a tank hats monument

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Atankhat's Monument A short Game Master Dungeon for low- level characters. By AR Holmes, 2005. (Contains 2 new monsters and a new spell!) Game Master's Introduction This dungeon has been designed for low-level characters, giving them a fair challenge and rewarding them with treasure and magic if they succeed. A balanced party of 4-6 player-characters of levels 1-3 is recommended, although the GM is free to change the strength of the adventure for higher or lower-level PCs. The dungeon setting is within a giant monument, which stands within a lake of calm water. The monument marks the final resting place of the wizard Atankhat, who passed from this world 33 years ago. The tomb has never been plundered for fear of the wizard's curse, which is rumoured to strike anyone stepping into the tomb. The tomb is a deadly place to enter, as it is protected by the Undead, and magic forces, which the wizard set in place before departing. The wizard's curse does exist, and strikes those who die within the halls of the tomb complex. Adventurers dying within the tomb are cursed to remain, wandering the shadowed halls until slain again, when they may then pass into the next world. Atankhat is not in fact dead altogether, but has passed into another realm, to continue his magical studies. His tomb was constructed to stop his enemies following him. He had no need for his treasures, so left them scattered within the tomb complex, setting magic spells and undead spirits to guard over them, just for fun! The tomb has but one entrance, and one exit. No-one entering will be able to leave without finding the exit, for the entrance is enchanted to allow no living being to pass through from the inside. The exit lies in the final room, where Atankhat has left his magic armour; a gift for anyone who makes it through the dungeon alive! The dungeon has an 'Egyptian' feel to it, which I have tried to reflect in the dungeon text. The tomb is dark but some rooms have torches placed in holders in them, and these are shown as burning torch icons on the GM map. The map also shows various other icons, which are explained within the dungeon text, as there is no legend key to the map

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A Tank Hats Monument

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Page 1: A Tank Hats Monument

Atankhat's Monument A short Game Master Dungeon for low- level characters.

By AR Holmes, 2005.

(Contains 2 new monsters and a new spell!)

Game Master's Introduction

This dungeon has been designed for low-level characters, giving them a fair challenge and rewarding them with treasure and magic if they succeed. A balanced party of 4-6 player-characters of levels 1-3 is recommended, although the GM is free to change the strength of the adventure for higher or lower-level PCs. The dungeon setting is within a giant monument, which stands within a lake of calm water. The monument marks the final resting place of the wizard Atankhat, who passed from this world 33 years ago. The tomb has never been plundered for fear of the wizard's curse, which is rumoured to strike anyone stepping into the tomb. The tomb is a deadly place to enter, as it is protected by the Undead, and magic forces, which the wizard set in place before departing. The wizard's curse does exist, and strikes those who die within the halls of the tomb complex.

Adventurers dying within the tomb are cursed to remain, wandering the shadowed halls until slain again, when they may then pass into the next world. Atankhat is not in fact dead altogether, but has passed into another realm, to continue his magical studies. His tomb was constructed to stop his enemies following him. He had no need for his treasures, so left them scattered within the tomb complex, setting magic spells and undead spirits to guard over them, just for fun! The tomb has but one entrance, and one exit. No-one entering will be able to leave without finding the exit, for the entrance is enchanted to allow no living being to pass through from the inside. The exit lies in the final room, where Atankhat has left his magic armour; a gift for anyone who makes it through the dungeon alive!

The dungeon has an 'Egyptian' feel to it, which I have tried to reflect in the dungeon text. The tomb is dark but some rooms have torches placed in holders in them, and these are shown as burning torch icons on the GM map. The map also shows various other icons, which are explained within the dungeon text, as there is no legend key to the map

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Player's Introduction

Under the blazing sun of the Desert of Khish, a huge alabaster figure sits in a giant throne, staring ahead over the shifting sands for all time. This is the Monument of Atankhat, which stands 80' tall, and is surrounded by a lake of calm water, within the Oasis of K'har. In the front of the monument is a wooden door, with golden studs hammered into it and golden runes surrounding it. This is the only entrance to the Tomb of Atankhat. Atankhat was a great wizard, who lived over 33 years ago. Before his death, he constructed this impressive monument, within which he finally laid to rest. The Oasis of K'har remains deserted, for no man, not even the desert nomads, will settle here, despite the acres of date palms and fresh water, for fear of the unquiet spirits, which are said to haunt the area, summoned by the wizard to protect his tomb. So far, every adventurer who has entered the tomb has vanished within, never being seen or heard of again. It is said that those who die within the tomb are cursed forever. However, adventurers still dare to plunder the tomb and learn of its secrets, for the rumours of the sorcerer's treasure and magic artefacts are rife throughout the land.

Atankhat's Tomb - GM Map Key

A) This is the only entrance. A 20' long wooden bridge leads to the door, crossing the lake. The door is 12' high and 5' wide, and made of strong wood. Golden studs have been hammered into the door, and if the delvers count them there are 66. They form no particular pattern, but are part of the complex and high-level magic spell, which will not allow any living thing to pass through the door from the inside. The studs cannot be removed. The spell is level 26 and this can be discovered by means of appropriate magic spells, e.g. Omnipotent Eye. Once a delver has passed through into the corridor, a 26th level invisible wall will prevent exit back through the door, which will close of its own accord after all members of the party have passed through, and it cannot be opened from the inside. The door is also surrounded by golden runes, which have been etched into the alabaster of the monument. The runes are in no known language, but if an Oh There It Is! spell is cast onto them, the following message will be seen between the complex runes:

"The Tomb of Atankhat. Beware the curse, and depart!"

Once through the door, the delvers are faced with a long corridor, heading north. The walls are covered in hieroglyphics, and at the far end, the corridor turns west, where there is a door. There are two traps in the corridor as marked on the map. The first delver to step into the trapped area must make a L1SR on LK to leap clear as the floor collapses beneath him. Failing the SR results in a fall of 10' into a pit of spikes, taking 10D6 damage. B) This room contains a 20' deep pool of water that is 90' x 30'. Two sources of magic can be felt from the pool. If anyone enters the water, a Water Wizard appears in the room, and attacks the party (details below). At the bottom of the pool, etched into the stone, is a magic pentagram. Anyone

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touching it is immediately teleported to the corresponding magic pentagram in Pool B, room I. This drains 6 points of strength from anyone using it, and works for all character types. Magic users however only use 4 strength when teleporting.

Water Wizard - New Monster! This is a magically created creature, appearing as a wild and crazy wizard made from water droplets. It has the ability to cast magic spells and is immune to all non-magical damage. Strengths and powers of a Water Wizard are pre-determined by the sorcerer when created, and they are usually left to guard areas where water is present. The creature rises from the water in a mass of bubbles and steam, and fights until slain. The creature can cast one spell per combat round that it knows, using MR as strength reserve. Fire attacks will cause triple damage, and they remain affected by all magic spells and items. Sometimes, these guardians are commanded by their creator to shout warnings or deliver messages.

The Water Wizard in this room has an MR of 150, and has not been commanded to deliver any warnings or messages. It knows all spells level 1-3.

C-1) This large chamber has colourful wall paintings depicting wildlife and ancient scenes of civilization. An archway leads through to room C-2, and this has a colourful bird painted above it, with outstretched wings of vibrant blue. The floor has a covering of sand upon it, and magic can be felt in the chamber. As soon as anyone passes beneath the archway, the sand rises-up as if disturbed by a sudden desert wind, and forms three separate tornado-like sandstorms, which quickly transform into three Jackal Mummies. Each of these horrific beasts has an MR of 80. Non-magic weapons will deliver only half damage, but fire will destroy them in 2 combat rounds.

C-2) This small chamber is empty, but contains an opening to a lower level. C-3) At the entrance to this chamber is a Ghost, MR 150. It is immune to non-magical weapons and fights with a mental attack. Each combat round, the PCs must each make a L2SR on IQ. The difference is taken directly from CON if the roll is missed. The Ghost is vulnerable to all forms of magical attack. The chamber beyond contains 3 magic items. There are 2 Lapis Lazuli crystals, and one golden ankh. Each of the crystals will restore 1D10 lost CON once only (to use, they must be placed to the head of the user for 1 combat turn), and the golden ankh will protect the holder from the first 10 points of damage in any combat round with a Ghost, with unlimited use. It weighs 15 and is worth 190 GP.

D) A 30' deep pool almost fills this large chamber, and the south end of the room contains two large treasure chests, each sealed and locked with magic.

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Wizards can feel magic from the pool. Unless the PCs can fly, they will need to swim across to the other side of the room. They will need to remove all armour before entering the water of they will sink to the bottom very quickly. The GM should rule how much of their equipment they can take across at one time. When a swimmer gets within 5' of the far side, the air shimmers and sparkles, and a Golden Guardian appears (see below). It prepares to attack the delvers as they emerge from the pool. At the same time, a hidden door opens at the bottom of the pool and three Crocodiles swim out to attack anyone in the pool. Each of these scaly creatures has an MR of 80, and anyone fighting them in the water can use nothing larger than a short sword in combat. Each combat round, they must make a L2SR on DEX. If they miss the roll, they were unable to deliver any damage at all to the creatures because they are not adept at fighting in water, whereas the Crocs will deliver full damage as they are in their natural surroundings. The hidden door remains open once the Crocs have been released. Anyone attempting to swim through it will have to negotiate twisting tunnels underwater before emerging in the lake surrounding the tomb (and may then re-enter or leave the dungeon). PCs attempting this must make 3 L2SRs on the average of LK and DEX to successfully negotiate the tunnels and emerge outside. For each roll missed, 33% of CON is lost. If all 3 rolls are missed, the character drowns.

This Golden Guardian has an MR of 200, and carries a long straight sword, which is counted in the MR score.

Golden Guardian - New Monster! This is another magical creature, created in advance by a powerful sorcerer. It takes the form of a beautiful and graceful male or female, made entirely from gold. The strength (MR) of the creature depends on how much gold was used in its construction, with 1 point of MR generated from 10 gold pieces. The result is this golem-like creation, used to guard a chamber, treasure or location. Golden Guardians take only half damage from non-magic weapons, and are immune to all forms of poison and fire-based attacks. They are vulnerable to all magic attacks, but have a CON MR of twice that of their fighting MR due to their golden structure. When defeated, they crumble into as many gold pieces as their MR x 10. Golden Guardians cannot speak and appear as living golden statues. They can use weapons.

Each treasure chest can be opened with a Knock Knock spell, and contain treasure. One chest contains 3000 silver pieces, with the other containing a set of 6 bronze statues (identical to the Golden Guardian), each 8" high and worth 100 GP each, or 800 GP for the set.

Trapped Doors

The south door in this room is trapped (see map). All doors showing the pit trap icon on the map will function in the same way. A rogue character will be

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able to detect such a trap if he makes a L2SR on the average of IQ and DEX when searching the door and floor. The rogue may disable or avoid the trap with a further L3SR on DEX, but the GM may insist on the rogue having suitable tools to disable the trap successfully. When the handle is turned on the door, the 10'x10' area immediately in front of the door, as shown on the GM map, opens, depositing anyone standing upon it into a 20' deep spiked pit, taking 10D6 damage, and forcing the party to find a way to get the character out. If the victim was the last member of the party, this trap could be the end of the line.

The east door from this chamber leads to an empty corridor with another trapped, false door, at the end.

E) This large room is quite bare, with just a low table against the south wall. Upon it are three coloured jars, red, orange and blue, each sealed with a cork. Wizards feel strong magic from the area, but cannot distinguish one source from another. If approached, the area surrounding the table becomes misty, and a spectral form appears. It speaks in a language the PCs cannot understand, and looks very angry. The figure is dressed in ancient 'Egyptian' robes and wears colourful jewellery and a golden crown. This is an Ancient Spirit, and it is casting a spell, although the party may not realize it immediately. It casts an ancient spell, not part of the 'modern' Wizard's Guild repertoire!

Locust Pocus - New Spell!

Locust Pocus is a Level 1 spell, costing 6 strength points. It causes a mini-swarm of locusts to surround a single foe or group of foes, causing 2D6 CON damage per combat round. Victims may attempt to make a L(=level of spell) SR on the average of DEX & LK to avoid the locusts' attack, in which case armour values will count. The spell lasts for 1 combat round, and may be raised to increase the duration and effectiveness of the attack. E.G. if raised 5 levels to level 6, it costs 30 ST and does 10D6 CON damage per combat round, and lasts for 6 rounds (1 full turn).

The Ancient Spirit casts the spell at level 6, so generates 10D6 CON damage per PC per combat round. It then fights with an MR of 100, with all non-magic attacks doing no damage.

Each jar contains a magical salve. The red jar contains a mixture, which when applied to wounds, will restore all lost CON (one dose). The orange jar contains a paste which, when eaten, raises ST & CON by 2D6 (lasting for 2D6 combat rounds), and the blue jar contains a paste which, when applied to an edged weapon, enchants it for 2D6 full turns, increasing its dice attack (not adds) by 2D6.

The door in the northwest corner is trapped.

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F) This corridor contains a magic sword, which rests in a brass holder upon the south wall. The treasure is guarded by a Ghost, MR 210. It is immune to non-magical weapons and fights with a mental attack. Each combat round, the PCs must each make a L2SR on IQ. The difference is taken from CON if the roll is missed. The Ghost is vulnerable to all forms of magical attack, including weapons enchanted by the blue paste in the previous room. The magic sword is the Scimitar of Ha'thor. It has all the attributes of a normal scimitar, but is enchanted to score 8+8 in combat, glowing blue when within 30' of spirits.

G) The room is totally empty and covered in hieroglyphics and colourful friezes depicting ancient scenes of funerary rites. The ceiling is dark blue with gold stars. There is nothing to be found in here, but the room contains poison gas, which is totally invisible with no smell or taste. If the delvers carry open flame, they will flare slightly when held in the room. This is the only clue. The gas will last for 3 combat rounds, during which all members of the party must make a SR on CON at increasing levels; first for the first combat round spent searching, second for the second and third for the third. If any are missed, the difference is taken directly from CON, the delver feeling sick and tired.

H) As the door to this room is opened, three Ghosts MR 210 appear. They are immune to non-magical weapons and fight with a mental attack. Each combat round, the PCs must each make a L2SR on IQ. The difference is taken from CON if the roll is missed. The Ghosts are vulnerable to all forms of magical attack, including weapons enchanted by the blue paste in the previous room. At the southern end of the room is a large urn, standing 4' high and 3' wide. It is sealed with wax and has been painted bright blue. If inspected closely, a L2SR on LK will cause the delver to notice that some of the blue paint has flaked-off, revealing some other pattern beneath. If the rest of the paint is carefully removed, a message will be revealed, written in Elven. The message reads

"Bharringa's Tomb - release at your peril".

If the urn is smashed or opened in any way, the occupant will be released. Bharringa is a Genie that was employed in the service of Atankhat, but fell out of favour and was imprisoned here. It will serve whoever releases it (the highest CHR decides if it was a joint effort) and serve them loyally. The Genie speaks all High Tongues, and has the following Prime Attributes:

ST: 45 CON: 38 IQ: 26 DEX: 33 LK: 24 CHR: 12 SP: 16 ADDS: +66

The Genie fights with magic and knows levels 1-6 spells (Atankhat would not trust it with anything higher!). He can fight with pure force, getting 2D6 + his personal adds, but prefers not to. He is susceptible to damage in all forms. He is a good-natured creature, but has an uncanny knack to get itself, or its master, into trouble. For example, it may open doors when the party are not

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looking, or trip traps, spill or break important things, etc. The GM should be made aware of this if ever the player uses Bharringa in an adventure. He may take any form the GM wishes, but I suggest traditional dress of fez and baggy silk breeches. He cannot use weapons and if he attempts to do so will cause an accident, possibly injuring a member of his own party! He owns two magic items, which he will use to aid his master whenever possible. The GM is encouraged to attribute any personal traits and characteristics to the Genie to suit his game or for his personal amusement.

Bharringa's Bag of Beans. This small leather sack will hold up to 10,000 weight units’ worth of treasure or equipment and always weigh only 10 weight units. The item it holds must be able to fit into it in the first place. There is a magic trick to the sack whereby the user can tip it up and pour out up to 500 weight units of beans, fit for consumption when cooked, three times per day. Looking into the sack always shows only beans, but the user can always find anything that is carried within it.

Marbles of Madness. The Genie carries a small net of brightly coloured marbles, 60 in total. Each one will cast a spell at the user's choice (it must be one that he already knows and can cast himself). The effects of the spell are not always as expected, and the GM is asked to use a little discretion and imagination whenever these items are used!

I) This large chamber contains a 20' deep pool, at the bottom of the which, etched into the stone, is a magic pentagram, which acts as a two-way teleportation device. Anyone touching it is immediately teleported to the corresponding magic pentagram in Pool A, room B.

Wandering around in this room is a Giant Cat, MR 230. It is undead, and is magically brought to life when living creatures once again enter the confines of the room. It attacks and fights until it is slain or all intruders have been killed. It will awaken if someone arrives within the pool and will wait on the side of the water to attack when they emerge.

The room also contains a treasure chest against the west wall. The chest is locked, requiring magic to open. It is also trapped, and if anyone attempts to pick the obvious (but false) lock on the front, secret compartments of acid release their contents by spraying the acid to the front and to either side of the chest, at a height of 1' from the floor. Anyone within a 10' radius of the chest must make a L2SR on the average of SP and DEX to leap clear otherwise they are hit by the acid. See the table below for a guide to the potency and effects of the acid:

ACID CONTACTS WITH... EFFECTS

ARMOUR (MAGICAL)

4D6 POINTS OF THE ARMOUR'S VALUE ARE PERMANENTLY REMOVED.

ARMOUR (NORMAL METAL)

THE METAL CORRODES AND THE ARMOUR (OR PART THEREOF) IS TOTALLY RUINED.

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ARMOUR (NON-METAL)

IT IS COMPLETELY DESTROYED AND DELVER SUFFERS 2D6 CON DAMAGE.

CLOTHING OBLITERATED, AND THE DELVER TAKES 4D6 CON DAMAGE IN ADDITION.

FLESH

IF SPRAYED DIRECTLY ONTO FLESH, 6D6 CON DAMAGE IMMEDIATELY OCCURS. THE GM MAY DECIDE THAT THE FOOT, LEG OR ARM ETC. IS TOTALLY RUINED.

The chest is fixed to the floor and cannot be moved. If opened using magic the delvers see a golden jackal statue resting within on a red cloth at the foot of the chest. Anyone further inspecting the chest's interior may attempt a L2SR on the average of IQ and LK. If successful, they notice that the floor of the chest does not seem to be exactly where it should be in relation to the floor of the room. The chest has a false bottom, beneath which is the real treasure, however the acid trap does not activate until the treasure is removed from the chest's false floor. As soon as the heavy golden statue is lifted from the chest, the acid trap activates as described above. Beneath the false floor is a ruby necklace worth 2000 GP, and a magic gold ring, kept within a small ivory case. The ring is the Band of Ja'kal. It can be used to summon a Jackal Mummy to aid them in any combat. The Mummy will remain for as many combat rounds as the user's LK, and will fight when commanded to do so. For details of the creature see ref. C1 above. The golden statue is worth 800 GP but is cursed, causing anyone who carries it to have all saving rolls raised by 2 levels until the offending item is discarded. If sold, the seller's LK is dropped by 1D6 points permanently, and the curse continues.

J) This small chamber is decorated from floor to ceiling in hieroglyphics. If they are studied, allow for a L3SR on IQ to reveal a hidden message (an Oh There It Is spell will also reveal this message), which spells out the following warning, referring to the trapped doors in corridor L, and also to the barrels in room O.

"BEWARE THE HERON"

K) Haunting this chamber is yet another Ghost MR 210. It is immune to non-magical weapons and fights with a mental attack. Each combat round, the PCs must each make a L2SR on IQ. The difference is taken from CON if the roll is missed. The Ghost is vulnerable to all forms of magical attack. At the southern end of the room is an ornate table, standing 4' high, upon which rest two blue jars, each one sealed with cork. Each jar contains dust. If emptied, the jars reveal their treasure, a 500 GP Sapphire jewel. However, they are cursed, and if the dust (which are actually the ashes of two of the wizard's most respected friends!) is emptied out of the jars, they curse all living persons present in the dungeon at the time, and all PCs thus affected will automatically fail their next 3 saving rolls, although will not know it until it happens.

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L) The doors at the north and south end of this long corridor each have a silver heron painted onto them. Each door is trapped, and the PCs could have been forewarned by the hidden message in room J. As the handle is turned upon each door, the 10'x10' section of floor immediately in front of the doors (see map) opens, sending anyone in the area falling into a 20' deep pit of spikes. The fall causes 20d6 damage, mainly because of the spikes, and the GM may allow anyone standing upon the trapped area a SR at his or her discretion to avoid falling as the floor opens.

Behind the southern door is blank wall. The northern door however conceals a corridor in which is another Ghost MR 210. It is immune to non-magical weapons and fights with a mental attack. Each combat round, the PCs must each make a L2SR on IQ. The difference is taken from CON if the roll is missed. The Ghost is vulnerable to all forms of magical attack. It guards an ornate treasure chest containing the following 4 magic items:

Bakulet's Bracelet - this ornate golden bracelet allows the wearer to avoid any IQ saving rolls when in combat with foes that attack mentally (for example, many of the Ghosts within this dungeon). If sold for material value alone it will fetch in the region of 350 GP.

Shield of Net'ah - this is a Target Shield (see rulebook for details) that takes 30 hits as it is enchanted with 6th level magic.

Sword of Sethu - this is a slender-bladed longsword, two-handed, which will score 6d6 against normal foes, 12d6 against undead foes, and 18d6 against demons. It requires a ST of 15 and a DEX of 12 to wield correctly, but weighs only 25 weight units.

Powder of Bakanu-Sethi - this is a phial of pale blue powder, which will allow anyone who eats it to become invisible, for 2d6 full turns (the effect is random, the user cannot choose how long to remain invisible).

These four items will help the party succeed in the final few chambers of the dungeon, hopefully...

M) This chamber provides access to a deeper level (chambers N, O, P & Q) by means of a stairway sunk into the floor (see map). In here is a Guardian Shade - this is a depressing ghost, which appears as a grey wispy image, with no discernable features save two vague eyes and down-turned mouth. It has no MR, but it will drain energy from every living creature in the room, at the rate of 1d6 per combat round. For the PCs, this means the drastic loss of 1d6 ST and CON per combat round, until death, or the destruction of the creature. The Shade will remain in the room, so if the PCs flee the chamber, they need not lose the ST & CON. To kill the creature, it must be attacked by magic spells or weapons. However, surprisingly, fire attacks will also harm the creature. The Shade has a CON MR of 400 that must be reduced to zero before the ghost is destroyed.

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When the Shade is slain, the lid of the treasure chest also present in the room, springs open. It cannot be opened before the Shade is destroyed. Within, there are 3 Magic Misericorde daggers, which each score 6d6+3 in the hands of a magic-user (rogues included) but only their standard score (2d6+1) for warriors. Also in the chest is a sack containing 30 gems (roll randomly). The GM may place one or two minor trinkets or magic items in the chest if he feels the need to offer the PCs some extra booty.

N) This chamber is absolutely covered in richly coloured paintings, all depicting the life of the wizard Atankhat. The room is empty, but the PCs get a sense of doom as they enter here and as they look around. There is nothing at all to gain from this room, and no danger, but the PCs will probably become paranoid and invent dangers that are not really present. The GM should happily encourage this! If the GM is not happy with an empty room here, place a favourite monster in here to challenge the party's progress to the next room, or build a favourite trap into the room to snag the unwary as they approach the end of the dungeon.

O) The northern side of this room is stacked high with old barrels. The roof is 22' high, and unadorned. Each barrel is the same in size and design, and they cannot be moved nor lifted, no matter how hard the PCs try or how strong they may be. If the PCs try to damage the barrels, they will fail, with non-magic weapons breaking if the would-be vandal misses a L1SR on LK. There appears to be no way past the great stack of barrels!

However, the party have another problem at hand - 6 Spitting Cobras are present in the room, and they become very lively as the delvers enter! Each Cobra has an MR of only 10, but anyone trying to kill one of them, or indeed pick-up or step over them, must make a L1SR on the average of LK & DEX. Success allows the snake to be picked-up, avoided, or attacked with one combat round's worth of damage. Failure however spells death in 1d6 combat rounds, following agonizing minutes of sweating, hallucinations and pain.

Returning to the barrels however, if a L2SR on LK is made, one of the party spots a secret door in one of the front barrels. A L1SR on DEX opens the panel in the barrel, and the inside is revealed to be hollow. Searching inside requires a further L2SR on LK, whereupon another secret panel is found to the rear of the great barrel. Another L1SR on DEX opens it. This continues until the party have found and opened 6 secret doors, and made their way steadily to the rear of the room, where the last barrel will open facing the north door.

However, not all the barrels are empty! The first one will be, but for the 5 remaining barrels afterwards, the GM should roll on the following table to discover what the barrel contains: (Note: the number of barrels on the GM map is purely symbolic).

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Die Roll (1d6)

Contents of Barrel

1 Poison gas - all PCs must make a L1SR on current CON or deduct the difference directly from CON.

2 Fire trap. A ball of fire explodes when the secret door is opened, causing 4d6 damage to the PC opening the panel.

3 TTYF trap. The spell hits the person opening the secret door, causing 1d20 CON damage (minimum 10 damage).

4 Smog trap. Neurotoxic gas disables anyone failing a L1SR on average of ST & CON for 1d6 full turns.

5 Empty barrel.

6 Acid slime covers the interior of the barrel, destroying all non-magic metal with which it comes into contact.

P) This is Atankhat's magic room, where he departed this life, and this plane of being, to continue his journey amongst the astral planes, for reasons known only to him. This room is dangerous, and the PCs should simply pass through it, and enter the final chamber, room Q, claim their treasure, and depart. However, they won't, so the room is detailed below...

Four eternal (as in, they never go out) torches illuminate the chamber, one in each of the four corners, at floor level. In the centre of the north wall is a magical altar, carved from black basalt, and covered with intricate designs depicting, amongst other objects, snakes, skeletons, winged beasts and humans. Delicate carving around the edges of the altar represents lotus blossoms, trees and unusual flowers. On top of the altar is a magic artefact, in the shape of an ornate ankh, again detailed with intricate carved flowers and symbols, and made from the basalt. The stone cross is covered in gems of many colours, most of which are small in size, but look large in value.

An ornate door can be seen in the north wall, behind one of the burning torches. It is a double door constructed from stone, and has been detailed with carvings, as seen in the image below. It does not appear to have any way of opening it, is immune to all magic the PCs are capable of, and cannot be harmed or altered in any way.

To open the doors, one of the PCs must place both their bare hands upon the stone, and wish for the door to open, making a L2SR on IQ to succeed. Failure means that the same delver cannot try again for at least 1d6 full turns. If none of the party have any chance of making this saving roll, either lower it, or invent a secret means to open the doors in the room, which the party can find through searching, for example a lever or button cleverly worked into the intricate detail of the altar carvings, or a hidden panel in the floor or wall, or even involving one of the torch holders.

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As the first member of the party enters the room, a spell is triggered (it is a L15 spell, detectable from outside the room), and a Guardian Spirit appears. This is a nasty form of Ghost, which attacks by stealing Life from the living. It has a CON MR of 500, which must be reduced to zero for the creature to be destroyed. Each combat round, the PCs must make a L1SR on each of their 6 Prime Attributes (at current values, e.g. if CON, ST or IQ currently stand lower (or indeed higher!) than the character's original attribute rating, then the current value is that which is used for the basis of the saving roll). If the saving roll is failed, then 1 permanent point of said attribute is lost. Should any attribute fall to zero, the character dies, with the exception of CHR, which can go beyond zero knowing no limits, thus causing extreme ugliness for the unfortunate delver. Non-magic weapons deliver only half damage to the spirit, but all other attacks including all magic spells will harm the entity as normal. If the Guardian Spirit is slain, each player character who aided in the battle, and who still lives at its conclusion, is granted 1D4 points to each of their 6 Prime Attributes, whether they lost any or not during combat. In addition, each delver receives 500 AP.

The ankh reeks of high-level enchantment, and is not to be meddled with! Any information gathering magic will reveal that this item is very dangerous and controls the movement of living souls from this earthly plane to astral planes, which requires tremendous strength and power from the user to control correctly. If it is touched by a living creature, the ankh will try and transport the soul of said creature to a distant plane of existence, close to where the sorcerer Atankhat has gone. If one of the PCs touches the ankh, the following events occur:

1) The PC will receive a terrible magical power surge, causing instant death unless a L3SR on current CON is made. If the roll is missed, the unfortunate delver dies instantly as his or her heart bursts.

2) Assuming the delver has survived the above, they are then forced into a deep trance by the magic that now emanates from the ankh. They are surrounded by a bright yellow glow, and anyone touching them, or the glow, receives a 10d6 power surge from CON, probably killing them. The PC trapped in the ankh's power may try to let go of the artefact and release themselves from its magical grasp. This requires a L3SR on the average of IQ and ST. Success allows the PC to break the spell. They will be thrown back against the wall of the room, taking 1d6 IQ points (permanently) in mental damage and 2d6 CON points in physical damage. They will need to rest for weeks, and will not be able to take an active part in whatever remains of the adventure. If the roll is missed, they cannot break free - read on...

3) The ankh attempts to send the person's soul to another plane of existence. Treat this like a Blow You To spell. The PC must make an IQ at a level decided upon by working out the difference between the caster's level (in this case the ankh is the caster, and it is level 11) and the delver's level. If the roll is successful, the PC is released from the ankh's magical grip unharmed. The ankh will have then lost its power and may be stolen if the party wish to risk it. It's physical worth is around 10,000 GP, but the GM may wish that the ankh

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eventually restores its powers of soul transportation, and uses it in a further adventure when this one is ended.

4) If the delver fails the above IQ roll, their soul is removed from their physical body and begins its journey to planes unknown. The PC's physical body will crumble to the floor, turning to dust in 1 combat round (2 minutes). Clothing worn and items carried are unaffected, and may be reclaimed by the rest of the party, once they have recovered from the shock and sadness of losing a fellow delver...

Q) This is the final room in the dungeon, and contains Atankhat's treasure and his magic armour. The treasure consists of 3 sacks, each containing 2500 GP, and one small sack of gems, containing 2d20 gems that the players should roll-up after the game.

Atankhat's armour is called Papyrus Protection. It is ultra-lightweight, apparently being constructed from papyrus, so weighing only 10 weight units for the wearer. However, it is enchanted with 20th level magic, and can withstand all non-magical damage, and renders the wearer immune to fire, extreme cold and offensive spells at or below level 6. In addition, projectile weapons fired at it will always miss, despite the DEX or level of saving roll made by the attacker, and the wearer, who MUST be a true wizard, will be able to understand all High and Low Tongues whilst he or she has the armour on.

There appears to be no exit from the chamber, as the great stone double doors that provided entrance from room P, have sealed shut and will not open under any circumstances. However, there is a section of the west wall, which contains complex hieroglyphics and what appear to be magic symbols. Anyone touching this with their bare hand, and making a L1SR on IQ, will be able to pass magically beyond the wall and exit the dungeon, appearing outside on the far side of the water. The GM may allow delvers with especially low IQ ratings to make the saving roll on LK, or simply allow them to exit without a roll.

This ends Atankhat's Monument, a short dungeon adventure for Tunnels & Trolls. I hope you will enjoy playing it. Please feel free to add further

levels or expand the adventure however you wish!