Golden Crown of Kadashman - The crown was allegedly hidden by King Kadashman's supporters, and buried with his body in a hidden tomb somewhere in the ruins of Shamash-Nasir. When used without the gems, the crown gives "Advantage" on CHR checks against mortals when acting in a kingly capacity; Cast "Command" at 8th Lvl 3/day, "Mass Suggestion" at 8th Lvl, 1/day. Each gem added gains additional powers when properly and ritually affixed to the crown.
Lore: Ardea has been busily studying and researching, and knows roughly where the city of Kadashman is hidden. It lies in the Naraka Desert, in the badlands south of a large mountain range. It is roughly 600 miles beyond the boundaries of the Empire, north of Y'dhaoth. The lost city has been entirely reclaimed by the elements, buried beneath sand save for the ziggurat, the palace, and the remnants of the enormous city walls. All of this is easily visible from the air. Per the "Accounts of the Conquest of Shamash-Nasir", scrolls are kept in obscure wings of the Sublime Palace of Erudition, a huge sandstorm supposedly consumed the city within days of the death of the king, driving Pershamon armies back out of the region and thwarting their hunt for the crown.
Reality: The desert and mountains around the city is inhabited by a Lamia and her Jackalweres, a tribe of Thri-Kreen, and a seemingly endless number of giant scorpions.
Several hundred people were consumed by the sandstorms, all turned into something along the lines of mummies by the same forces that summoned the sand storm. They lie scattered under the sands, awakening when drifting winds expose them, or when intruders pass nearby. Anyone slain by the mummies will be dragged into the sand, where they will eventually turn into mummies. King Kadashman and his warriors were interred in the royal tomb as the sandstorm came, and many were buried within.The interior is mostly traps, but is also infested with warrior mummies. Kadashman was transformed into a Mummy Lord by the curse, and now lies inert in his tomb. If he is slain and the Crown taken from him, all of the remaining undead within the city will turn to dust as they should have centuries ago.
Major Features
A) Wall and Gate - The crumbling wall surrounds the inner city, separating the haunted main precincts from the monster-infested outer margins of the city. Two giant sphinx statues flank the main gate, both marred by time and war. A hermit named "Stor Basha" lives in the gatehouse, listening to the sounds of the desert and the groans of the angry dead at night, and hearing secrets within. He is quite insane, but if approached in a friendly manner, will be happy to assist by answering questions.
"He comes, the king from the mountain! From the sky he comes! His wrath is thunder!" This will hopefully convince the PC's that the hermit believes Dimzad will be king, or at least successful. In fact, he heralds the arrival of Arul Sylax.
B, E) Tall Statues - Giant marble statues of gods and kings protrude from the sand. Each one has several visible gems or gold fittings, but reaching them will require DC-20, followed by DC-20 to pry them loose. If the PC falls, they will immediately be attacked by a mummy or a giant scorpion.
C) Market Plaza - Wide open stone area, surrounded by dunes and covered buildings. Loitering here will result in attacks by several mummies, who will come lurching out of the homes, or rising out of the sands.
D) Collonaded Central Avenue - Formerly an enormous covered roadway through the center of town, this is now simply an area of countless columns, some intact and others fallen over. Only the tops are visible. It is surrounded by ruins of neighborhoods and a giant caravanserai, just dunes with exposed walls here and there.
F) Palace - Visible only because of some bits poking over the sands, there is a large courtyard that is now just a depression in the sand. This will allow entrance into what is essentially like a Mesopotamian palace - throne rooms, apartments, servant's quarters, store rooms, and so forth. Virtually all organic material has disintegrated, but there are some armored mummies in here as well as the Spectres of those unfortunate slaves who dies when the Doom came to Shamash-Nasir. The ruins of the palace are also inhabited by is inhabited by a Lamia (Korvana) and her Jackalwere servitors, who live in an isolated wing of the palace. They raid faraway lands and prey on nomads and travelers. the Lamia speaks the ancient dialect, and has convinced the mummies that she is a Nasiri princess of some sort. When the PC's arrive, the entire group will pose as descendants, the "last princess of Shamash-Nasir", and will offer hospitality. If she gets in over her head, she will summon Fugharkus, her Glabrezu ally, and then flee to safety deeper in the palace.
G, H, I) Temples of Three Gods - Mostly buried in sand, these large ziggurat structures are still standing, though badly eroded and internally collapsed. Like all of the major buildings, they are connected by tunnels. They are temples to the city god, the sky god, and one to numerous gods. In addition to being infested with zombies and other critters, there are some chambers with treasures worth plundering.
K) Royal Tomb - It is within this tomb that King Kadashman lies with his crown.
Antechamber - Four statues of guardian warriors stand watch in here. They are completely mundane, but the farthest one to the right conceals a secret door to the crypt hall. The largest feature are the two stone doors, covered in carvings. The bronze lock is DC-20, and is trapped with a deadfall which will drop stone blocks on anyone in front of the door (DEX Save 16 or 2d10 damage).
Staircase - The stairs descend into the mountain fairly steeply, but a landing is visible some 30' down. Once the first person is halfway down the stairs, the whole flight will split in half, dropping anyone on the stairs 50' down a stone pit. At the bottom is a shattered skeleton, which will form a spectre in 1d6 rounds. This is also the "Trap Floor".
Crypt Hall of Ancestors - Within the various nooks are countless ceremonial vessels, most of alabaster, which resemble faces. These are each worth 2d6x10gp to collectors. Each one has a 1in3 chance of being connected to a locking pit trap (DC15 to spot) that will drop 30' into the "Trap Floor"
Crypt of Kadashman - Opposite the room is a stone statue, gilt with gold. The crown sits atop the statue, while the face is actually a gold and gem-encrusted vessel holding the king's ashes, worth 500gp to collectors. The statue grips a gold-adorned mace of considerable size, which casts Thunderwave with every blow (3d8, DC 16 to avoid knockback. When the crown is lifted off of the statue, his ashes will explode forth from the vessel. The statue (stats as a stone golem) which will lift the mace and armor, and attack. The king will attack anyone attempting to leave the tomb with the crown.
Trap Floor - Formerly filled with the undead remains of various condemned slaves and servitors, time and scavengers have reduced this maze to a labyrinth filled with bones and old bronze weapons. An Umberhulk has burrowed in, and now uses this as a lair. If its burrows are followed, the escapee will find themselves on the hill above the gnoll camp.
J) Outer Districts - A vast maze of dust, rock, and rubble, this area is infested with giant scorpions, sandkhegs, and other such fell creatures. Several minotaurs live here, preying on anything that they can. They are no friends to any other living creatures, but even they will not enter the city walls.
L) Eastern Hill - The hillside is dotted with small structures, piles of rock that are distinctly different-looking from the mountainside, and small caves. These are ancient mines, now mostly collapsed and dangerous. Some of the mines are infested with vermin, both normal and giant. A band of gnolls has fortified a stone building as a fort, using it to raid the countryside. If they start a pursuit, they will not go beyond the city walls.
M) Western Hills - These black lava hills are the margin of a larger volcanic region, though this area is extinct. The region is prowled by a tribe of Thri-Kreen and their domesticated Sandkhegs. The city is normally watched by scouts, so anyone fleeing into the hills will be met.
While the PC's are in the tomb fighting King Kadashman, Arul Sylax will finally catch up with the PC's, thanks to the efforts of his necromancer. The necromancer will arrive in the city just ahead of the PC's, having no issues with the dead, and will attend Korvana's court. Once they arrive, he will notify his master, who will fly as fast as possible to here. Arul Sylax will decide he likes the ruins, and will take over. Korvana will cheerfully submit to his service.