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The Cursed Crypt of Khalid-Aram

by Reverend Dungeon Master

Deep beneath the Isle of Dread. Where brilliance goes to get buried.

Congratulations, genius. You’ve managed to stumble into yet another ancient tomb, because clearly, there’s no faster path to riches than messing with something explicitly designed to kill you. The air is thick, damp, and smells like someone’s been pickling corpses for the last thousand years. The walls are plastered with murals showing some ancient king, Khalid-Aram, looking smug as he presides over a pyramid scheme involving skulls and terrified peasants. The inscription below reads: “Bow to Khalid-Aram, Eternal Lord of Sands.” Sure. Let’s all bow to the guy whose eternal reign ended up in the basement.

The centerpiece of the room is a sarcophagus that screams, “This is a terrible idea!” It’s carved with a giant snake eating its tail because apparently, even ancient tyrants loved bad metaphors. A pile of tarnished gold coins and an unsettlingly shiny gem sit nearby, just waiting for someone with zero self-preservation instincts to grab them. That’s you.

Step within 10 feet of the sarcophagus, and the tomb’s cursed Home Security System kicks in:

A chill sweeps through the room, like the ghost of every bad decision you’ve ever made.

The sarcophagus lid grinds open, and a wave of stale air hits you like an angry librarian’s shush.

Out climbs Khalid-Aram himself, wrapped in moldy linen and looking like he’s had better centuries. His hollow eyes glow faintly, either with rage or sheer disbelief that someone would actually disturb him.

He rises, towering and menacing, which is impressive given that he’s essentially a mobile pile of jerky. Khalid-Aram wants one thing: to kill you. Well, two things. He also wants you off his treasure, you thieving buffoon.

Khalid-Aram, Mummy
Armor Class: 3
Hit Dice: 5+1 (23 HP)
Move: 60’ (20’)
THAC0: 15
Attacks: 1 (fist, 1d12 damage)
Special Defenses:
Immune to normal weapons. You brought magic weapons, right? No? Oh, good luck.
Fire-based attacks deal double damage. That is, if you survive long enough to light a torch.
Morale: 12 (Because Khalid-Aram does not quit.)

Tactics
Khalid-Aram is slow, sure, but he packs a punch. Literally. He’ll lumber toward the nearest intruder, prioritizing anyone dumb enough to grab his treasure. He doesn’t care about flanking or strategy because he’s a mummy, not a chess master.

Environmental Hazards
Because just fighting a mummy isn’t enough, the tomb itself is ready to kill you too:

Pits: Roll Dexterity check when moving across the room. Fail, and enjoy a 10-foot drop for 1d6 damage. It’s like a bad slapstick routine, but bloodier.
Crumbling Walls: Each combat round, roll 1d6. On a 1, a chunk of ceiling falls. That’s 2d6 damage for anyone unlucky enough to stand there. Maybe don’t.

Treasure
If you somehow survive this disaster:

1,200 GP worth of ancient coins. They’re sticky, because of course they are.
A Jeweled Serpent Amulet worth 600 GP. It’s cursed, probably, but you won’t know until it’s too late.
A Spell Scroll containing Dispel Magic. Because irony.

XP Tally
Defeating the mummy: 475 XP.
Treasure value: 1,800 GP = 1,800 XP.

Aftermath
You limp out of the tomb, clutching your ill-gotten loot. The jungle seems darker, and the trees feel like they’re watching you, which is probably nothing. Right? Meanwhile, that shiny serpent amulet is uncomfortably warm, but that’s fine. Who needs peace of mind when you’re rich? Enjoy your nightmares.