Pyramids of the Dead
Description
How to Enter – The entrance to the pyramid is sealed with a magic door that only unlocks and glows black when a Black Moon rises in the sky.
Environment – As you head into the pyramid, all your food rots and you feel a dark ominous energy coming from the rooms ahead. Sand flows from the ceiling and drips down your hair. The ground is cold and filled with the bodies of insects and bones.
Puzzles –
- The Ritual Seal – Between P1 and P2 is a dagger shaped indent in the door. You need to put a dagger coated with the blood of a Sphinx to open it. Investigation reveals a riddle etched into the door. “A Key of Betrayal sharpened and broken… Coated with blood of time will open.”
- The Ritual Dagger – The ritual Dagger is hidden at P1, and it is behind a locked door that only unlocks once L1 is pulled.
- The Blood of Time – The party needs to stab the sphinx with the dagger to coat it in blood. They can stab and leave or kill it and soak the dagger. It doesn’t matter. The sphinx cannot leave that room because it is bound there by magic.
- L1 Quicksand – To get to L1 the party needs to obtain the Staff of Forming which forms sandstone out of sand. This staff is located at R1 on the altar. Removing it causes 2 mummies, one zombie, and a zombie lord to rise out of the coffins.
- L4, L3, L2 – Each of these levers controls one of the pathway doors. Pull one to open one corresponding hallway and close the others.
- L5, L6, L7 - Each of these levers controls one of the pathway doors. Pull one to open one corresponding hallway and close the others.
- E1 – At E1 is an eye above the locked door. When attacked, it closes its eye making it immune to damage or anything magical. The eye will follow and keep its eyes on anything metal. Move something metal in a circle over and over to make the eye dizzy. It will fall off and open the door.
Rewards –
- Random Gold on Floor – Give the party 1d10 gold when they loot one of the piles and apply the Cursed Treasure in Traps.
- End Loot – 1000gp scattered all around. Valuable gems totaling 300gp. Sword of Rot and the radiant enchantment.
- Black Moon – Ceases to apply bad effects.
Changes in Enemies –
- Zombie Army – All of the zombies in the first room come to life when the party enters the pyramid. The door shuts behind them and a zombie army lead by a zombie lord attacks them. The zombie army gets 10 slam attacks per action, surrounds the party, and has a combined health of 150HP. Killing the zombie lord kills all of the zombies.
Traps –
- Wrong Ritual Seal – If anything other than the ritual dagger coated with sphinx blood enters the indent, an abyssal horror will break free from one of the statues in the room and attack the party.
- T1 – Arrows shoot out of the walls and deal 4d4 poison damage to anything hit.
- R1 Quicksand – If the party steps in the sand they are stuck and make a Str ST of 16 to get out.
- T2 – A Spirit Naga hides in the sandy hole in the floor covered with sand. It looks like a normal patch of sand. Once something steps on it, the Naga bursts, and deals 3d10 damage to whatever is on top of it.
- Cursed Treasure – If anyone takes treasure from the pyramid, they have disadvantage on saving throws until they return it or kill the mummy lord.
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