' roll to spring.  The room beyond is empty of its original contents and is now the apparent nest for a colony of large, hairless rats with yellow protruding teeth (osquips).  The little beasties have tunneled through most parts of the pyramid, and their telltale holes and tracks can be found in almost every room and hallway.  There are about 40 of them living here and from 3-12 of them will be in this room at any given time.  They will usually attack intruders unless kept at bay by fire.

ac: 7     hd: 3+1     hp: 14 (avg)     thac0: 16     dmg: 2-12

The remains of a group of 3 or 4 humanoids, long dead, lie scattered about the room.  Most of the clothing and other soft goods have become nesting material for the osquips but the metal items have remained in good condition.  It will take a while of sifting through the osquips nest (and being subject to attack from more of them as they return to the room) but the following pieces of equipment, all of average quality, can be collected: suit of plate mail (leather straps missing), set of chain mail,  long sword, broad sword, 3 daggers, footman's flail, sling bullets (30), set of thieves tools, and 1,300 gp in misc. coins and 15 gems worth a total of 2,300gp.  

Also recovered is a diary of sorts.  The entries indicate that the author was a priest of Sarmat and that he was a member of a group of adventurers.  They apparently discovered the pyramid by accident while crossing the desert and decided to do a little exploring.  The diary mentions that they found four levels connected by a circular stair at the bottom of which they found a well which supplied them with some much needed water.   During their initial exploration, of the pyramid they encountered a pair of basilisks, and one of their members was killed by the beasts.   The last entry indicates that they were going to recuperate for a day or two, then recover their comrade's body (area 7) and possibly explore the pyramid further.  There is no indication in the diary as to what caused their demise (it was the poisoned water from the well).

(3) Stair / Shaft
This shaft drops through the center of the pyramid and connects all four levels.  It is circular, about 15' in diameter and 120' deep (approximately 20' between levels).  A narrow stone staircase with a one foot high stone 'curb' descends along the outside of the shaft.

Level 2
(4) Margoyles
This landing is the temporary home to a pair of margoyles.  Unless the party is taking specific steps to silence their approach, the margoyles will  be waiting for them when they arrive.  The margoyles are 80% undetectable when next to the stone walls and thus are likely to surprise any intruders.  They will wait until the first character is almost to the landing before attacking.  If the character is surprised, they must make a dexterity check to avoid being knocked into the shaft by the force of the margoyles attack.  Any character knocked into the shaft will fall 100' and land at the bottom where a pair of hieracosphinxes are resting (see area 15).

margoyles:
ac: 2     hd: 6      hp: 23, 27     th: 14      dmg: 1-6 / 1-6 / 2-8 / /2-8
[+1] or better to hit
80% undetectable when against stone

(5) Ogre Magi
The door to this room, as well as room (6) is locked using a system of pressure plates.  A weight equal to 100 lbs or more must be resting on both sides of the door before it can be opened.  A successful 'open locks' roll is required to bypass the mechanism.  If a thief is successful in opening these doors, he gets +30% bonus to open the doors to (6). The walls of the room are decorated with a tile mosaic depicting a man of god-like stature leading an army of nomads into battle.  In one hand, the man holds aloft a glowing scimitar and in the other he holds a scepter of some kind.

The room is currently the temporary home to a group of ogre magi who are here looking for the fabled scimitar.  They have explored most of the pyramid and thanks to their ability to assume a gaseous form, have avoided a direct confrontation with most of the other inhabitants.  They have not yet discovered the secret rooms where Ansar and Sheelan can be found however, and have been debating amongst themselves what to do next.

If they are discovered by the party, they will use their polymorph ability to pose as nomads dressed in leather armor.  These "nomads" will claim to have been accidentally trapped in the room while exploring.  Unless the ogres believe they can overpower the PCs without much difficulty, they will continue this deception for as long as they can.  They admit to being here to loot the abandoned pyramid, but will deny any knowledge of Ansar's scimitar.  They may even suggest that the two groups join forces and split any treasure that is found.

If the ogres' deception fools the PCs and the two groups join forces, the ogres will maintain their nomad disguises.  If an opportunity to ambush the PCs presents itself, the ogres will do so without hesitation.  A particularly good time would be following a battle with one of the pyramid's inhabitants when the PCs have sustained substantial damage and exhausted many of their spells.

If the groups do not join forces, then the ogre's will keep an eye on the PCs progress through the pyramid by following them invisibly or in gaseous form and will ambush them when the time is right.

Each ogre carries a bag with some dried food, water skins and a belt pouch with 6-36 gold coins.  Their leader* also has a figurine of wondrous power: coral dragon [K 129]

ogre magi:
ac: 4    hd: 5+2     hp: 22, 28, 16, 30*     dmg: scimitar (1-8 / 1-8) + 2 or  1-12
special abilities: flying, darkness 10' radius, polymorph to humanoid, invisibility, regenerate 1hp/round
1x/day: charm person, sleep, gaseous form, cone of cold (8d8)

(6) Nicklepedes
The door to this room, as well as room (5) is locked using a system of pressure plates.  A weight equal to  100 lbs or more must be resting on both sides of the door before it can be opened.  A successful 'open locks' roll is required to bypass the mechanism.  If a thief is successful in opening these doors, he gets +30% bonus to open the doors to (5).

The room is littered with the bones of small creatures, particularly osquips and is swarming with 5' long, segmented, multi-legged bugs with pincers.  There are 6 large, clay urns which once were sealed with wax long since crumbled.  Inside each is grain which is dried beyond usefulness. 

The bugs will not immediately attack anyone in the door, but if the room is searched, the PCs' will be subject to attacks as the nicklepedes begin to swarm over any living creature they encounter.   A mansized creature will be subject to 6 attacks per round while a dwarven sized creature will be attacked 4 times per round.

nicklepedes:
ac: 6     hd: 1/2     hp: 2     thac0: 21     dmg: 1
victims receive no armor class bonus due to the enchantment of magical armor and no shield or dexterity bonuses

(7) Basilisks
The large double doors to this room are wooden and swing open into the alcove off the hallway.  They are made of dark mahogany, but have been seriously damage by some sort of termite.  The outer side is carved in an abstract design of intertwining geometric shapes (very "Escher-esque") with a central carving of a scimitar imposed over them.  The doors are slightly ajar and through the opening can be seen a table with silver place settings and the legs of body dressed in plate mail lying on the floor.

The body is the petrified remains of a member of the adventuring party found in area (2).  The basilisks have eaten enough of the body so as to make restoring him to life impossible.  The creatures are now lying under the table and due to the fact that they are very hungry, will not hesitate to attack.

Hanging on the walls of the room are the tattered remains of tapestries that were once very valuable.  The table has silver table settings for 12 people which in total weighs nearly 75 ponds and is worth about 500gp.  The fighter has 700gp in gems & coins in a pouch, and wears a necklace of good taste which he believed to be a necklace of protection.
basilisks:
ac: 4     hd: 6+1     hp: 30, 28     thac0: 14     dmg: 1-10
gaze petrifies
chances of meeting their gaze:
surprised: 8 in 10
normal: 5 in 10
avoiding gaze & attacking: 3 in 10
avoiding gaze completely: 1 in 10

Level 3 - Aspis lair
This level is the lair for a hive of aspis.  These intelligent insectoids are generally neutral in alignment, but are considered a menace by the nomads because of their habit of raiding livestock.  The aspis will defend their home against intruders, but will not attack unless provoked.  They do not speak any human languages, but might be negotiated with if the party can overcome this obstacle.

(8) Aspis Guards
The landing is the post for 2 aspis drones who guard the entrance to their lair.  Like all aspis, they have 4 arms which these are using to wield a 9' long pole arm, a scimitar and a shield.  They will use the polearm to keep intruders on the stairs.  Any successful attack with a polearm prevents their opponent from moving within melee range.

aspis drone:
ac: 2     hd: 6     hp: 29, 32     thac0: 14     dmg: 2-8 pole arm or 1-8 scimitar
immune to cold, electricity
1/2 damage from fire

(8c) Duleeps
The hallway here, like the rest of the pyramid, is adorned with wispy cobwebs.  Unlike the rest of the pyramid however, these webs are alive!  A colony of duleeps has recently moved into this part of the pyramid and because the aspis have proven to be completely immune to the creatures' attack, they are quite hungry.  Unless the party has some kind of advance warning (which is unlikely) they will be completely surprised when the duleeps begin zapping them.

duleeps:
ac: 9     hd: 6     hp: 24     thac0: 14     dmg: 2-8 (electrical)
special attack: lightning bolt, 20' range for 3-12 points, no save - 2x/turn if > 9hp, 1x/turn if <9hp
metal weapons conduct additional 2-8 points to wielder
blunt weapons do 1/2 damage
edged weapons do full damage, but split the duleep into 2 creatures each with half the remain hp.
absorb electricity, each 8hp gives an additional hit die

(9) Aspis Drones
This room is the aspis drone's "barracks" and there will be from 2-5 present here at any given time.  They are armed with scimitars and shields.
ac: 2     hd: 6     hp: 39, 23, 25, 28, 26     thac0: 14     dmg: 1-8 / 1-8

(10) Aspis Garden
This room is being used by the aspis as a food storage and growing area.  It is filled with rotting vegetation and a multitude of various fungi. One whole wall is covered with a yellow mold (the non-lethal kind) which makes discovering the secret door a bit more difficult (-1 on the attempt).  Two empty stone pedestals  jut up through the piles of moldering cactus and sagebrush and between them is what looks like a stone birdbath.  The latter is in fact a basin of scrying and if filled with water can be used by a wizard to scry out to a range of 1000 miles.  The basin is quite valuable, but since it weighs close to 500 lbs. would be practically impossible to move.  Buried underneath the mass of fungus are two candelabrum fashioned of silver and gold worth 1,500gp each.

There are two aspis drones here who tend the garden and distribute the fungi when it is "ripe".  The are each armed with two scimitars and a polearm which they use to stir / turn their crops.  For some unlikely reason, one of the polearms is a trident.  The aspis are unaware of the secret door leading to room (11).
ac: 4     hd: 6     hp: 21, 24     thac0: 14     dmg: (1-8 / 1-8 / 2-8)  or (1-8 / 1-8 / 3-9)

(11) Burial Chamber
As mentioned above, the secret door to this room is covered with a yellow mold that might be mistaken for the poisonous kind, but is in fact, harmless.  The door has a secret latch that will require a successful 'open locks' to spring.   The room beyond has 10 stone biers arranged in two rows, all of which bear no markings of any kind.  If they are opened, each will contain the body of a nomad dressed in a variety of clothing.  None of the bodies show any signs of violence or other indications as to their cause of death.   Each of the biers, except for one, is enchanted with a preservation spell at 12th level of effect which has prevented the bodies from decomposing.  One of these spells has failed however and the body within is nothing more than a skeleton.

These men were enemies of Ansar, and were not actually dead when they were put into the biers.  They were taken hostage and placed in this state of suspended animation, rather than being put into dungeon cells.   While the spell has prevented the decomposition of their bodies, their spirits have long since departed, all except for one that is.  The preservation spell on this  unfortunate  prisoner failed before the spirit had completely departed, resulting in the undead  spectre which now haunts the room.
spectre
ac: 2     hd: 7+1     hp: 39     thac0: 13     dmg: 1-8 + level drain 2 levels

(12) Aspis Nursery
This room is where the young aspis larvae are kept until they mature.  There are 2 drones assigned to watch over the young armed with two scimitars each.
drones:
ac: 4     hd: 6     hp: 19, 28     thac0: 14     dmg: 1-8 / 1-8
larvae:
ac: 6     hd: 5     hp: 23, 25, 21, 32     th: 14     dmg: 2-7
ac: 6     hd: 4     hp: 19, 20, 17, 24     th: 15     dmg: 2-7
ac: 6     hd: 2     hp: 13, 6, 12, 4     th: 17     dmg: 2-7

(13) Aspis Cow
This room is dominated by a large stone throne and two smaller stone chairs on either side of it.  The large throne is carved in relief with scorpions of all shapes and sizes (The scorpion was Ansar's chosen symbol, swift and deadly) while the smaller are plain.  On each arm of the throne is a large, spherical gem, one green and the other a deep red.  These are gems of detection, and allow any one who sits in the chair and touches them to detect enemy (the green one), or detect lie (the red one).  The gems lose their power if removed from the throne, but if inset into another, specially prepared chair, can be reactivated.

If the throne is carefully examined, it may be found (as per secret door), that is moveable and when 30 or more strength points are applied, it will slide forward with a loud grating sound to reveal a hidden cache of coins and other treasure.  The throne is also trapped so that when it is moved without depressing a hidden pressure plate in the wall, a glass vial of dust of sneezing and choking will drop from the ceiling onto the back of the throne where it will break.  A successful 'find traps' will reveal the ceiling panel, and a successful 'remove traps' will reveal the hidden pressure plate that disarms it.  The hidden cache holds 13 bags with 1000sp each, 8 bags of 1000ep, 5 bags of 1000gp, 2 bags of 1000pp, a small wooden box with 3 glass vials of  dust of sneezing and choking (for resetting the trap) and one of the keys to Ansar's rise to power:  a rod of rulership (with 20 charges left on it).

The current inhabitants of the room are the aspis colony's cow and her 4 drone attendants armed with 4 scimitars each.  Arrayed about the room are 26 aspis eggs and the walls, floor and throne are covered with a thick, white liquid.  This milky substance is produced by the aspis cow and is highly acidic.  It will dissolve normal  leather boots in one round, thus exposing the wearer's feet causing 1-8 points of damage per round of contact.
drones:
ac: 4     hd: 6     hp: 39, 23, 25, 28, 26     thac0: 14     dmg: 1-8 / 1-8 / 1-8 / 1-8
cow:
ac: 7     hd: 10     hp: 50     th: 10     dmg: 3-18
acid on her skin causes 1-8 hp to exposed skin
metal weapons that hit are dissolved in 2 rounds, wooden weapons dissolve in 1 round (magical weapons save vs. acid)

(14) Scorpions
In addition to being locked, the door between this room and the hallway leading into the pyramid is trapped in a way that was intended to prevent entrance into the structure.  If it  is opened without a weight of at least 100 lbs. resting on the floor in the hallway in front of it, a huge stone block falls to the floor in the hallway, effectively preventing anyone from entering the pyramid.  As long as the door is left open, the block will not fall, thus it is possible to safely walk into the room from the hallway and close the door without causing the block to fall.  Anyone unlucky enough to be under the stone when it falls must make a dexterity check or be hit by it for 6-60 points of damage, with a 15% chance of being killed outright.  The mechanism for resetting the trap is located in the hallway, about 15' away from the door.  It can be located as a secret door and consists of a small (1'x1') section of stone which swings out to reveal a lever.  The lever has become stuck after so many years and requires a 16 strength to move.

This room was once the main entrance to the pyramid but now it lies many feet below the surface of the shifting sands.  There are stone benches along the walls, and long brass poles hang near the ceiling.  The poles probably once held tapestries that were either removed from the pyramid or have disintegrated over the course of time.  The floor is covered with sand which has blown over the years.

Also in the room are three giant scorpions who have made this their underground lair.  There is a burrow-hole leading from the wide, entrance hallway to the surface several hundred feet away.  The remains of their latest meal, a nomad shaman who was traveling with the group killed by the leucrottas, lies near one wall. In addition to his normal clothing, he carries a pouch with three blue emeralds (worth 1,000gp each), and a potion of flying.

scorpions:
ac: 5     hd: 5+5     hp: 27, 21, 32     th: 14     dmg: 1-10 / 1-10 / 1-4 + poison, save or die

Level 4
(15) Hieracosphinxes
This is the bottom of the circular stair, and the lowest level of the pyramid.  A very rusted circular metal grate located at the center of the stairwell covers a 4' diameter, 30' deep hole in the floor.   The hole is a well which served as the water source for the pyramid although there is no apparatus here for drawing the water.  At some point over the years, the water in the well has become poisoned and if drunk will leave a faintly metallic taste in the drinker's mouth.  If a saving throw vs. poison at -2 is not made, from 2-8 hours later, the person will begin to feel increasingly nauseous, and will die within another 30 minutes unless the poison can be neutralized.

Standing guard in the small landing is one of two hieracosphinxes who are down here laying siege to a gynosphinx they have been pursuing. The others in their flock are now out hunting and may have been encountered earlier.  When the flock of the evil sphinxes located her home several weeks ago, the gynosphinx Misalim, fled to the pyramid and has locked herself into room (17).  The second hieracosphinx is standing guard at the door and will hurry back to area (15) if he hears any commotion. 

The hieracosphinxes do not particularly like being cooped up so far underground, and are beginning to feel a little claustrophobic.  The narrow hallways and small landing area also hinder their ability to maneuver, and so they are at -2 to hit while down here.  Each one wears 4 necklaces, which they hoped they could use to buy the gynosphinxes favors.  The total value of all 8 pieces of jewelry is 3,500gp.

ac: 1     hd: 9     hp: 45, 34     thac0: 13 (11 with -2 penalty)     dmg: 2-8 / 2-8 / 1-10

(16) Ant Lion
This large, circular room appears to have been an amphitheater.  There are a series of low steps descending to a sandy floor in the center of the room 20' below.  The steps are barely visible for the entire room is covered with a thick layer of sand.   Hiding at the bottom of the pit is a giant ant lion which will toss large quantities of sand at anyone who enters the  area.  Each time it does this, the victim has a 50% chance of slipping and sliding down the sand covered steps to the waiting insect.  Stuck in the ant lion's body is a dagger [+3] which will only be located after a careful search of the creature after it has been killed.

ac:  2     hd: 8     hp: 37     thac0: 12     dmg: 5-20
first attack on a sliding victim ignores shield and dexterity ac adjustments
automatic 5-20 points of damage per round after a successful hit

(17) Gynosphinx
This room was probably quite beautiful in its day.  The walls contain a mosaic depicting some sort of ceremony involving a man with a glowing scepter and a beautiful woman.  The two are standing on a high desert dune and the setting sun has turned the sky to a myriad of colors ranging from bright orange to a deep purple.  Unfortunately, one corner of the room has collapsed, destroying the mosaic on that part of the wall.  In the middle of the room is a very life-like stone statue of a beautiful woman dressed in flowing desert robes.

The room is also the temporary home, and effectively the prison for, a gynosphinx named Misalim.  She was attacked several weeks ago by a flock of hieracosphinxes and fled to the pyramid to escape their sadistic intentions.  She will initially be wary of anyone entering the room, and will not immediately warm up to her accidental rescuers.  If the group shows no intention of attacking or robbing her, she will begin to show a little more trust, and may be willing to part with information concerning Ansar, Sheelan and their pyramid if asked.  If the party treats her with respect and courtesy, will offer a reward for her rescue.  She has a large collection of gems and jewelry back at her home and would give her rescuers 5,000gp in rubies if they pay her a visit.  She will not stay and assist the party in any further exploration of the pyramid.

Misalim knows quite a bit about Ansar and Sheelan and their empire.  She know that Ansar used a magical rod to influence the nomad leaders and bend them to his will. She also knows that his wife, Sheelan was an accomplished wizard specialized in the necromantic arts.  Of the enchanted blade, Ghaadsham al Kalif Karram, she is less knowledgeable.  She knows that it had the ability to aid its wielder in battle (i.e. +3) and that it has some spell-like capabilities.  As to the fate of Ansar and Sheelan, she does not know for certain, but believes that the wizard used her powers to transport them to some other plane of existence when they became bored with the mundane duties that came with ruling a kingdom.

ac: [-1]     hd: 8     thac0: 12     dmg: 2-8/2-8
1x/day: detect magic, read magic, read languages, detect invisible, locate object, dispel magic, clairaudience, clairvoyance, legend lore, remove curse

(18) Back Door
This was the 'back' entrance to the pyramid and portions of the hallway that once lead outside have collapsed, filling it with sand and large stones.  This destruction was caused by the sand dragon when he first discovered the pyramid and decided to make it his lair.  He had hoped to enlarge the entrance here, but later decided to tunnel up through the floor of the pyramid instead (see area  25).  The door leading from the room into the pyramid is trapped in the same manner as the door to area (14).

(19) Empty Room
This room is empty of any occupants.  A stone alter, or table sits in the middle of the room and is engraved with mystical symbols.  A necromancer, or someone with the spellcraft non-weapon proficiency who makes a successful check will be able to identify the symbols as relating to the necromantic arts.

(20) Sarcophagus
Behind the locked door to this room is a stone sarcophagus.  Hung on the wall is a dusty silver scimitar [+1] and a shield bearing a scorpion crest.  The sarcophagus contains the mummified (but not undead) remains of a man dressed in once fine clothing.  While the party may believe they have found the final resting place of Ansar, they have instead found the remains of Hazrat, Ansar's trusted advisor and closest friend.

(21) Mummy
The hallway leading to this room is completely blocked by a cave-in.  Moving enough of the huge rocks to allow passage will require several hours.  The door to the room beyond is locked, and contains another sarcophagus.  This one however contains a mummy of the undead variety; the result of Sheelan's necromantic skills.  Mounted on one wall of this room is a scimitar and intricately carved staff.  The mummy was once a nomad shaman that angered Ansar.  Rather than kill the man, the desert king turned him over to Sheelan who used him as a test subject for some of her spells.  The mummy is wearing a talisman of ultimate evil which he now cannot use.

ac: 3     hd: 6+1     hp: 35     th: 14     1-12
save vs. wands of be paralyzed with fear for 1-4 rounds (humans save at +2)
hit by magical weapons for 1/2 damage
rotting touch

(22) Eels
This 30' section of hallway looks very much like the rest of the hallways in the pyramid, although there seem to be quite a few more of the osquip burrow-holes in the walls.  Anyone walking down the hall however, will be subject to the lightning-fast attacks of a colony of cave morays who are living in the osquips' tunnels.  Their primary food source is the osquips, but they will attack anything that moves in the hallway.  Up to four can attack a single, man-sized creature each round.  These creatures strike with such blinding speed that there is only a 3 (plus initiative bonus) in 20 chance of hitting one when it is extended (when it will be ac: 5) While they are hiding in their holes, they are ac: 0 and attacking them requires a stabbing weapon at least 3' in length.
cave morays (16)
ac: 5 or 0     hd: 4+4     hp: 20     th: 14     dmg: 2-8

(23) Dragon !
The door to this room is very difficult to open due to the stones and sand piled up against it on the inside.  It will require a 'bend bars/lift gates' roll to open and doing so will release a small (non damaging) avalanche of debris as well as possibly (30% chance) waking the tan dragon who lairs here and alerting him to the presence of uninvited guests.  It will take about 2 hours to remove enough of the rubble to allow entrance into the room and the noise from such activity is sure to alert the dragon .  If the PC's employ magical means to enter the room quickly and quietly, they are likely (1-4 in 6) to surprise the dragon who will be sleeping partially buried in the sand.  If the PCs decide to physically clear the doorway, they will very early on in their endeavor discover quite a few large brownish scales.  The scales are very likely to be correctly identified as belonging to a dragon of some sort, although the PCs may not be familiar with this particular breed.

The room beyond has been altered significantly by the dragon, whose name is Shamiralandisham.  The stone floor is completely torn up and the stones are pushed or piled up against the walls leaving a plain, sandy floor in the middle of the room.  The dragon uses his ability to burrow through sand to come and go from the underground home which he believes to be very secure.  The dragon's hoard  lies in a pile against the wall opposite the door and consists primarily of loose coins (full details below).  

Shamir is still relatively young, and is likely to abandon his home and hoard if he is in immanent danger of being killed.  He will flee by burrowing through the sand, but may return later, or might try to ambush the party when they start their trek back across the desert.

Shamir:  Tan Dragon (a.k.a. Sand Dragon) align: NE
age: juvenile (age category 4)
size: 45' + 20' tail     move: 12 / 36 fly / 6 borrow
ac: 1     hd: 11     hp: 65     thac0: 9     d8 +4 / d8 +4 / 4d8 +4
breath weapon 3x/day: 9d8 cone shaped blast of sand 60' x 30'  @base  plus separate save or be blinded for 1-6 rounds
detect hidden invisible 40', clairaudience in lair 80' (no dragonfear)
blending 90% when motionless & 60' distant
create dust devil (as per spell) 3x/day
spells: burning hands / shield
treasure: 48,372 cp,   22,973 sp,  12,834 ep,  6,737 gp,   847 pp,  43 gems worth a total of 16,300 gp, 12 pieces of jewelry worth 14,600gp,  torc of protection: electricity w/ 82 points, potion of sweet water, potion of invulnerability, pouch of holding with 3 oil of fiery burning and a wizard scroll(16) fly / rock to mud / part water / antipathy-sympathy, wizard scroll(18) vision

The Shadow Rooms
The secret door which leads to this area from the main hallway should not be discovered unless the party is actively searching for it.  The game intent is to save the culmination of the adventure, the encounter with Ansar & Sheelan, for last.  After exploring all of the non-secret rooms and failing to discover the ancient scimitar, the PCs will probably begin a more thorough search of the pyramid.  The relatively large, "unused" area on the fourth level should give them a clue as to where to search, particularly if they have been keeping a rough map of the pyramid.

The two room 24 & 25 are saturated with the essence of the plane of shadow as a result of Sheelan's experimentation, and are much colder than the rest of the pyramid.  The darkness here is enhanced by the proximity to the demi-plane, which will cause light sources brought into the area, including magical ones, to dim noticeably.  Anyone entering the area will feel a deep sense of unease and foreboding and normal animals,  excluding familiars but including those under the influence of an <animal friendship> spell, will refuse to enter.

Spells and enchanted items dealing with light, including light, hypnotic pattern, color spray,  the various prismatic spells, helms of brilliance, etc., operate at half effectiveness (e.g. half damage, half range and duration, etc.).

(24) Workroom
This was once Sheelan's work area, and while all of her equipment has been moved to their home on the plane of shadow, some of the tables, shelves and heavier furniture is still here.  There are two, rack-like tables with restraints and one portion of a wall is equipped with manacles and chains.  Bits of broken glass and pottery lie on the floor and several empty glass bottles sit on the wall shelves.

(25) Library
This room, which served as Sheelan's library and study, no longer contains the many books and scrolls that the wall shelves once held.  The only items of value left here are the copies of her spellbooks that Sheelan keeps in a chest in the secret closet.  It has been many years since she has thought to make new copies, and so the ones she has hidden here contain only a part of her now vast spell repertoire.  The actual spells present are left to the DM's discretion.

The Final Battle
Roaming about rooms 24 & 25 are a host of shadows.  While these creatures should not pose a very great threat to a well armed, mid-level group of adventurers, they will serve to keep the PCs busy until the shades that were once Ansar and Sheelan appear from the shadow plane.  Once combat begins with the shadows, the shades will notice a disturbance in the shadow-ether and there is a 15% (non-cumulative) chance per round that they will appear to defend their home.

Both Ansar & Sheelan will use their abilities to the utmost to destroy those who dare invade their home.  Their transformation to shadow-stuff and the time they have spent on the plane of shadow has altered their perception of time and so they still believe that they are King & Queen of the desert and that any armed group entering their inner sanctum must be attempting to overthrow them.  They do not speak what is now the common tongue, but rather an ancient dialect of the current nomad language, so negotiating with them is probably not an option.  If this obstacle can be overcome however, and if the PCs make a suitably generous offering to Ansar, then he might be willing to spare their lives, assuming they swear fealty to him of course.

Even if the tide of the battle turns against him, Ansar will not surrender or retreat; and as long as Ansar lives, Sheelan will continue to fight as well.  If, however, Ansar is killed and Sheelan believes herself to be in mortal danger, she will flee to the plane of shadow rather than be killed. 

shadows:
ac: 7     hd:  3+3     hp: 24      thac0: 16     dmg: 2-5 + 1 strength point

Ansar 10th level warrior shade
str:17, con:16, dex:9, int:11, wis:13, chr:14
ac: [-2]     hp: 78     thac0: 11     dmg: bw     mr: 73% (40% shade + 33% scimitar)
armor: chain[+3] & shield
weapons: scimitar (specialized) / throwing daggers / dagger / short bow
Ghaadsham al Kalif Karram: 
This magical scimitar is said to have been given to the leader of a tribe of desert nomads by Paxion, the god of peace and justice in the hopes that it would be used to end the strife that existed between the various nomad tribes.  Over the years, it has been lost, stolen and recovered many times.  Most recently, it was in the possession of Ansar,  the self-proclaimed king of the desert but was apparently lost when Ansar's kingdom fell apart.

The blade appears to be a normal scimitar, and is visually undistinguished although a faint vibration can be felt when the weapon is held.  In combat the wielder gains  +3 to hit and damage with the weapon, as well as a -3 bonus to their armor class, a +3 to their saving throws and 33% magic resistance.  

In addition to these powers, the blade two special abilities.  When the blade is thrust into the ground (dirt or sand) and then removed, a 5' tall fountain of fresh water will burst forth from the hole for 2-8 turns.  This power can be used an unlimited number of times.

The second power, which can be called upon three times per day, creates a cone of vibrational force 60' long and 10' in diameter at its base. Any small or medium sized creature or object struck by this force who fails a saving throw vs. paralyzation will take 3-30 points of damage and will be thrown backwards, away from the wielder.  Small targets will be thrown 50' and medium sized will be thrown 30'.  Should the thrown creature hit a solid obstacle, such as a wall or a tree, they will take an additional 2-12 points of damage.  Whether they strike an obstacle or not, thrown victims must roll below 1/2 their dexterity or will be prone and slightly stunned, unable to make take any actions the next round other than regaining their feet.  Objects knocked back into an obstacle must make a saving throw vs. crushing blow to avoid being damaged.

Sheelan 13th level Necromancer  shade
str:12, con:13, dex:13,  int:17, wis:9, chr:10
ac: 7     hp: 21     thac0: 16     mr: 40%
armor: leather
weapons: leather
ring of icebolts (15) range 100', 2d6 cold damage, save vs. wand for half
scroll (13 loe): dispel magic / dispel magic / power word: stun
Current Spellbook
level: 1     number per day:  5
affect normal fires [P 131],  animate dead animals [K 37],  armor [P 131],  chill touch [P 132],  detect undead [P 133],  Detho's delirium [M 8],  enlarge (r) [P 133],  feather fall [P 134],  fist of stone [T 17],  message [P 136],  read magic [P 137],  spectral ears [K 37],  spectral eyes [K 37],  starlight [K 52],  Tenser's floating disc [P 138]
level: 2     number per day:  5
alter self [P 139],  blandness [K 29],  dexterity [K 3],  electric arc [K 52],  inaudibility [K 51],  levitate [P 143],  Melf's acid arrow [P 144],  Odeen's magic cloud [K 25],  skeletal hands [K 37],  spark shower [K 53],  spectral hand [P 145],  strength [P 146],  summon swarm [P 146],  wizard lock [P 147]
level: 3     number per day:  5
blink [P 147],  bone knit [K 38],  cloudburst [A 55],  far reaching I [T 25],  feign death [P 149],  fire phantom [K 23],  fireball [P 149],  flame arrow [P 149],  ghastly hands [K 38],  hold undead [P 150],  hover [M 13],  skulltrap [K 38],  spirit armor [T 26],  vampiric touch [P 153]
level: 4     number per day:  4
accelerated metabolism [K 63],  Beltyn's burning blood [M 4],  contagion [P 155],  controlled incendiary [K 61],  detect scrying [P 155],  dig [P 155],  enervation [P 157],  firebrand [M 20],  ice storm [P 159],  life force transfer [K 61],  mask of death [T 29],  massmorph [P 160],  minor globe of invulnerability [P 160],  plant growth [P 161],  spelltrap [K 22],  stoneskin [P 163]
level: 5     number per day:  4
animate dead [P 165],  azure flame [K 22],  cone of acid [K 62],  Fallion's fabulous fireball [K 24],  fellblade [K 32],  Grimwald's greymantle [K 14],  magic jar [P 169],  monster summoning III [P 170],  Morgannaver's sting [K 42],  shadowfire [K 57],  stone shape [P 171],  summon shadow [P 171],  vampiric dagger [K 62],  wizard light [K 59]
level: 6     number per day:  2
anti magic shell [P 173],  augmentation II [T 37],  Bigby's forceful hand [P 173],  Bloodstone's spectral steed [T 37],  chain lightning [P 173],  contingency [P 174],  death fog [P 175],  death spell [P 175],  dimension lock [K 17],  double one effect [K 63],  etherealness (r) [K 64],  Otiluke's freezing sphere [P 180],  reincarnation [P 181],  spell immunity [K 63],  spiritwrack [O 86],  transmute water to dust (r) [P 182],  true seeing [P 182],  turnshadow [M 15]