TEXT: AA#9  
   
   
   
  A Stand-Alone Adventure 
   
   
   
  XRP6109
  Several months back, a small boy from the village of Ab-Amon happened upon a buried column 
  while playing out in the surrounding desert. He reported to the village elders that the column bore 
  strange and frightening symbols that he, in his youthful exuberance, insisted were curses. Being 
  as the boy was known to have a photographic memory, he was able to accurately draw the 
  queer symbols for the village elders when asked. The elders, being somewhat familiar with the 
  ancient history of their region, quickly came to the realization that the symbols must be associated 
  in some way with a pharaoh, for they were enclosed by a lozenge-shaped border.  Even though 
  they lacked the ability to directly translate the ancient hieroglyphics, they did realize that such 
  a design, a cartouche, was used to spell out the name of the pharaoh along with all of his royal 
  titles. Perhaps, just perhaps, the local wizard reasoned, the pillar could be linked to the tomb of the 
  master architect Imhotep, whose final resting place has never been found. 
  If you enjoy this adventure, look for future releases in the Advanced Adventures line from 
  Expeditious Retreat Press.
  WWW.XRPSHOP.CITYMAX.COM
  Advanced Adventures
  The Lost Pyramid of Imhotep
  The Lost Pyramid of Imhotep
  By Alphonso Warden
  This product uses the OSRICTM System 
  (Oldschool System Reference and Index 
  CompilationTM). The OSRICTM system text 
  may be found at http://www.knights-n-
  knaves.com/osric.
  Printed in the USA
  Expeditious Retreat Press
  An OSRIC
  TM module designed for        
   
  4-6 adventurers of levels 4-7
  
  The Lost Pyramid of Imhotep
  ADVANCED ADVENTURES MODULE #9
  Author: Alphonso Warden
  Cover Artist:  Bradley K. McDevitt
  Interior Artist: Jeff Womack
  Editors: Joseph Browning and Suzi Yee
  Layout: Joseph Browning
  Background Information for the Game Master..............................2
  Mortuatry Temple of Imhotep ............................................................2
  Lost Pyramid Cross-Section .................................................................3
  The Lost Pyramid of Imhotep Level 1 ................................................ 3
  The Lost Pyramid of Imhotep Level 2 ................................................ 5
  The Lost Pyramid of Imhotep Level 3 ................................................ 6
  The Lost Pyramid of Imhotep Level 4 ................................................ 9
  The Lost Pyramid of Imhotep Level 5 ................................................ 9
  The Lost Pyramid of Imhotep Cavern Level ................................... 10
  by Alphonso Warden
  AN ADVENTURE FOR CHARACTER LEVELS 4-7
  ADVANCED ADVENTURES are designed for the OSRIC roleplaying system. You can download the free player’s manual from: http://
  www.yourgamesnow.com
  If you enjoy this product, look for the other ADVANCED ADVENTURES published by Expeditious Retreat Press at www.xrpshop.citymax.com 
  or for digital copies go to www.yourgamesnow.com.
  
  2
  The Lost Pyramid of Imhotep
  Introduction: Several months back, a small boy from the village 
  of Ab-Amon happened upon a buried column while playing 
  out in the surrounding desert. He reported to the village elders 
  that the column bore strange and frightening symbols that he, 
  in his youthful exuberance, insisted were curses. Being as the 
  boy was known to have a photographic memory, he was able 
  to accurately draw the queer symbols for the village elders when 
  asked. The elders, being somewhat familiar with the ancient history 
  of their region, quickly came to the realization that the symbols 
  must be associated in some way with a pharaoh, for they were 
  enclosed by a lozenge-shaped border.  Even though they lacked 
  the ability to directly translate the ancient hieroglyphics, they did 
  realize that such a design, a cartouche, was used to spell out the 
  name of the pharaoh along with all of his royal titles.
  STOP! If you plan to participate in this adventure as a player, then 
  stop reading here. Prior knowledge of this module’s contents will 
  only spoil your enjoyment of the game. 
  The informant of a prominent magic-user in the region was in 
  the village of Ab-Amon when he heard of the fabulous find, and 
  asked the village elders to show him the boy’s drawing. Being 
  somewhat of a scholar, the informant quickly came to realize that 
  the cartouche bore the name of none other than the most famous 
  pharaoh Zoser. Being as the column was described as being far 
  out in the desert, well away from Zoser’s mortuary complex, he 
  doubted that the pillar was part of any temple honoring the 
  pharaoh directly. Perhaps, just perhaps, he surmised, the pillar could 
  somehow be linked to the tomb of the master architect Imhotep, 
  whose final resting place had never been found. Legends insisted 
  that the tomb was supposed to house not only great riches but the 
  very secrets of the universe. As he knew full well that those closest 
  to the pharaoh were often allowed to offer their ruler praises on 
  their own monuments, he was able to account for the cartouche 
  of the king being present on the building of a commoner, albeit a 
  commoner of high standing such as Imhotep. Not wishing to share 
  the spoils of the tomb of Imhotep with his greedy informant, the 
  illustrious magic-user opted to seek out downtrodden adventurers 
  to find the tomb for him. 
  The Lost Pyramid of Imhotep is an adventure designed for four to 
  six characters of levels 4 through 7. The party should include at 
  least one thief or assassin (PC or NPC) due to the high number of 
  traps encountered. At least one +1 weapon should be available 
  to the group. Before play begins, the GM should read through the 
  entire module once, paying special attention to those encounters 
  involving magical traps, as most are rather complicated and will 
  require quite a bit of preparation to properly run.
  Beginning Play: While relaxing in a local drinking establishment, 
  the PCs are approached by a prominent magic-user asking them 
  if they would be interested in going on an exploratory expedition 
  for him. Moswen tells them that he was recently informed by one 
  of his associates that a small boy from the village of Ab-Amon 
  happened upon the exposed base of a column while playing in 
  the surrounding desert. Moswen tells the PCs that it could be part 
  of the tomb of the legendary architect and sage Imhotep, who is 
  alleged to have been buried with great riches and magic. Should 
  the PCs appear interested, he is willing to offer them a sum of 2,500 
  gold coins now and another 2,500 upon their offering up positive 
  confirmation that the column is indeed connected with the tomb 
  of the legendary Imhotep. Of course, the PCs, if they are inclined, 
  are fully authorized by Moswen to excavate and then explore 
  the tomb should it be there. In this instance, he insists that the PCs 
  surrender to him half of all magical items, especially papyri, that 
  they should find. He then gives the PCs a crude map that should 
  lead them from the village of Ab-Amon to the site. Depending on 
  the GM’s campaign world, the village could be either close by or 
  many miles away from where the PCs are currently stationed. In 
  the latter instance, the GM is free to throw some random monsters 
  at the PCs as they make their way to the tomb site.  Moswen 
  informs the PCs to not return until either confirmation is achieved or 
  they believe that there is nothing of significance at the location as 
  he wishes to remain unassociated with any digging in the desert.
  Campaign Considerations: For GMs running a campaign set in 
  ancient Kemet, it is assumed that literate PCs can understand 
  70% of any given hieroglyphic text encountered. For every point 
  of Intelligence possessed above 12, this percentage is increased 
  by 5%. Native PCs of the cleric class can fully understand all 
  hieroglyphics encountered.
  GMs wishing to integrate this adventure into existing campaigns 
  may expect that his PCs, being non-natives, will be unable to 
  translate any hieroglyphs they may find. This may require that PCs 
  hire a translator willing to follow them into the tomb (very unlikely) 
  or require that they transcribe the hieroglyphs for transport back 
  to a translator. Such service requires a fee of 10 gp per inscription 
  group. Of course spells such as comprehend languages, can be 
  used to translate the hieroglyphs. Wise PCs may be able to bargain 
  with Moswen for up to 3 scrolls of comprehend languages as part 
  of their pay, and he is willing to part with such for a reduction of 
  500 gp in the 2,500 gp initial payment. This is quite a bargain, but 
  Moswen desires confirmation of his ideas. Additionally, Moswen is 
  willing to part with a small scroll concerning heriglyphs which will 
  add a base 5% chance to decipher messages for any PC class, 
  but adds a full +15% to any Read Languages chance of a PC 
  of the thief class. It should be expected that a mixture of Read 
  Languages ability, comprehend languages spells, and the services 
  of a translator will all have a role in the excavation and exploration 
  of the Lost Pyramid.
  Mortuary Temple of Imhotep
  The PCs eventually arrive at the adventure site uneventfully unless 
  the GM deems otherwise. Once there, they find nothing more than 
  a single hypostyle column peeking out of the sand. Should the PCs 
  wish to reach the base of Imhotep’s mortuary temple, they will have 
  to find some means of clearing away the sand, thereby exposing 
  the monument, or digging a series of tests pits until they reach the 
  entrance to the subterranean Pyramid of Imhotep. Being as the 
  floor of the temple lies buried under, on average, 30 feet of sand, it 
  will take the PCs 4 man-hours to clear away a 10 x 10 x10 section of 
  sand. This means that the PCs will need to dig a minimum of 12 man-
  hours to hit bottom. This digging time takes into account that the 
  PCs are making sure to shore up their test pits to prevent them from 
  collapsing. There is a 20% chance of collapse, but properly shoring 
  up the pit reduces such by 5%. PCs buried inside a collapsed pit can 
  hold their breath for the number of rounds equal to their Constitution 
  scores divided by 3. Beyond this period, they must make further 
  Constitution checks at a –2 penalty for each subsequent round. 
  Those failing any such check suffocate. Of course, the impatient 
  PCs may decide to employ magic to clear away the sand if such 
  is available. Spells such as dig will allow the PCs to fully expose the 
  remains of the mortuary temple in short order. 
  As indicated above, the only part initially visible of the mortuary 
  temple enclosure is a single hypostyle column poking out of the 
  sand for a few feet. This is because the sand is lower at this point 
  than the remaining parts of the temple. Just clearing away the first 
  4 feet of sand from the remainder of the site will soon reveal the 
  fact that eight of the temple’s eleven hypostyle support columns 
  still stand.
  The actual mortuary temple, per se, can only be reached after the 
  PCs clear away at least 20 feet of sand, as the structure, though 
  mostly intact, stands a mere 10 feet high. Said building is 15 feet 
  square, the last 5 feet of its height taken up by a large pyramidion. 
  A 5-foot tall and wide tunnel extends from the monument for a 
  good 10 feet and allows access thereinto via an open archway. 
  Once inside, the PCs will find a 10 x 10 chamber with a tall corbelled 
  ceiling. Along the north wall sit three statues. Those on the far right 
  and far left are of the pharaoh Zoser and Imhotep, respectively. 
  The ibis-headed humanoid statue in the center is a depiction of the 
  Scribe of the Gods, Thoth. The entrance to the actual pyramid of 
  
  3
  Imhotep can be accessed by a 5 x 5 trapdoor cleverly concealed 
  to blend into the surrounding blocks making up the floor of the 
  mortuary temple. A successful search for secret doors reveals the 
  limestone trapdoor, which, being hollowed out, can be pulled 
  back rather easily. Beneath the trapdoor lies a dark shaft extending 
  for 100 feet straight down into the earth before connecting with the 
  base of the pyramid. The shaft cuts through the body of the pyramid 
  for another 100 feet before opening onto area 1(see hereafter). 
  Staggered foot-and handholds allow for an easy descent. A faint 
  light can barely be made at the bottom of the shaft.  
  Key to the Pyramid of Imhotep Level 1
  Even though the PCs may not realize this, the maze of chambers 
  they will find below the mortuary temple of Imhotep are all housed 
  within a massive inverted pyramid that hangs from the roof of an 
  even larger natural cavern in the earth. They will be most surprised 
  when they finally exit the apex of the pyramid and look up to see 
  the full weight of stone above their heads. Such will truly be an 
  astonishing sight. 
  Dungeon Features: All of the interior walls of the pyramid are 
  constructed of cyclopean blocks of limestone and are generously 
  plastered with an assortment of brightly painted hieroglyphics in 
  high relief. The DM is free to compose hieroglyphic inscriptions of his 
  own design should the PCs indicate an interest in translating them. 
  For the DM in a pinch, inserting random phrases from the Egyptian 
  Book of the Dead will do quite nicely. Unless stated otherwise, all 
  rooms and corridors have 10-foot high ceilings. The five levels of 
  the pyramid are connected by 10-foot square vertical shafts that 
  descend, in some cases, several hundred feet. On all four walls 
  of these ladder shafts can be found a series of staggered hand- 
  and footholds. Ascending or descending these ladders shafts is a 
  simple and perfectly safe affair, and the PCs, at no time, run the 
  THE LOST PYRAMID OF IMHOTEP CROSS-SECTION
  1 Square = 20 feet
  Mortuary Level
  Level 1
  Level 2
  Level 3
  Level 4
  Level 5
  Cavern Level
  
  4
  risking of falling therefrom. Secret doors are hidden on both sides, 
  perfectly blending into the surrounding limestone walls. Unless 
  noted otherwise, secret doors pivot about their centers when the 
  correct section of wall is depressed. They must be pushed outward 
  to open. Brass oil lamps, mounted high and spaced at regular 5 
  feet intervals and full of oil, line all of the corridors and most of the 
  rooms. These lamps have a small dweomer upon them, wherein 
  the oil placed within will never evaporate.
  Special Note Concerning Tomes: All tomes and suchlike from the 
  standard rulebooks found in the tomb never appear as leather-
  bound leaves of parchment. They instead consist of a case or 
  cases filled with one or more sheets of rolled papyri. 
  1. BECOMING ONE WITH APSHAI: The vertical shaft from the ruined 
  upper temple terminates in a 15 x 10 platform that juts over a 
  100-foot square pit. The bottom of the pit lies 100 feet below 
  the platform and the ceiling a good 50 feet overhead. On the 
  platform sit three locust-shaped crafts made of fine wood inlaid 
  with golden ornamentation. Each 4-foot wide and 7-foot long 
  craft features two seats covered in camel leather, one behind 
  the other. Directly before the front seat on each craft is a 1-
  foot tall lever-like device shaped like a steep-sided pyramid. 
  It juts out from a full length console that also contains three 
  gemstone buttons, one red, one blue, and one green. A few 
  feet aft of the three strange craft is a short pedestal bearing 
  a hieroglyphic inscription saying: Become one with the Sons of 
  Apshai, Lord of Insects, and take flight. Prove thine mettle by 
  doing aerial battle.  Lastly, on a similar platform at the far end 
  of the room, some 100 feet away, rest three similar craft. 
  Should the PCs take seat in one or more of the craft(s), they 
  will find their operation to be a rather simple affair. The red 
  gemstone button powers up the craft, while the two other 
  buttons operate its weaponry (see below). The joystick-like 
  lever of course controls the flight of the craft, and can be 
  rotated a full 360 degrees while being pushed forward or pulled 
  back. Pushing the stick forward causes the craft to dive and 
  pulling it back causes it to climb. (In general, the further back 
  the stick is pushed/pulled, the greater the velocity the craft 
  can obtain). As can be surmised, directional changes, once 
  the craft is in flight, are accomplished by moving the stick to 
  the right and to the left. Once powered on, a craft begins to 
  gently rise towards the ceiling, and will continue to do so until 
  the PCs direct it to either climb or dive. As a matter of fact, 
  the default flight characteristic of the craft is a gentle ascent 
  straight up, which the PCs can achieve at any given time by 
  allowing the joystick to return to the upright position. (While in 
  flight, returning the stick to its default position effectively brakes 
  the craft, meaning that the craft can literally “stop on a dime” 
  in midair). A slow vertical descent can be accomplished by 
  returning the joystick to its default position and then gently 
  applying downward pressure thereto.
  Each craft has the basic flight characteristics and physical 
  appearance of a giant locust. It has two modes of attack: 
  it can either ram an opposing craft or launch one or both 
  of its two projectiles, which shoot out from its underbelly. The 
  projectiles are 6-inch diameter scarab beetle-shaped bullets of 
  solid granite. Each craft store 12 such projectiles, 6 per housing. 
  (Depressing the blue button launches a bullet from the right 
  “gun” while depressing the green button launches a bullet from 
  the left “gun.”) Should the PCs successfully ram their opponent, 
  the defender receives 75% of the damage and the attacker 
  the remaining 25%. When a craft loses 50% of its total hit points, 
  its maneuverability class is downgraded by one. Its maximum 
  movement rate is also halved. When a craft loses 75% of its 
  original hit points, it can no longer maintain flight, and comes 
  plummeting to the ground at double its original movement 
  rate. The PC on board suffers normal falling damage in addition 
  to damage caused from the skin of the craft folding inward 
  and crushing its occupant. The latter damage is 1-20 hit points 
  per 10 feet fallen.  
  Sitting in a craft activates the crafts on the other side of the 
  room: one such opposing craft powers on for every activated 
  craft on the PCs platform. These empty craft move forward 
  and engage the party. If the PCs choose to fight from within 
  the craft they suffer a -5 penalty to all “to hit” rolls against 
  their opponents, as the PCs have no training in their proper 
  operation. The moment the PCs down all of their opponents, 
  the door positioned in front of the opposite platform rises up 
  into the ceiling, granting them passage to the remaining areas 
  of the pyramid. 
  Flying Contructs (AC 3; MV 120 ft. flying (MC: A); HD 10; hp 80 
  each; #AT 3; D 2-20/1-10/1-10; SD Immunity to non-magical 
  arrows).  Operate only within the confines of area 1.
  2. PSYCHOSTASIA:  The 30-foot long corridor from the south opens 
  onto a 30 x 40 chamber. A towering statue of an ibis-headed 
  humanoid stands in the middle of the floor. It is holding a pad 
  in its left hand and a fine reed stylus in its right hand. Directly 
  before the eidolon stands a short pedestal in the shape of a 
  lotus. Should the PCs examine its flat top, they can make out 
  a short hieroglyphic inscription and two shallow hand-shaped 
  depressions. 
  The inscription translates as: Place thine hands upon the altar 
  to receive mine wisdom.  Should one of the PCs do as bidden, 
  placing his hands within the two depressions on the altar, the 
  head of the statue animates and telepathically asks all in the 
  room the following question: “In man, where does the seat of 
  wisdom reside?” The correct answer is the heart. Any of the 
  PCs, not just the one activating the pedestal, is free to answer. 
  In ancient Kemet the heart was the center of the spiritual and 
  thinking life of a human being, and was one of the four principal 
  LOST PYRAMID LEVEL ONE
  1
  2
  Up to Mortuary
  Down to Level 2
  
  5
  lineaments of the soul. Should the PCs fail to offer up a correct 
  answer in the next 5 rounds, the statue becomes quiescent. It 
  can be re-awakened by the same PC or by another placing his 
  hands again upon the altar. 
  After the correct answer to the first question is given, the statue 
  asks the PCs the following:  “What must the heart be balanced 
  against to be judged worthy of heaven?” The correct answer 
  is truth or feather”
  The third question asked is: “Who records the judgment of 
  Osiris?” The correct answer is you, Thoth, or god of wisdom. 
  The fourth and final question asked is: “What animal must the 
  wise man emulate?” The correct answer is serpent or snake.
  After the final correct answer is given, the statue fully animates 
  and gently bows its head to the PCs, saying: “You have proven 
  thineselves to be in possession of great wisdom and are thereby 
  worthy of receiving the first material creation of Atum.” The 
  short pedestal before the statue of Thoth, which is an artistic 
  representation of the sacred Djed pillar symbolizing stability/
  endurance, begins to rise towards the ceiling. Once it has risen 
  its full length of 8 feet, the PCs can examine the small void on 
  its south side. Within lies the sacred Benben stone of which the 
  Thoth statue spoke. It is a pyramidion of highly polished black 
  granite inscribed with the winged sun-disk stretching over two 
  Eyes of Horus. It has a 1-foot square base, a height of 1 foot, 
  and weighs about 20 pounds. It is nothing less than a drop 
  of the seed of the creator god Atum which fell in the ocean 
  primeval which existed before time began. The stone, being 
  slightly radioactive, gives off 1-4 points of damage every turn 
  to all within 20 feet of it. The GM can create tension by simply 
  telling the PCs every hour that they feel a little nauseous and 
  must roll a 4-side die for damage. Don’t give the PCs any clue 
  that it is the Benben stone that is causing the damage, and 
  simply allow them to figure it out for themselves. Once they do 
  so, such should keep them from dawdling.  The PCs must hold 
  onto the Benben stone because such is required to activate 
  the mirrors in area 9 and cap the Tomb of Imhotep in area 19. 
  GM Note: the ritual described above is an abbreviated 
  simulation of the weighing of the soul detailed in the Book 
  of the Dead. The recently deceased must undergo such a 
  trial along with many others in the underworld, in order to be 
  judged worthy of receiving the prize of immortality. If the PCs 
  are stumped by the questions, they may be forced to seek out 
  a knowledgeable 3rd party for information, be that a village 
  elder or a sage.
  GM Note: The ladder shaft leading to Level 2 extends for 120 feet.
  Key to the Pyramid of Imhotep Level 2
  3. THE EATER OF THE DEAD:  The curving corridor to the northeast 
  opens onto a smallish room with a massive statue of strange 
  hybrid creature with the head of a crocodile, the body and 
  forequarters of a lion, and the hindquarters of a hippopotamus. 
  The eidolon’s mouth is wide open, and it stands flush against 
  the far wall. Two shallow niches flank the horrid statue to either 
  hand. The two on the right contain tall, skeletal, hunched-over 
  doglike humanoids. The first niche on the left contains another 
  of the doglike humanoids and the second niche on the left 
  contains a filthy creature with wild, matted white hair. They 
  are all standing perfectly still, and the putrescent stench of the 
  grave emanates from them. 
  Even from the entranceway, the PCs can easily make out 
  the inscriptions on the wall, all of which translate as follows: I, 
  Ammit, the Eater of the Dead, require sustenance.  After the 
  PCs step foot or fly more than 10 feet into the room, the four 
  undead creatures along the back wall – two doglike ghouls, a 
  wight, and a doglike ghast --- issue from their niches and fight 
  to the death. After they are defeated, their remains must be 
  deposited in the mouth of the statue. The undead creatures 
  prove acceptable sacrifices to Ammit because they led an 
  unjust, impure life, and are considered to be the damned, the 
  opposite of those who led a virtuous life, the blessed dead. 
  Once this is done, the statue sinks into the floor, revealing an 
  opening into the room to the south. 
  Wight* (AC 5; MV 120 ft.; HD 7+3; hp 40; #AT 1; D 1-4; SA Energy 
  drain; SD silver or magic weapons to hit; AL LE).
  Ghast* (AC 4; MV 150 ft.; HD 7; hp 32; #AT 3; D 1-4/1-4/1-8; SA 
  Carrion stench, paralyzation; SD Immune to sleep and charm 
  spells; AL CE).
  Ghouls (2)* (AC 6; MV 90 ft.; HD 4; hp 22 each; #AT 3; D 1-3/1-
  6/1-6; SA Paralyzation; SD Immune to sleep and charm spells; 
  AL CE).
  *On account of their increased ferocity and size, these 
  particular undead have higher than normal hit dice. 
  4. TO BRIDGE THE ABYSS: A 10-foot wide wall-to-wall pit spans 
  the middle of this 30-foot square chamber. Along the far wall 
  the faint outline of a limestone door can be made out. An 
  inscription has been inscribed upon the floor a few feet past 
  the entrance. 
  The inscription translates as: May thine eyes be like the hawk to 
  discover the means hidden to bridge the Abyss and may thine 
  feet be like the lion, for death comes on swift wings. In order to 
  cross over the abyss, the PCs must discover the nodule cleverly 
  concealed amongst the many hieroglyphic carvings covering 
  the walls. It lies along the lower northern half of the west wall, 
  and may be detected as a secret door. Depressing the nodule 
  causes a 6-inch wide platform to extend out across the 60-foot 
  deep pit, thereby connecting the southern and northern halves 
  of the room, and also causes the door along the far wall to rise 
  into the ceiling. 
  The moment the PCs enter the room, they have exactly five 
  rounds/tries to find the nodule. After such time has elapsed, the 
  ka of Ammit residing at the bottom of the pit leaps up to attack 
  the PCs, fighting to the death. As stated in the description 
  of area 3, Ammit appears as a disgusting cross between a 
  crocodile, a lion, and a hippopotamus. 
  3
  4
  5
  6
  6a
  S S
  Up to Level 1
  Down to Level 3
  Area 6 enlarged to 
  1 square = 5 feet
  S
  P
  P
  P
  P
  P
  B
  B
  B
  B
  B
  LOST PYRAMID LEVEL TWO
  
  6
  Ka of Ammit (AC 4; MV 90 ft.; HD 9; hp 49; #AT 3; D 2-8/2-8/3-18; 
  SA Devour soul, Leap; SD +1 or better weapons to hit; AL N). 
  Those killed by the ka of Ammit have their souls devoured. They 
  are irrevocably lost and cannot be resurrected. The ka of Ammit 
  can leap a distance of up to 100 feet straight up or forward. 
  5. OSIRIS, LORD OF RESURRECTION AND REBIRTH: This diamond-
  shaped room features a suit of Egyptian armor overlaid on the 
  painted statue of a green-skinned man wearing the conical 
  double-crown of upper and lower Kemet. Both of its arms are 
  missing. Directly before it is the grinning statue of a humanoid 
  creature with the head of an ass. It is wielding the arms of the 
  other statue like maces. Lastly, the faint outline of a limestone 
  door can be made out along the far wall.
  One minute after the PCs enter, a voice issues from the 
  armless statue of the god Osiris, Lord of the underworld and 
  of resurrection and rebirth, saying: “Take mine armament and 
  grant me vengeance by making me whole as my beloved Isis 
  once did.” Should one of the PCs do as bidden, removing the 
  armor and then donning it, the ass-headed statue of Set, god 
  of chaos and confusion, animates 1 round later and attacks. 
  The armor functions as plate mail +2, and negates the Set 
  statue’s immunity to non-magical weapons. Being as the armor 
  is imbued with a small part of Osiris’ transfigured spirit, it allows 
  the Lord of the underworld to possess its wearer via a magic jar 
  attack much as a ghost does. Every two rounds, the PCs must 
  make a possession check against the armor’s magic jar effect. 
  (The armor is considered to possess a combined Intelligence 
  and Wisdom score of 36).  Should the spirit of Osiris gain control 
  of a PC’s body, it flies into a berserker rage and ceaselessly 
  attacks the statue of Set until either it or the statue is destroyed. 
  Should the latter occur, the spirit immediately leaves the PCs 
  body and will nevermore attempt to possess it. 
  After defeating the statue of Set, with or without Osiris’ direct 
  intervention, the PCs must place the two arms it was wielding 
  over the stumps on the Osiris statue, which magically grafts 
  them in place. After this is done, an apparition of the goddess 
  Isis, wife of Osiris, appears and bows her head to the PCs. At the 
  same time, the exit portal slides into the ceiling. 
  Statue of Set (AC 3; MV 80 ft.; HD 9; hp 50; #AT 2; D 2-16/2-16; SA 
  Keening bray; SD +1 or better weapon to hit; AL N).  Once per 
  day the statue of Set can emit an ear-piercing bray causing 
  confusion for 3-12 rounds in all within 30 ft. of the statue who fail 
  a save vs. spells. 
  6. MAZE OF PERIL: This area is a small maze riddled with three 
  distinct types of mechanical traps, which can be found and 
  removed by the party’s thief or assassin. The locked secret door 
  along the southwest wall opening onto area 6a is free of traps. 
  Pit Traps (P): Opening the doors or stepping on the 
  appropriate squares indicated on the map causes the 
  floor to drop away. The victim plummets 20 feet to the 
  bottom of a spiked pit to suffer 2-20 points of damage.
  Spear Traps (fake doors): Opening the fake doors indicated 
  on the map triggers a volley of three spears. Each spear 
  deals 1-6 points of damage and forces the PC to save 
  vs. poison or die. The spears attack as 6 HD monsters. 
  Falling Blocks (B): The pressure-plates over these squares 
  on the map are triggered when 100 pounds or more 
  is placed on them, causing a 5x5x10-foot tall block of 
  stone to fall from the ceiling. This section of the maze 
  then becomes blocked off, as the block perfectly 
  conforms to the dimensions of the corridor. Worse yet, 
  those standing beneath the falling block suffer 4-40 
  points of damage. (A successful Dexterity ability check 
  at a -3 penalty avoids). 
  6A. TREASURY: This 10-foot square chamber contains secret doors 
  along the north and south walls. Along the east and west 
  walls sit two cedar chests covered in gold leaf. They are both 
  plastered with an assortment of hieroglyphics. 
  Chest #1: Trapped with a glyph of warding.  If the chest is 
  opened by anyone not first stating the password, the 
  area directly in front of it is shot through with intense 
  heat that deals 36 points of fire damage. (Save vs. spells 
  for half damage).  Contains a manual of quickness of 
  action, a staff of curing, a block of incense of meditation, 
  scrolls of chant, fireball, shield, and protection from 
  magic, potions of flying, heroism, and gaseous form, 
  and 3,000 gp in assorted jewelry (mostly jewel-encrusted 
  gold scarabs).
  Chest #2: Pulling back the lid of the chest activates a 
  prismatic spray spell. If activated, all PCs (up to 7) 
  standing in the small room are subject to the effects of 
  the powerful dweomer. Contains a mace +2 topped 
  with a ball of diorite, scrolls of lightning bolt and minor 
  globe of invulnerability, and 2,000 gp in assorted jewels. 
  GM Note: The ladder shaft leading to Level 3 extends for 80 feet.
  Key to the Pyramid of Imhotep Level 3
  7. DUELING SCARAB BEETLES: Two scarab beetles fashioned of 
  gilded rare woods face each other in this massive room.  Each 
  is roughly 9 feet in diameter. The wings on the beetle closest to 
  the entrance are unfurled, revealing a small cavity containing 
  three small seats covered in camel leather. The seats are 
  arranged in a triangle. Lastly, the faint outline of a limestone 
  door can be made out along the far wall.
  The two beetles are magical constructs. Directly before the 
  forward-most seat is a small gold panel with an assortment 
  of controls jutting therefrom, similar to those found in the 
  flying constructs of area 1. However, this particular construct 
  does not possess the ability to fly. Once powered on, which 
  is accomplished by depressing the red gemstone button, the 
  wings fold back into the machine, completely encasing the 
  PC(s) inside. Strangely enough, once inside, the PCs can see 
  through the skin of the craft as if it were made of translucent 
  glass. The machine can be directed to go forward by pushing 
  forward on the joystick and can be directed to go backward 
  by pulling back on the joystick. Swiveling the joystick to the left 
  and the right allows one to turn the strange craft. The blue and 
  green buttons, respectively, power the right and left pinchers of 
  the craft, which can be used to attack its opponent. 
  The moment the PCs power on a beetle, the other beetle 
  immediately rushes to attack. Each craft can choose to either 
  ram or swipe at its opponent with one or both of its pinchers. 
  Should the PCs successfully ram their opponent, the defender 
  receives 75% of the damage and the attacker the remaining 
  25%. Each mechanical beetle continues to function perfectly 
  until its hit point total is reduced by 50%, at which time its 
  movement rate is halved and one of its pinchers malfunctions 
  and stops working. After losing 75% of its original hit points, both 
  pinchers stop working. 
  After the opposing mechanical beetle has been eliminated, 
  the stone panel along the north wall rises into the ceiling, 
  allowing the PCs access to the corridor beyond (see area 8). 
  The scarab beetle construct functions only in areas 7, 8 and 9. 
  Scarab Beetle Constructs (2) (AC 3; MV 90 ft.; HD 9; hp 50 each; 
  #AT 3; D 2-12/2-12/5-20; AL N).
  
  7
  8. CORRIDOR OF ANNIHILATION: All of the air in this wide corridor 
  has been magically sucked out, making it inimical to life. Any 
  living beings entering the corridor must save vs. spells at -1 or 
  die, all of the breath from their lungs being sucked out.  Those 
  making their saves can pass through the corridor, with an 
  additional save required for every round spent in the passage. 
  The PCs can use the scarab beetle construct from area 7 
  to safely navigate this corridor, for once active, it becomes 
  hermetically sealed off from the outside environment. Further, it 
  contains a limitless supply of breathable air.
  9. THE LIGHT OF RA: This lozenge-shaped room features a strange 
  arrangement of four massive mirrors on the floor. The mirrors 
  are circular and appear to pivot about slender lotus-shaped 
  pedestals of polished bronze. The faces of such are currently 
  parallel with the ceiling 20 feet overhead. Along the far wall 
  stands a towering golden statue of a humanoid with the head 
  of ram. The head is crowned by a highly reflective headdress 
  shaped like the solar disk. Midway between the statue and the 
  mirror arrangement can be see a short pedestal in the shape 
  of an obelisk. However, the pyramidion that would normally sit 
  atop it is missing. 
  Should the PCs glance upward, they will find that four gleaming 
  sun-shaped icons of solid gold dot the roof of the chamber. 
  Each lies directly above the mirror it is paired with on the floor. 
  In order to activate the magic of the room, the PCs must place 
  the Benben stone from area 2 over the short obelisk in the 
  middle of the room. Once this is done, nearly blinding beams of 
  pure sunlight shoot off from the icons on the roof and connect 
  with the mirrors below, forming a continuous column of light. 
  PCs examining the mirrors will find that they pivot about their 
  centers a full 360 degrees, and can be aimed at virtually any 
  area in the room. In order to escape the room, they must aim 
  all of the mirrors and the accompanying beams of light at the 
  solar disk atop the head of the Ra statue. After this is done, the 
  entire statue sinks into the floor, revealing a man-sized opening 
  into the branching corridor to the north. 
  10. THE SPIRIT OF SET: A wide clay oven with a long flue extending 
  straight through the ceiling lies along the far wall of this large 
  room. Alongside the oven and connected to the same flue is 
  a massive clay kiln. Combined, both items entirely cover the 
  back wall. Before the oven is a 3-foot wide copper vat that rises 
  4 feet off the floor. In front of the kiln lies a short table littered 
  with five fist-sized nuggets of what appear to be solid gold 
  along with a similarly-sized ball of what appears to be baked 
  bread. The latter is speckled with shiny gold-colored bits. Lastly, 
  a short pillar shaped like a lotus flower stands directly before 
  table and vat. Sitting thereon is an alabaster jar shaped like a 
  stylized donkey’s head. 
  PCs approaching the lotus column, which is a representation 
  of the sacred Djed pillar, will find a small hieroglyphic message 
  carved onto its surface. It translates as: Bake the white bread, 
  and then use such to do battle with the transfigured spirit 
  of Set. PCs examining the copper vat find that it contains 
  three pounds of bread dough ready for baking. The ball of 
  bread on the table has had monoatomic gold baked into 
  it. The PCs can replicate this process by placing one or more 
  of the gold nuggets into the crucible inside the kiln, setting 
  the wood beneath it alight with magic or normal fire, and 
  then combining a measured amount of the resulting grains 
  of gold with a measured amount of dough. Afterwards, the 
  bread/gold mixture must be placed in the oven, which must 
  also be set alight by the above procedure, and then baked 
  for five rounds. The PCs must wait a full two turns for the gold 
  in the kiln to reach the monoatomic, granular state. Hanging 
  alongside both the kiln and the oven are small gold dippers, or 
  measuring spoons, which, when filled, provide the necessary 
  amount of monoatomic gold and dough for a single serving of 
  white bread, or mefekezet as it was called in ancient Kemet, 
  where it was believed that by consuming mefekezet, they 
  could not only enjoy robust health but an unnaturally long life. 
  Should the PCs take the time to bake themselves a few loaves 
  of white bread, they will find such to be an excellent weapon 
  against the summoned spirit of the god Set (see below).
  As soon as the brass stopper of the alabaster jar is removed, 
  the ghost of Set spills out and attacks the PCs. Ideally, the PCs 
  will use the mefekezet they have prepared beforehand in their 
  battle with the wicked one. Each hit from such causes the ghost 
  of Set 1-10 points of damage. The mefekezet can also be used 
  as a defense against the ghost, for each serving of mefekezet 
  consumed reverses 2-20 years of magical aging. Better yet, the 
  very first serving of mefekezet consumed by a PC will increase 
  his maximum lifespan by 2-4 years beyond what was originally 
  rolled when creating the character. PCs can safely eat up to 
  3 servings of mefekezet per day. Consuming a fourth serving 
  causes severe gastrointestinal discomfort which incapacitates 
  the PC in question for 24 hours and permanently reduces his 
  Wisdom score by 1 point. 
  When and if the spirit of Set is defeated, a thick column will rise 
  from the floor. After it has reached its full height of 8 feet, the 
  PCs can examine the long, deep hollow along its south face. 
  Within lies a 7-foot tall hollow column of diorite, which can 
  be removed by the PCs and then carried out of the room. It 
  features diagonal grooves all along its length, is a little under 
  1 foot thick, and weighs about 30 pounds. This is the mill stone 
  that is required to solve the puzzle of area 11 (see hereafter).
  Spirit of Set, Ghost (AC 0 or 8; MV 90 ft.; HD 10; hp 55; #AT 1; D 
  1-40 years; SA Magic Jar; SD silver or magical weapons to hit 
  when semi-material; AL LE).
  GM Note: There is enough gold and dough in the room for 6 
  servings of mefekezet. Converting the gold to its monoatomic 
  state is only possible using the specially prepared gold nuggets 
  and smelting them inside the specially prepared oven. 
  LOST PYRAMID LEVEL THREE
  Up to Level 2
  Down to Level 4
  7
  8
  9
  S
  10
  11
  12
  S
  
  8
  11. BALANCING THE FORCES IN THE UNIVERSE: The statue of a tall 
  humanoid with the head of an ass stands in the middle of this 
  30-foot square room. It is holding a rope made of delicately 
  interwoven gold fibers. Directly before the statue lies a 1-foot 
  diameter circular depression in the floor. Two foot-shaped 
  depressions lie just past the hole in the floor. Lastly, the faint 
  outline of a limestone door can be made out along the far wall.
  PCs taking the time to inspect the walls will see the same image 
  repeated over and over, that of the ass-headed god Set standing 
  opposite the falcon-headed god Horus. Standing upright 
  between them is a representation of the mill stone from area 10. 
  A rope is wrapped around the slender column, with both gods 
  pulling on either end. Such represents the belief that the forces 
  of evil and good, represented by Set and Horus, respectively, 
  must be kept in balance, for nothing less than the health of the 
  universe is at stake should such not occur. In other words, the 
  peoples of Kemet felt that you could not have evil without good, 
  and that an overbalance of either was detrimental. 
  The PCs should deduce from the wall carvings that they must 
  insert the mill stone in the circular depression on the floor and 
  then wrap the gold rope around its middle, leaving one end 
  free for them to pull on. Afterwards, said PC must grab hold 
  of his end of the rope and then step into the foot-shaped 
  depressions on the floor. The moment this is done, iron clamps 
  extend from the floor and hold the PC’s feet in place. To break 
  free of such requires a Strength score of 25 or more. At the 
  same time, the statue of Set fully animates and begins pulling 
  on his end of the rope. To counteract the force of evil, Set, the 
  preferably good-aligned PC must pull on his end of the rope. 
  The statue “attacks” as a 5th level fighter with a Strength score 
  of 18/51(+2 “to hit”). To simulate this contest of strength, have 
  the PC and the Set statue make their attack roll, adding to 
  the roll any appropriate modifiers for high Strength scores. The 
  goal is to have the PC and the statue successfully “hit” their 
  opponent while ensuring that their attack rolls be within 5 points 
  of each other, thereby balancing the forces acting on the mill 
  stone. Should such not occur, then the one who failed his 
  attack roll or rolled lowest outside the 5 point range suffers 5-12 
  points of damage as a bolt of electricity arcs off the mill stone 
  and strikes him in the chest (save vs. spells for 1⁄2 damage). The 
  statue of Set can survive 40 points of such damage before 
  exploding for 2-20 points of damage to all in the room (save 
  vs. rods for 1⁄2 damage). If the PC combating Set is not good-
  aligned, he attacks at a -2 during the contest.
  Should the PCs and the statue of Set successfully balance the 
  forces on the mill stone, then the stone panel along the far wall 
  rises into the ceiling, revealing a 10-foot square room. The PCs 
  can employ the staggered handholds carved into the far wall 
  to make their descent to Level 4. 
  12. A SIMPLE GAME OF SENET:  The center of this 30-foot square 
  room is dominated by a short pedestal, with a stone chair 
  situated a few feet fore and aft of it. Seated upon the fore 
  chair is a statue of what is obviously a pharaoh, for he wears 
  the conical double crown. The aft chair is empty.
  Should the PCs examine the pedestal, they will find thereon 
  a rectangular wooden box painted a deep blue. Four legs 
  branch out from the corners of the box, ending in feline paws. 
  The paws themselves rest on an ebony sled. The top of the box 
  is inset with a checkerboard pattern of ivory tiles. There are thirty 
  ivory squares in total, arranged in three columns of 10 squares 
  each. The first fourteen squares are occupied by alternating 
  light and dark blue pieces, or pawns. Five of the squares in the 
  middle row are inscribed with hieroglyphic symbols, and the 
  sides of the box are decorated with various inscriptions offering 
  praises to the being rendered in stone on the opposite chair, 
  the pharaoh Zoser. Sample praises are: The good god, lord of 
  the Two Lands, lord of crowns whom Ra created. Beloved of all 
  the gods, may he be healthy, living forever. Zoser, in life, was 
  a not only the pharaoh of Imhotep, but trusted friend as well. 
  Both would often pass the time with a rousing game of Senet, 
  the game described above. 
  Should one of PCs choose to sit in the empty chair, the statue 
  of the pharaoh Zoser will fully animate and say the following: 
  “Do you wish to play the sacred pastime of pharaohs since 
  time immemorial, the game of Senet?” Should the PC answer 
  in the affirmative, the statue will give him a brief explanation of 
  the rules of the game. To simulate such, paraphrase the rules 
  delineated below. The king will then open the drawer of the 
  game board and extract therefrom four two-sided throwing 
  sticks. Being pharaoh, he of course gets the first throw, and 
  plays the darker colored pawns on the board.
  If the PC in question loses to the statue of Zoser, the chair he is 
  sitting on becomes electrically charged. He suffers 3-18 points 
  of damage (save vs. rods for 1⁄2 damage). Should the PC win, 
  the pedestal will extend upward, revealing a hollow along 
  its eastern face. Within lies a small copper hammer, which is 
  needed to activate the magic of area 17 (see hereafter). 
  Senet Board Schematic*:
  01 02 03 04 05 06 07 08 09 10
  20 19 18 17 16 15 14 13 12 11
  21 22 23 24 25 26 27 28 29 30
  *The numbers represent the various squares on the board 
  and the direction of movement.
  Start of Game: The game starts with 7 pawns per player 
  alternating along squares 1-14, as shown in the diagram 
  above. Each player moves one of his pawns by rolling 4 
  two-sided throwing sticks. Each throwing stick is blank on one 
  side and bears a black mark on the other. The players move 
  their pieces along the board in the direction indicated by the 
  diagram above based upon their throw of the sticks. Each side 
  of a throwing stick without a mark counts for one move across 
  the board, and five moves can be made should all four marked 
  sides come face up during a given throw. Of course, coins can 
  easily take the place of throwing sticks for the GM in a pinch. 
  (Designate either side of the coin as bearing the mark). 
  Goal of Game: The goal of the game is to get all of a player’s 
  pawns off the board by rolling so that they roll exactly one past 
  the 30th square.  During play, should a pawn land on a square 
  occupied by his opponent, he must switch places with him or 
  her. There are five special squares on the map, each of which 
  bears a hieroglyph and are explained below:  
  Square #15: House of Rebirth – This is the starting square.
  Square #26: House of Happiness – All pawns finish here even 
  if they roll enough to pass it. For example, if a player 
  was initially on square #23 and rolled a four, their pawn 
  would not rest on square #27 but rather on square #26.
  Square #27: House of Water – Once on square #26, a 
  player who lands on this square must return to square 
  #15. Square #27 can also be reached should a player 
  on squares #28-30 not roll the exact number required 
  to land on the exit square (#31, in essence). If their roll 
  overshoots the board by more than one, then they must 
  finish their roll by moving backwards. (The exit square is 
  not counted for the purposes of the move backward). 
  For example, should a player start on square #28 and roll 
  a five, this would land him on square #27, which would 
  force him to return to the starting square, #15.
  Square #28: House of Three Truths – A pawn can only exit 
  the board from this square by rolling a three.
  
  9
  Square #29: House of Re-Atoum – A pawn can only exit the 
  board from this square by rolling a two.
  GM Note: The ladder shaft leading to Level 4 extends for 50 feet.
  Key to the Pyramid of Imhotep Level 4
  13. SERPENTS OF WISDOM: A tall globular object with a narrow neck 
  dominates the center of this massive ellipse-shaped room. At its 
  top end it is around 3 feet in diameter, tapering off to a mere 6 
  inches along its bottom. The object sprouts off a squat bronze 
  base at a 45 degree angle.  A smaller version of itself stands 
  to the left and right. All three items are fashioned from what 
  appears to be lucid crystal. Within them can be seen writhing 
  snake-like creatures that are emitting a warm, slightly pulsating, 
  blue glow. The faint outline of a limestone door can be made 
  out along the far wall.
  The bulb-like objects are representations of the lotus flower, 
  which was regarded as sacred in ancient Kemet. They are 
  giving birth to the writhing serpentine forms inside of them, which 
  represent wisdom, or the spirit of the universe. The serpents are 
  more directly representations of the wife of the sun god Ra, 
  Hathor, who is said to have been birthed from a lotus flower. 
  She was looked upon as the personification of our galaxy. 
  The second that the PCs come within 5 feet of the main 
  bulb, the smaller bulbs to either hand shatter. The 9-foot long 
  serpentine creatures formerly trapped within glide through the 
  air and attack the PCs. They are able to fly about the room at 
  great speed, and have perfect maneuverability. A bite from 
  one of the deadly creatures not only delivers a nasty shock but 
  also drains 1 point of Wisdom from its victim.
  After the creatures are defeated, a stone panel along the south 
  wall rises into the ceiling, revealing the corridor connecting with 
  area 14. The PCs are free at this time to remove the larger bulb 
  from its socket, which, surprising enough, weighs a mere 5 
  pounds despite its considerable bulk. The bulb will come into 
  use when and if the PCs make it to area 18 (see hereafter).
   
  Serpents of Wisdom (AC 4; MV 120 ft. (MC: A); HD 7; hp 37 each; 
  #AT 1; D 4-14; SA Each bite drains 1 point of Wisdom; SD +1 or 
  better weapon to hit; AL N). 
  14. BIRTH OF THE COSMIC EGGS:  The left and right walls of this 
  chamber slope steeply downward. Four ceiling-to-floor trough-
  like concavities run the length of both walls. The shallow 
  concavities continue over the floor, thereby connecting the 
  two walls. Four gaping holes can be clearly made out along the 
  points where the rightmost troughs connect with the flat ceiling 
  20 feet overhead. On the floor directly past the entrance is a 
  hieroglyphic inscription, saying: Make haste lest you fall victim 
  to the birthing of the cosmic eggs. A tall opening can be made 
  out along the far wall 40 feet away. 
  The moment the first PC, or PCs should they be marching two-
  abreast, breaches the entrance to the room, a stone panel 
  slides down from the ceiling, effectively closing off the room.  At 
  the same time, a rumbling sound can be heard coming from 
  the left and right walls. A massive diorite ball then issues from 
  the cavity in the ceiling nearest the entrance, as indicated on 
  the map, and begins rolling down the five-foot-wide trough, 
  completely filling it. The PCs must run forward to avoid it, and 
  do so if they make a successful save vs. breath weapons. 
  Those failing their saving throws suffer 1-10 points of crushing 
  damage. A second later, a ball starts rolling down the next 
  trough, with the third and fourth balls exiting their cavities one 
  and two seconds later, respectively. The balls gain so much 
  momentum that they roll back into their holes at the end of 
  round. This means that PCs standing in the path of a given ball 
  can potentially be hit by it twice in a round, thereby requiring 
  two successful saves to avoid. Each succeeding ball after the 
  first rolls down its chute at an increasingly higher rate of speed, 
  which in game terms means that the PCs are forced to make 
  their saves with the following penalties and suffer the following 
  damage:
  2nd ball: -1 penalty; hits for 4-14 points of damage
  3rd ball: -3 penalty; hits for 5-20 points of damage
  4th ball: -4 penalty; hits for 6-24 points of damage 
  After having rolled back into their cavities, the balls can be 
  triggered again should someone make contact with their 10 x 
  30 section of the floor.
  GM Note: The ladder shaft leading to Level 5 extends for 30 feet.
  Key to the Pyramid of Imhotep Level 5
  15. BALANCING THE FOUR ELEMENTS: The ladder shaft empties 
  into a long rectangular chamber. Two rows of four hypostyle 
  columns each march from one end of the room to the other. 
  They are plastered with an assortment of hieroglyphic carvings 
  in low relief. The first row of pillars is a light blue color, the second 
  a dark brown, the third a bright red, and the last is colored a 
  dark blue. These pillars provide a hint concerning the puzzle to 
  come in area16.
  16. ELEMENTAL WALLS: The short corridor from the south opens onto  
  solid wall of oozing mud.
  LOST PYRAMID LEVEL FOUR
  13
  14
  Up to Level 3
  Down to Level 5
  110 feet long
  
  10
  The first 10 foot x 30 foot section of the room is solid mud. The 
  second 10 x 30 section is filled with a super-rich mixture of 
  pure oxygen. The third 10 x 30 section is filled with a solid wall 
  of roaring fire. The last 10 x 30 section is filled with a solid wall 
  of water. Strangely enough, each elemental zone in the room 
  doesn’t infringe upon its neighbor in any way, and perfectly 
  conforms to the dimensions of the room. This is on account of 
  each elemental zone being separated from each other by a 
  thin, impenetrable wall of force that can only be dispelled by 
  bringing down the preceding zone in the following manner: 
  Wall of Mud: Can only be removed by the PCs casting an 
  air-based spell such as stinking cloud, gust of wind, fly, air 
  breathing (reversed water breathing), wall of fog, or fog 
  cloud. PCs passing through the wall can hold their breath 
  for the number of rounds equal to their Constitution scores 
  divided by 3. Beyond this period, they must make further 
  Constitution checks at a –2 penalty for each subsequent 
  round. Those failing any such check suffocate. 
  Wall of Air: Can only be removed by a spell that manipulates 
  earth in some way such as dig, plant door, speak with plants, 
  hallucinatory terrain, massmorph, hold plant, or warp wood. 
  The PCs may not realize this, but too much oxygen acts as 
  a poison to both the brain and the lungs, leading to seizures 
  and choking/drowning. It specifically reduces the ability of 
  the lungs to transport oxygen to the blood. For each round 
  they spend in this elemental zone, they must save vs. rods or 
  have a seizure that totally incapacitates them. The following 
  round they must make a similar save at a -1 penalty. Those 
  failing this second save die as their lungs lose their ability to 
  effectively transport oxygen to the blood. Those making this 
  save recover from their seizure in this round and can chose 
  to remain in the inhospitable elemental zone or exit it.
  Wall of Water: Can only be dispelled by a fire-based spell 
  such as resist fire, faerie fire, firetrap, heat metal, produce 
  flame, protection from fire, pyrotechnics, produce fire, 
  burning hands, explosive runes, flame arrow, or fireball. 
  PCs entering this zone can hold their breath for the number 
  of rounds equal to their Constitution scores divided by 3. 
  Beyond this period, they must make further Constitution 
  checks at a –2 penalty for each subsequent round. Those 
  failing any such check drown.
  Wall of Flames: Can only be dispelled by a water-based 
  spell such as create water, create food and water, purify 
  water, or water breathing. PCs entering the wall suffer 36 hit 
  points of damage per round, no save. 
  Once all four elemental zones have been dispelled, the PCs 
  are free to enter the northern corridor.
  17. THE GRAND GALLERY: This long, downwardly sloping hallway 
  is most queer, indeed. It is perhaps 10 feet wide and features 
  a 20-foot high corbelled roof. The sides of hallway rise about 6 
  feet above the sunken lower section, from which sprout thin, 
  horizontal cedar beams from shallow grooves along its length. 
  Each is about 10 feet away from its nearest neighbor, and they 
  extend the full length of the hall, four in total. In the center of 
  each beam, and suspended over the central portion of the 
  hallway, are 2-foot diameter spherical jars with a long horn-
  shaped protrusion extending out from them. The small jars are 
  positioned along the beams so that their horn-shaped lips are 
  parallel with the floor and pointing towards the far wall 70 feet 
  ahead. Directly before and level with each of the weird jars are 
  tall, hollow copper cylinders that sprout from the floor. 
  The small jars positioned along this grand gallery are hollow, 
  and function as resonance chambers that respond to and 
  amplify specific vibrations coming from deep in the earth. 
  The hollow copper cylinders before each of them function as 
  tuning forks. Striking these copper cylinders with the hammer 
  from area 12 causes the spherical resonance chambers to 
  resonate at a higher amplitude than normal. Should the PCs 
  strike all four cylinders within a minute of each other, then a 
  high-pitched hum will start echoing off of the slanting walls of 
  the gallery. This produces two effects:  The massive stone plug 
  at the bottom of the grand gallery barring access to area 17a 
  rises into the ceiling and the capstone on top of the pyramid 
  swings open. 
  17A. ROSTAU ACCESS POINT: Directly beyond the stone plug in 
  area 17 is a 10-foot square shaft that extends nearly 200 feet 
  right through the top of the pyramid, opening directly over a 
  massive barge floating atop a lake of crystal clear water 30 
  feet further down. A long, sturdy ladder of bronze bars extends 
  down the shaft and ends a few feet above the barge.
  GM Note: The ladder shaft leading to the Cavern Level extends for 
  200 feet.
  Key to the Pyramid of Imhotep
  Cavern Level
  18. ROSTAU, GATEWAY TO THE OTHERWORLD: The ladder from 
  area 17a terminates directly over a 70-foot long and 10-foot 
  wide flat-bottomed barge. It lies upon the waters of a massive 
  subterranean cavern that extends for hundreds of feet in all 
  Up to Level 4
  Down to Cavern Level
  16
  15
  17a
  17
  LOST PYRAMID LEVEL FIVE
  
  11
  directions. The very pyramid of Imhotep is directly above the 
  PCs’ heads, hanging from the ceiling like some unnatural 
  stalactite; its size truly staggers the imagination. The base of 
  the pyramid is 1080 feet square, and it extends 680 feet down 
  into the cavern. The 15-foot high capstone from which the PCs 
  made their exit is fastened to the main body of the pyramid by 
  some manner of hinge, for it hangs from the lip of area 17a at a 
  90 degree angle. The casing stones of the gargantuan pyramid 
  are highly polished and mirror smooth, reflecting the eerily 
  glowing phosphorescent fungi growing all over the walls and 
  ceiling of this massive hollow in the earth. Once on the barge, 
  the PCs are unable to the miss the 200-foot diameter island 
  jutting out of the waters some 1000 feet north of the pyramid. A 
  short flat-topped pyramid stands thereon. 
  The barge below the pyramid is a grand example of a typical 
  boat used for centuries to navigate the waters of the sacred 
  river. It is constructed of cedar and acacia planks held together 
  with nothing more than thick ropes of braided reeds. It has a 
  tall, sweeping prow and a relatively flat bottom. A 10 x 10 x 
  10 deckhouse rises up from the middle of barge. Four long, 
  interlocking oars soar overhead. Should the PCs make their way 
  into the deckhouse, they find a squat altar-like block of marble 
  with a square indention on its top. Below is an inscription which 
  reads: Join together herein the great serpent of wisdom and the 
  Ark of Horus. Such will grant you passage upon the waters of the 
  primeval ocean. The boat is powered by the bulb from area 13, 
  which must be inserted into the indentation on the marble block. 
  After this is done, the serpent within the bulb starts writhing and 
  pulsating. Rays of green light shoot off of the bulb, bathing the 
  entire ship not just the deckhouse with an unearthly green glow. 
  At the same time, the interlocking oars start sweeping back and 
  forth on their own accord, propelling the barge at a rate of 
  nearly 10 miles/hour towards the small island to the north. 
  At the halfway point to the island, two giant crocodiles leap 
  from the waters of the subterranean lake onto the ship. They 
  attack the PCs mercilessly, fighting to the death. While the 
  battle with the deadly creatures rages, the boat continues its 
  journey to the island, arriving there 4 rounds later. As the boat 
  nears the island, it slows down and then alters its course so that 
  it comes to rest parallel to the island, allowing the PCs to safely 
  jump over the 4-foot high walls and onto the rocky shore 2 feet 
  away, assuming, of course, that they didn’t fall victim to the 
  crocodiles along the way. 
  Giant Crocodiles (2) (AC 4; MV 60 ft. 120 ft swim.; HD 7; hp 40 
  each; #AT 2; D 3-18/2-20; SA Surprises 3 times in 6; AL N).
  19. THE TOMB OF IMHOTEP:  The 200-foot diameter island that the 
  Ark of Horus docks on is composed of granitic porphyry, and is 
  absolutely devoid of life. Rising from the middle of the island is 
  a flat topped pyramid, with a flight of steps on its southern face 
  ascending to the plateau. It is a mere 25 feet in height and has 
  a 20-foot square base. 
  If the PCs ascend the steps of the pyramid, they will find that 
  the plateau is a mere 1 foot square, with a circular depression 
  in its middle. It should be rather obvious by now that the PCs 
  must insert the Benben stone that they won in area 2 into the 
  circular depression on the plateau, thereby completing the 
  pyramid. Once this is done, the bottom five steps sink into 
  the ground, revealing an opening into the interior. At the 
  same time, a column of scintillating green light shoots off of 
  the BenBen stone, in the process bathing the whole of the 
  cavern in nearly blinding green light. Should the PCs enter the 
  pyramid, they will find a single15-foot square chamber with a 
  20-foot high corbelled ceiling. In its exact center rests a massive 
  sarcophagus of red granite. Before the sarcophagus is another 
  of copper cylinder/resonance chamber contraptions from 
  area 17. Should the PCs tap the copper cylinder with the small 
  hammer gained in area 12, the whole room will start rumbling 
  and shaking. After 2 rounds have transpired, the sonic vibrations 
  in the room will build up to such a high level that the granite lid 
  of the sarcophagus shatters violently into the room. All PCs still 
  inside the room at this time suffer 1-10 points of damage from 
  the blast (save vs. rods for half damage). The shaven-headed 
  Imhotep himself will then rise from his sarcophagus, thereby 
  ending his centuries-long rest. He will then step therefrom to 
  greet the brave adventurers who have successfully survived all 
  the perils of his death trap/pyramid. 
  Should the PCs be so foolish as to antagonize Imhotep, then 
  he will respond in kind and most likely destroy them, for he is 
  a 20th level magic-user with a wealth of death spells already 
  memorized. If the PCs approach Imhotep in a friendly manner, 
  however, he will say: “I, Imhotep, closest advisor and architect 
  of the great Pharaoh Zoser, offer thee mine deepest praise 
  for braving the manifold perils of mine sacred mound. Come 
  embrace me and receive the gift of millions of years.” Should 
  the PCs do as bidden, then Imhotep will assume his other role 
  as great teacher and scribe and begin to recount his history. 
  Read or paraphrase to the PCs the following at this time:
  “In the first time, the age of Osiris, the seven sages, or builder 
  gods, established the Sacred Mounds along the shores of the 
  life-giver, the sacred river. They were to serve as the foundations 
  of all future temples to the gods. The seven sages did this to 
  ensure the resurrection of the former world of the gods. This 
  island upon which you stand was thought by many, including 
  my beloved Pharaoh, to be the original Homeland of Atum, 
  the Creator. It was thought that nothing less than the creation 
  of the world began here.” It is at this point that Imhotep begins 
  to chuckle, saying:
  “I am sure you know of this already, learned ones, so I will 
  cease to lecture you and instead give to you your prize.” At 
  this point, Imhotep reaches into his sarcophagus and extracts 
  therefrom three gold scroll cases festooned with an assortment 
  of prayers and spells from the Book of the Dead.  He explains to 
  the PCs that such comprise nothing less than one of the Books 
  of Thoth, the great scribe of the gods (see Treasure below). He 
  tells them that to read therefrom is to become blessed with life 
  everlasting. Should the PCs accept the book, Imhotep will say: 
  “Know that by accepting mine gift, you are to become the 
  new custodians thereof. Never allow them to come to harm, 
  lest you incur the wrath of the gods.” If the PCs press Imhotep 
  for further information about the books, he will steadfastly refuse 
  to answer. Regardless, within seconds of the PCs accepting the 
  book, Imhotep will suddenly transform into a 2 foot diameter 
  LOST PYRAMID CAVERN LEVEL
  1 square = 100 feet
  18
  19
  
  12
  orb of green light and then slowly float out his tomb, into the 
  cavern, through the various chambers of his pyramid, and 
  then out to the heavens. Once he has entered the vacuum 
  of space, he will expand a million-fold and become a star, to 
  shine brightly forevermore. In essence, he will at long last be 
  given the gift promised him by Thoth, godhood. 
  If asked how he was able to pass away the centuries in his 
  tomb, Imhotep explains to the PCs that long ago he tired 
  of walking amongst men, who had become wicked in his 
  estimation, and therefore decided to place his body in a state 
  of suspended animation via great magic. He felt that man had 
  become avaricious, straying from the ideals of the gods. Before 
  doing this, he decided to use his knowledge of architecture 
  to build for himself a mighty tomb to serve as a testing ground 
  for his successor(s). He felt that any possessing the wisdom to 
  safely navigate his tomb of horrors would also be wise enough 
  to serve as custodians of the Book of Thoth. 
  Imhotep (AC 2; MV 120 ft.; MU 20; hp 42; #AT 1; 4-9, 7-12, or 
  10-15, dependent on # of charges expended; SA +2 “to hit,” 
  spells; SD +4 to saves vs. mind-influencing spells; S 11, I 18, W 
  18, D 12, C 18, Ch 18; AL LG). Possessions: bracers of AC 2, 
  wand of lightning, staff of striking, brooch of shielding, figurine 
  of wondrous power (golden lions), potions of human control, 
  extra healing, and invulnerability, scrolls of conjure elemental, 
  geas, duo dimension, and maze. He has the following spells 
  memorized:
  First Level (5): comprehend languages, detect magic, jump, 
  magic missile, sleep, 
  Second Level (5): darkness 15 foot radius, invisibility, mirror 
  image, ray of enfeeblement, scare 
  Third Level (5): blink, dispel magic, fireball, fly, lightning bolt
  Fourth Level (5): charm monster, ice storm, polymorph self, 
  polymorph other, wall of ice
  Fifth Level (5): cone of cold, cloudkill, hold monster, monster 
  summoning III, teleport
  Sixth Level (4): death spell, disintegrate, globe of 
  invulnerability, transformation
  Seventh Level (3): grasping hand, limited wish, power word 
  stun 
  Eighth Level (3): incendiary cloud, mass charm, power word 
  blind
  Ninth Level (2): power word kill, wish
  Treasure: PCs opening any of the three gold cases given 
  them by Imhotep find a single furled sheet of papyrus 
  therein. Combined, the three papyri comprise a single Book 
  of Thoth. PCs reading therefrom, which requires a full two 
  weeks of uninterrupted study, are granted everlasting life 
  but not invulnerability. In other words, the aging process is 
  permanently stopped but not reversed, meaning that elderly 
  PCs stay elderly and youthful PCs stay youthful. Furthermore, 
  they can be harmed and killed normally. The PCs in question 
  can still advance in level for their respective class. They also 
  permanently gain 1 point of Wisdom. A final benefit of the book 
  is that the reader will forevermore be immune to attacks and 
  effects that cause magical aging. 
  The individual papyri, once removed from their cases, make 
  item saves as paper. The scroll cases make item saves as hard 
  metal, and are treated as +2 magical items. So long as no harm 
  comes to any of the scrolls, any who reaped the benefits of 
  reading them retain their everlasting status. However, should 
  any of the scrolls come to harm, than any readers thereof 
  immediately lose 90% of their hit points and must make a 
  successful system shock roll or die. Even if the readers make 
  their roll, they permanently lose their everlasting status.  
  THUS ENDS THE EXPEDITION INTO THE LOST PYRAMID OF IMHOTEP...
  This product uses the OSRICTM System (Oldschool System Reference and Index CompilationTM). The 
  OSRICTMsystem text may be found at http://www.knights-n-knaves.com/osric. The OSRICTM text is copyright 
  of Stuart Marshall. “OSRICTM” and “Old School Reference and Index CompilationTM ,” are trademarks of 
  Matthew Finch and Stuart Marshall and may be used only inaccordance with the OSRICTM license. This 
  product is not affiliated with Wizards of the Coast.”
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  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
  OSRICTM copyright 2006, Stuart Marshall, adapting material prepared by Matthew J. Finch, based upon 
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