Contents
- 1Introduction: Ascend to Adventure
- 2Chapter 1: The Infinite Staircase
- 3Chapter 2: The Lost City
- 4Chapter 3: When a Star Falls
- 5Chapter 4: Beyond the Crystal Cave
- 6Chapter 5: Pharaoh
- 7Chapter 6: The Lost Caverns of Tsojcanth
- 8Chapter 7: Expedition to the Barrier Peaks
- 9Appendix A: Magic Items and Technology
- 10Appendix B: Creatures
- 11Credits
Chapter 5: Pharaoh
Few deserts are as harsh and inhospitable as the Desert of Desolation, where the sun, the wind, and the land itself seem to despise all living things. The ghost of a long-dead pharaoh, Amun Sa (AH-muhn sah), roams the sun-scorched dunes, appearing to those who trek across the sands. Condemned to wander the desert for eternity, Amun Sa pleads with adventurers to free his cursed soul and save this doomed landâbut none have returned from his pyramid. Within the pharaoh's tomb lie deadly traps, sinister threats, and the secret to ending the ancient curse.
"Pharaoh" is designed for four to six 7th-level characters.
[image: The ghost of the pharaoh Amun Sa wanders the Desert of Desolation, searching for worthy souls to break his curse]
Background
This section details the history of Amun Sa's curse and ways to involve the characters in the adventure.
The Ruin of Bakar
[image: A Door to the Pharaoh's Pyramid]
Long ago, the kingdom of Bakar spanned what is now known as the x. Though the land was already a desert, the mighty River Athis flowed through the region, making the land along its banks flourish. Animals, plants, and the citizens of Bakar prospered from its life-giving waters.
The pharaohs of Bakar believed that if their bodies were prepared with specific funerary rites and then entombed with their wealth, they could ascend to their chosen afterlife. Amun Sa, the last pharaoh of Bakar, took this tradition further than any of his predecessors. He was paranoid of grave robbers, believing that if his tomb were plundered, it would bar his passage to paradise. To safeguard his treasures, Amun Sa commissioned a theft-proof tomb, a solemn pyramid unlike anything the region had ever seen. To fund this elaborate and impenetrable fortress, he declared war on Bakar's neighboring lands and taxed his own people into destitution.
A Curse on the Land
Downtrodden and impoverished, the citizens of Bakar revolted against Amun Sa to take back their kingdom. During a riot at the capital, Amun Sa appeared before his people and cursed them, holding high his two royal implementsâthe Staff of Ruling and the star-gem of Mo-Pelar (a Gem of Seeing). He invoked the gods and decreed that if his people should ever kill him, the River Athis would cease its life-giving flow.
Suddenly, from the sea of upraised fists sped a single spear, piercing the pharaoh's heart; as Amun Sa died, so too did the river. The riverbed dried up within days, and without its waters, Bakar quickly collapsed. Over the years that followed, Bakar's cities were overtaken by the dunes, and its people fled to neighboring lands.
A Curse on the Pharaoh
After his death, Amun Sa's spirit began its journey to the afterlife, but he was stopped by a god of death. The disapproving god chastised the pharaoh's spirit:
"Your legacy was meant to be the benefit you brought to the people under your stewardship, not this stone edifice. As you looked only to your death in life, so shall you look only to your life in death.
"I am bound to fulfill your curse, for you have called it down with power in my name. But I also curse you, Amun Sa, that you shall not voyage into the beyond until some mortal soul does as you so feared, removing your staff and star-gem from your tomb. Only then will your spirit and the land be healed."
Centuries later, Amun Sa's spirit still roams the desert, cursed to wander the dunes until he finds mortals skilled enough to overcome the traps and perils in his tomb and put his soul to rest.
Using the Infinite Staircase
If you're using Nafas as a patron, he summons the characters to the x (detailed in chapter 1), where he recounts the following wish:
Nafas then teleports the characters to a door along the staircase that opens into a bleak desert. After the adventure, the characters can return to the staircase through the same portal.
Adventure Hooks
If you're not using Nafas as a group patron, consider the following ways to involve the characters in this adventure:
- Exiled. The characters committed a crime or earned the ire of a powerful figure and were exiled to the Desert of Desolation as punishment. They're left in the middle of the desert with no food or water.
- River Restoration. The characters have heard tales of a magical river in this region whose waters foster bountiful crops and heal those who drink from it. Legends state a curse dried up that river eons ago. The characters have journeyed to the desert to find a way to end the curse and restore the river. They might have been hired by the Tears of Athis, a newly formed group of historians and priests dedicated to this goal.
Setting the Adventure
The Desert of Desolation is part of Raurin, a vast desert in southeastern Faerûn in the Forgotten Realms. When the River Athis dried up, it transformed the kingdom of Bakar from a thriving oasis into Raurin's driest region.
However, the Desert of Desolation could be any desert of your choice, or an inhospitable stretch in an otherwise lush region, due to Amun Sa's curse. Consider the following suggestions:
- Dragonlance. The adventure takes place in a small, cursed region within the Plains of Dust.
- Eberron. The long-lost kingdom of Bakar occupied a portion of the Blade Desert that's now uninhabitable.
- Greyhawk. The Desert of Desolation might be another name for the Bright Desert.
Adventure Summary
"Pharaoh" begins with the characters wandering the x. After enduring the desert's terrible monsters and harsh conditions, they happen on the ghost of Amun Sa, who beseeches them to enter his pyramid and retrieve his royal staff and star-gem to end the curse that blights both the land and his soul.
Inside the pyramid, the characters meet the Tears of Athis, a group of historians and priests from the surrounding regions who hope to restore the flow of the holy River Athis. While exploring the pyramid, the characters must navigate a false tomb, a disorienting maze, and halls rife with Undead, then overcome a mummy lord who stands in their way.
Once the characters exit the pyramid with Amun Sa's implements, the pharaoh's soul is freed and the curse on the land is lifted, restoring the River Athis. The descendants of Bakar can then reclaim their lands from the desert and prosper once more.
Character Advancement
If you want to use story-based level advancement, the characters receive experience points for achieving the following milestones rather than defeating monsters:
- Escape the Maze. The characters gain 1 level when they escape the Maze of Mists and reach the third floor of the pyramid for the first time.
- Recover Amun Sa's Implements. The characters gain 1 level when they recover both the Staff of Ruling and the star-gem of Mo-Pelar.
If you follow this method, the characters should reach 9th level by the adventure's conclusion.
Desert of Desolation
A centuries-old curse has made the Desert of Desolation uninhabitable. Nothing grows in the desert, and no one has settled its once-green hills since the reign of Amun Sa. The sun scorches its grayish dunes with unnatural intensity, and the few clouds that cross its barren sky bring only choking dust.
The adventure begins with the characters trekking through the desert. Depending on what brings the characters there, they might be searching for answers within the region or trying desperately to escape it. At your discretion, each of the characters might begin this adventure with a camel or a draft horse to ride.
Desert Heat
For 1d6 hours of each day, the desert becomes unbearably hot, rising to temperatures well over 100 degrees Fahrenheit. The extreme heat has detrimental effects on creatures not acclimated to such environments (see the Dungeon Master's Guide).
In addition to resting, the characters can remove any accumulated levels of exhaustion by drinking the water of Athis, which still flows within x (detailed later in this adventure).
Starting the Adventure
Read or paraphrase the following text to begin:
The characters wander the desert for two days before encountering the ghost of Amun Sa. At your discretion, Amun Sa's ghost can take longer to appear, exposing the characters to more of the desert's threats, which are detailed in the "Desert Encounters" section below.
When you're ready to progress the story, proceed to the "x" section.
Desert Encounters
For each day the characters spend in the desert, roll on the Desert of Desolation Encounters table to determine what the characters encounter, rerolling duplicates.
Desert of Desolation Encounters
| d6 | Encounter |
|---|---|
| 1 | Two bulettes with sandstone-textured carapaces burrow up from the dunes and attack. The bulettes focus on mounts and Small creatures in the party (if any), seeking to drag them beneath the sands. |
| 2 | The characters spot a lush oasis, but it's a mirage. A character who studies the oasis and succeeds on a DC 20 Intelligence (Investigation) check recognizes the illusion for what it is. A creature that enters the oasis steps into a quicksand pit (see the Dungeon Master's Guide). |
| 3 | A dust storm rises on the wind. The storm lasts 1 hour, during which time the characters have disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks. Shortly after the dust storm begins, an air elemental and eight dust mephits materialize from the sands and attack. |
| 4 | Four gricks lie in ambush just beneath the sand. Adapted to the desert climate, the gricks have advantage on Dexterity (Stealth) checks to hide in desert terrain. |
| 5 | A snobbish efreeti royal saunters across the desert. He demands each character pledge a vow of fealty to him or face his wrath. |
| 6 | Two wyverns soar above the characters, circling them like vultures. After 1 minute, the wyverns swoop down and attack. |
Ghost of Amun Sa
Eventually, the characters come across the ghost of Amun Sa. Read or paraphrase the following text:
This is the ghost of Amun Sa, former pharaoh of Bakar. He walks in a straight line that intersects the characters' path, shuffling along with a blank gaze like a haunted man.
Amun Sa doesn't notice the characters until he passes within 30 feet of them, at which point he turns to them and relates his sorrowful tale, as if in a trance. Read or paraphrase the following text:
Amun Sa then turns and walks somberly in the direction of his pyramid. Amun Sa doesn't speak to the characters any furtherâhis curse allows him to share only the tale above. If the characters attempt to harm Amun Sa, he steps into the Border Ethereal and continues his solemn march. Amun Sa doesn't harm the party and makes no further attempts to defend himself. If Amun Sa's ghost is slain, he appears to the characters again in 1 hour with no memory of the previous encounter, relating his sad story again.
If the characters follow Amun Sa's ghost, they arrive at his pyramid the next evening. If questioned during the journey, Amun Sa recites his sad speech again, exactly as he did before. In the company of the pharaoh, the remaining trek is safe and uneventful, unless you'd like to add more desert encounters (see the "x" section).
Once Amun Sa arrives at the pyramid, he stops and gestures toward it. He then turns and walks away in search of more travelers.
Pyramid of Amun Sa
The pyramid of Amun Sa was to be the pharaoh's final resting place. The last remnant of Bakar, it has stood for over a thousand years. When the characters arrive at the pyramid, read or paraphrase the following text:
The pharaohs of Bakar built pyramids not merely as burial grounds but as part of a sacred process to convey a pharaoh's soul to the afterlife. These monuments also entomb the remains of their consorts and favored leaders, preparing pharaohs and their closest companions to dwell among the gods.
A character who examines the basin and succeeds on a DC 15 Intelligence (History) check recognizes it as the Fountain of Athis, a former wellspring of life and the source of the River Athis. In Bakar's heyday, cool water sprang from the fountain, teleported to it from magical silos within the pyramid.
The Fountain of Athis dried up the night of Amun Sa's death. Only by breaking the pharaoh's curse can the basin resume its flow and the land thrive once more.
Pyramid Features
The pyramid of Amun Sa is made of weathered limestone. Unless otherwise noted, the pyramid has the following features:
- Ceilings. The ceilings in the pyramid's corridors are 10 feet high; those in rooms are 30 feet high.
- Doors and Secret Doors. Doors throughout the pyramid are made of wood and banded with bronze; they have no locks. Secret doors blend in with their surroundings but are obvious from the other side. A character who searches a wall for a secret door must succeed on a DC 15 Wisdom (Perception) check to notice it.
- Hieroglyphs. The ancient people of Bakar wrote in hieroglyphs, symbols representing letters, sounds, and words. A character can translate a passage of hieroglyphs with 10 minutes of study and a successful DC 13 Intelligence (History) check. Passages in different instances of boxed text require separate checks to translate. A creature under the effect of a Comprehend Languages spell can read hieroglyphs instantly (no check required).
- Lighting. The pyramid's rooms are unlit. Area descriptions assume the characters have a light source or other means of seeing in the dark.
- Temperature. The pyramid's interior is perpetually cool and dry, insulated from the desert heat.
- Water of Athis. The River Athis still flows in certain areas of the pyramid. The water ends the poisoned condition on any creature that drinks it and removes all levels of exhaustion from the creature. Once a creature benefits from the water, it can't do so again until 24 hours have passed. The water loses its properties if it's bottled or otherwise removed from its source.
Alterations to Magic
The following magical restrictions apply:
- Teleportation Ward. Unless the text states otherwise, creatures can't teleport into or out of the pyramid or between its floors. Any attempt to do so is wasted.
- Warded Walls. Magic that would alter the pyramid's stoneâsuch as the Stone Shape or Passwall spellsâhas no effect on the pyramid.
False Tomb
The lowest floor of the pyramid is a false tomb designed to discourage would-be tomb robbers. The people of Bakar also once used it as a temple.
The following locations are keyed to map 5.1.
P1: Tomb Entrance
The stairs outside the pyramid lead to this outdoor platform. When the characters approach, read:
Two siblings, Atfez and Pachi (neutral good, human bandit captains), stand guard outside the pyramid's entrance, keeping watch for creatures that might disrupt their faction's activities within. Atfez and Pachi are members of the Tears of Athis, a group of historians, priests, and descendants of Bakar who hope to see the River Athis flow once more.
When Atfez and Pachi notice the characters, they're surprised to see other people in the desert, especially at night. Atfez, the more assertive sibling, interrogates the characters about their presence, while Pachi observes and periodically apologizes for her brother's prying. If the characters make it clear they mean no harm, Atfez and Pachi let them enter. Otherwise, they ask the characters to leave, defending themselves as necessary.
P2: Main Worship Hall
The people of Bakar were meant to pay their respects to the deceased pharaoh here. In the centuries after the fall of Bakar, the walls were destroyed by disgruntled citizens and roaming vandals.
[image: Iaseda, leader of the Tears of Athis, pieces together two shattered fragments of the pyramid's inner halls]
The robed woman is Iaseda (lawful good, human acolyte), leader of the Tears of Athis. She is fifty years old and has a calm, determined manner. Around her, five more members of the Tears of Athis (neutral good scouts) use a sticky paste to carefully repair the room's plaster walls, which they hope hold clues to restoring the River Athis. If the characters were peaceful toward the guards outside the pyramid, Iaseda is friendly toward them. If the characters pose a threat to the Tears of Athis, Iaseda and her fellow Tears defend themselves and the pyramid fiercely, decrying the characters as defilers.
What Iaseda Knows
Iaseda can relay the history of Bakar (detailed in this adventure's x), but she doesn't know about the fate of Amun Sa's spirit or that his ghost wanders the desert. Iaseda can also share information on the following topics:
- Pyramid. This pyramid is the tomb of Amun Sa, the last pharaoh of a bygone kingdom known as Bakar that once occupied these lands.
- Tears of Athis. Iaseda leads of the Tears of Athis, a newly formed group of historians, priests, and descendants of the people of Bakar. The Tears of Athis arrived at the pyramid two days ago. They seek to restore the River Athis. Amun Sa built his tomb at the river's source, so it stands to reason the secret to reviving it might be found inside.
- Tidings of a Ghost. If the characters recount their experience with the pharaoh's ghost, Iaseda is skeptical. She jokingly suggests the characters have spent too much time in the desert heat.
- Wall Translations. The Tears of Athis originally brought experts on Bakarian hieroglyphs with them on their expedition. Unfortunately, a purple worm ate those experts. Although the surviving Tears have made good progress reassembling this room's broken plaster, they haven't yet translated any of the hieroglyphs.
Hieroglyphs
The hieroglyphs on the walls were carved by Amun Sa's scribes while he lived, at his dictation. See the "x" section for guidance on translating hieroglyphs throughout the tomb. If translated, the east wall's hieroglyphs read:
If translated, the south wall's hieroglyphs read:
If translated, the west wall's hieroglyphs read:
Secret Door
The statue of Amun Sa conceals a secret door that leads to x.
P3: West Offering Temple
The Tears of Athis camp in this room. They sleep here when they're not restoring the walls in x.
Secret Door
The statue of Amun Sa conceals a door that leads to the hall between x and x.
P4: East Offering Temple
This room is brightly lit by Continual Flame spells cast on wall sconces. When Amun Sa was interred, his most loyal priests dutifully locked themselves inside the pyramid's upper floors. In the brief period between Amun Sa's death and the collapse of Bakar, the people of Bakar brought food and drink to this room. They believed they were bringing offerings for the gods, but in truth, they were sending sustenance to the priests in the pyramid.
Hieroglyphs
If translated (see the "x" section), the hieroglyphs read as follows:
Offering Bowl
The bowl's flame gives off neither heat nor smoke. Whenever an object or creature enters the bowl, the flames surge around the object or creature, concealing it completely and teleporting it to x of the pyramid's second floor. To an onlooker, the object or creature appears to be consumed by the flame, vanishing in an instant. An onlooker who succeeds on a DC 14 Intelligence (Arcana) check can tell that the bowl teleported its contents somewhere else. A Detect Magic spell reveals an aura of conjuration magic around the bowl.
P5: West Storage Silo
The shaft drops 120 feet to the surface of the murky water below, which is 30 feet deep.
Water of Athis
The water of Athis (see the "x" section) fills the bottom of the silo.
P6: East Storage Silo
The thunderous sound of cascading water fills this chamber, which is otherwise identical to area P5.
The shaft drops 120 feet into turbulent white water. Fifty feet below the entrance, water gushes from an opening in the north wall and falls into the reservoir below, which is 30 feet deep.
Before the curse befell Bakar, this silo used to teleport water from this room into the now-dry fountain outside the pyramid. Now, the water merely pours out here and evaporates at an accelerated rate. If the curse is broken, the silo's teleportation functions again.
Water of Athis
The water of Athis (see the "x" section) fills the bottom of the silo.
P7: Worship Room
A twenty-foot-tall statue of Amun Sa stands before the north wall of this worship room. There are no hieroglyphs on the walls, and the ceiling is flat.
Secret Door
The statue of Amun Sa conceals a secret door that leads to x.
P8: Descending Corridor
This arched corridor descends at a slight angle toward the false tomb (x). A musty smell pervades the hall, and dust covers the floor.
P9: Great Worship Room
Most of the statues in this worship room are ordinary decorâexcept for the center statue on the north wall, which can be opened as a typical secret door, and the southernmost statue near the east wall, which swings aside to reveal a hallway once the altar unlocks it (described below).
Altar
If a character puts their hands in the altar impressions and says "Amun Sa," the southernmost statue on the eastern wall swings inward to reveal a corridor to x.
Secret Door
The center statue of Amun Sa on the north wall conceals a secret door that leads to an empty, 15-foot-long corridor with tiny holes in the walls. A character who inspects the corridor's walls and succeeds on a DC 15 Intelligence (Investigation) check can tell that the corridor once contained a sleeping gas trap, but the trap was sprung ages ago.
P10: Grand Hallway
This hall was prepared to fool robbers into thinking the tomb had already been plundered before their arrival. Amun Sa's priests hacked up the decor before the pharaoh was laid to rest.
P11: Treasure Room
As in x, this scene was staged by the priests of Amun Sa long ago. Three hostile mimics lie in wait here, disguised as an unbroken chest and a couple of intact vases.
P12: Tomb
As in x, this scene was staged by the priests of Amun Sa during the pyramid's construction.
Hieroglyphs
If translated (see the "x" section), the hieroglyphs read as follows:
Maze of Mists
The second floor of the pyramid is the Maze of Mists: a vast, confounding maze designed to defeat clever intruders who bypass the false tomb by way of the offering bowl in x. Amun Sa commissioned an infamous mage named Kordan to create it; Kordan filled the maze's rooms with bloodthirsty creatures and its halls with a disorienting, rust-orange mist.
For each hour the party spends in the Maze of Mists, roll a d6. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Random Maze of Mists Encounters table, rerolling duplicates.
Random Maze of Mists Encounters
| d4 | Encounter |
|---|---|
| 1 | Four phase spiders |
| 2 | Two invisible stalkers |
| 3 | Eight ghouls |
| 4 | Two minotaurs chasing a scared human bandit who belongs to the Hands of Plenty (see x) |
The following locations are keyed to map 5.2.
P13: Welcome Room
The skeleton belonged to a Humanoid explorer; its sword points toward the west exit. Characters teleported to this level by the bowl of magical fire in the east offering room (x) might be disoriented and not know which direction is north.
- Magnetic Trap. Lifting any of the levers along the walls triggers a magnetic trap within the chamber's ceiling. Each creature in the room wearing metal armor is pulled up to the 30-foot-high ceiling, as are any metal objects or weapons that aren't being worn or carried. A creature affected by the magnetic field collides with the ceiling; the creature takes 10 (3d6) bludgeoning damage and has the prone and restrained conditions until the field is deactivated.
To deactivate the magnetic field, all the levers in the room must be reset to their downward position, at which point creatures and objects naturally fall to the floor. Casting Dispel Magic on the ceiling deactivates the magnetic field permanently. The levers are lightweight and easily maneuvered. A creature can attempt to move a lever by hitting it with a ranged attack; each lever has Armor Class 10, and on a hit, the attack deals no damage and instead switches the lever's position.
P14: Mists and Corridors
Sections of these hallways are filled with an orange mist (marked on map 5.2). The first time a character enters one of these misty areas, read or paraphrase the following text:
The mists heavily obscure vision and magically disorient those inside them. Such creatures lose all sense of distance and direction while in the mists. Creatures feeling their way along the walls find their sense of touch numbed, so they're never quite sure if they rounded a corner or continued straight.
Because of these effects, don't show players the shape or size of any of the mist-filled hallways or tell them what direction they're traveling. When the characters emerge in different rooms of the maze or gaps in the mist, describe areas in terms of "left" or "right" rather than cardinal directions.
The contents of the areas between the mists are detailed below.
P14a
A leather sack containing 102 gp lies against one wall of this corridor.
P14b
A +1 Warhammer lies near a heavy plank door in this clear stretch of corridor.
P14c
A tiny ring made of fine silver lies on the floor in the center of this corridor. The ring is a cursed Ring of Feather Falling. Attuning to the ring extends its curse to the wearer, who suffers the following effect:
- Curse of Ill Temper. You are overcome with an urge to disagree with others' actions, ideas, and opinions.
While cursed in this way, the wearer is unwilling to part with the ring. A Remove Curse spell or similar magic breaks the curse.
P14d
Characters who have a passive Wisdom (Perception) score of 15 or higher detect a cool, fresh breeze from the east.
P14e
The words "Knock First" have been carved in Common into a heavy plank door. The bandits in the room beyond (see x) wrote this to try to dupe intruders into announcing their presence.
P14f
A cool, fresh breeze flows out from under the door, and a character listening at the door hears tumbling torrents of water.
P14g
Lying on the floor is the skeleton of a person who died while pulling a cart loaded with three chests stacked atop each other. Characters who have a passive Wisdom (Perception) score of 15 or higher detect the stench of rotten flesh from the north.
If the top chest is opened, it sprays poisoned darts in all directions. Each creature within 10 feet of the chest must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 2 (1d4) piercing damage and 28 (8d6) poison damage and has the poisoned condition for 1 hour. On a successful save, the creature takes half as much damage only.
The bottom two chests each contain 250 gp.
P14h
This area reeks of dead flesh. Bodies in various states of decay lie strewn about the floor. In the center lies the corpse of a human. A shimmering axe juts from his chest.
The axe is a Berserker Axe. The weapon's name ("Enduval") is inscribed into the blade. The axe stops shimmering once it's removed from the corpse.
P14i
Characters who have a passive Wisdom (Perception) score of 15 or higher detect the stench of decaying flesh from the south.
P14j
Characters who have a passive Wisdom (Perception) score of 15 or higher detect the stench of decaying flesh from the west.
P14k
A leather knapsack lies on the floor next to a door. It contains a Spell Scroll of Fly, a Spell Scroll of Fireball, and a pouch containing 30 pp.
P14l
A Ring of Protection sits on the floor of this clear section of corridor.
P14m
A trail of gold pieces on the east side of this corridor leads to the north archway, where it ends. The total value of the coins is 137 gp.
P14n
A trail of platinum pieces starts in the center of the corridor and leads to the west archway, where it ends. The total value of the coins is 152 pp.
P15: Grieving Elves
The "elves" are five doppelgangers that devoured a group of adventurers in this room four days ago; like the characters, those adventurers sought to break the pharaoh's curse. The doppelgangers then took on the adventurers' appearances.
The doppelgangers play the role of grieving elves who have just found the bones of their long-lost kin, reading the characters' thoughts to gain their pity and trust. The doppelgangers claim to know the trick to solving the maze: send two people ahead through the mists with a rope for the others to follow. They gladly volunteer to send one of their own as a guide along with one of the characters.
The doppelgangers aim to isolate the characters, slowly assuming their identities until none remain.
P16: Knock, Knock
Seven human bandits camp in this room. They are led by Cateline and Imbert (chaotic neutral, human bandit captains). The bandits are part of a thieving troupe called the Hands of Plenty. Dirty, sweaty, and tired, the bandits are initially indifferent toward the characters. If the characters knocked on the door before entering, the bandits have their weapons at the ready. Otherwise, they are arguing loudly.
Parleying with the Bandits
If the characters don't attack, the bandits are relieved to see them. The Hands of Plenty came to this pyramid days ago, intending to raid it for treasure, but they quickly became lost. Now they just want to find their way out. None of the bandits have encountered the ghost of Amun Saâthey don't even know who he is.
Tired of wandering the pyramid, Cateline and Imbert grudgingly suggest a temporary alliance between the characters and the Hands of Plenty. If the characters agree, the Hands of Plenty accompany the characters and fight alongside them. However, if any of the bandits come across treasure worth 100 gp or more, their greed overwhelms them, and they attack the characters to claim the treasure for themselves.
Treasure
Cateline and Imbert each carry 40 gp. The other seven bandits each carry 10 gp.
P17: Rug Room
An oversized chest sits atop a beautiful rug in this dome-ceilinged room. The rug beneath the chest is a rug of smothering.
If the chest or the rug is disturbed, the rug slips from beneath the chest and attacks. At the same time, the chest opens to reveal three more rugs of smothering that unfurl themselves and join the fight. Apart from these rugs, the chest is empty.
P18: Well of Questions
A gynosphinx named Senenura resides in this room. Initially indifferent to the characters, she asks them what they are doing here, then she makes them an offer. If the characters can answer a riddle, Senenura promises to answer one question they have about the tomb. She warns, however, that if the characters don't answer correctly, she will eat them. The characters need to accept or decline the offer before knowing the riddle.
Sphinx's Riddle
Senenura's riddle is as follows:
Answer: The answer is the sun.
Answered Correctly
If the characters answer the riddle correctly, Senenura keeps her promise to answer one question they have about the tomb.
The sphinx is knowledgeable about the following topics:
- Everything in this adventure's background
- All the creatures and traps within the pyramid
- All the maze's exits, including those in this room
- Where Amun Sa's staff and star-gem are kept (x and x, respectively)
- The mummy lord Nafik and his descent into evil
Answered Incorrectly
If the characters answer the riddle incorrectly, Senenura attacks and fights ferociously to the death.
Trough
The circular opening at the base of the sphinx's platform is 5 feet in diameter. Medium and smaller creatures that fall into the trough must succeed on a DC 15 Strength saving throw or be swept into this opening, which empties into x.
See diagram 5.1 for a cross-section of this area and its waterways.
Water of Athis
The water in this chamber is the water of Athis (see the "x" section).
Well
Any character who looks into the well sees a 10-foot-diameter tunnel below the surface that enters the well from the east side. Water flows into the well through this tunnel. Though the volume of water is high, the well's large size makes the current slow and swimmable. This water tunnel angles up to x on the third floor.
P19: Spear Room
This room contains a brutal spear trap.
Secret Door
A secret door atop this room's 30-foot-high ledge leads to an observation dome on the third floor of the pyramid (x).
Spear Trap
Ninety of the one hundred holes in the south wall contain a hidden spear held in place by magic. When a creature enters this room, and every minute afterward until no living creatures or spears remain, ten of the spears shoot from the wall. Creatures in the room when the spears are released must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, is pinned to the north wall, and has the grappled condition (escape DC 15). On a successful save, a creature takes half as much damage only.
Treasure
The unlocked chest contains 250 pp.
P20: X-Room
A giant X has been shallowly carved into the floor of this square room. A narrow ledge encircles the base of the room's domed ceiling.
Secret Door
A secret door atop this room's 30-foot-high ledge leads to an observation dome on the third floor of the pyramid (x).
Stone Block Trap
A character who searches the room for traps and succeeds on a DC 20 Wisdom (Perception) check notices the outline of a 10-foot-square hatch in the ceiling. It is directly above the X, which marks a pressure plate in the floor.
Any weight in excess of 40 pounds placed on the X releases a 10-foot-square stone block from the hatch overhead. Creatures below the block when it drops must make a DC 15 Dexterity saving throw. On a successful save, a creature is pushed to the nearest unoccupied space. On a failed save, it takes 55 (10d10) bludgeoning damage and has the prone and restrained conditions as it is pinned under the block. A creature can use its action to make a DC 15 Strength (Athletics) check to free itself or another creature from the block, ending both conditions on a success. The block weighs 2,000 pounds.
P21: Pendulum Room
An invisible stalker lurks in this room. When two or more creatures enter the room, the invisible stalker severs the pendulum's rope, causing the blade to sweep down at them. It then attempts to shove creatures into the blade's path.
Pendulum
If the rope securing the pendulum is cut, the blade swings down toward the door and back again. A creature in the swinging blade's path must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) slashing damage. The blade swings again on initiative count 20 of each round (losing initiative ties), and the damage on subsequent rounds is reduced by 1d10. When the number of damage dice reaches 0, the blade stops.
Secret Door
A secret door atop this room's 30-foot-high ledge leads to an observation dome on the third floor of the pyramid (x).
[image: Bloodthirsty minotaurs stalk the Maze of Mists, hacking trespassers to bits with wicked-looking axes]
P22: Minotaur Lair
The three minotaurs in this room attack on sight. Summoned by the mage who created the maze, the minotaurs are Fiends instead of Monstrosities. They know nothing of Amun Sa and seek only to spill the blood of trespassers in the maze. The minotaurs are immune to the mists' disorienting effect.
Ceiling Shaft
The hole in the ceiling leads to a 30-foot-long vertical shaft covered by a trapdoor in a temple on the pyramid's third floor (x).
Treasure
Scattered in the hay are 1,800 gp.
P23: Darkness Room
Magical darkness fills this room. A Dispel Magic spell cast on the darkness dispels it, as does the Daylight spell.
A locked chest rests against the west wall. Two black puddings cling to the ceiling above it. The oozes drop from the ceiling to ambush any creature that approach the chest.
Treasure
The chest holds three identical bottles: two Potions of Healing and a Potion of Poison.
P24: Robber Press
This room was designed to grind intruders to a pulp. It appears empty, except for a small leather knapsack that sits at the far end of the room.
- Compacting Wall Trap. When a Small or larger creature ventures more than 10 feet into the room, the door slams shut and locks itself, and the walls to the east and west begin to close in. Roll initiative. On initiative count 20 (losing initiative ties), creatures between the walls take 22 (4d10) bludgeoning damage and have the restrained condition as they're slowly crushed by the walls. The walls continue to compress for 3 rounds.
A creature within 5 feet of the door can try to open it by using its action to make a DC 20 Dexterity (Sleight of Hand) check with thieves' tools to bypass the lock or a DC 25 Strength (Athletics) check to force open the door.
A creature in the room can use its action to make a DC 20 Strength (Athletics) check to hold the walls apart until the start of its next turn. On a successful check, creatures take no damage from the walls and don't have the restrained condition during that time.
After 3 rounds, the walls return to their initial positions, ending the restrained condition on creatures still between them. The door then unlocks.
- Illusory Knapsack. The knapsack is an illusion to lure creatures into the room. A character who examines the knapsack can determine it's an illusion with a successful DC 15 Intelligence (Investigation) check or by physically interacting with it.
P25: Suspiciously Empty Room
This large square room has a domed ceiling and is completely empty. There is nothing of note here.
P26: Pole Forest
Characters can pass through the room by hacking a path through the spears. The spears are easily felled, but doing so is noisy. Roll on the Random Maze of Mist Encounters table (detailed earlier in this section) to determine what creatures arrive to investigate the noise.
Secret Door
A secret door atop this room's 30-foot-high ledge leads to an observation dome on the third floor of the pyramid (x).
Treasure
Spilled amid the poles are five jacinth gems worth 300 gp each.
P27: Flameskull Room
Three flameskulls fly in circles around this room, whose domed ceiling is encircled by a narrow ledge. The flameskulls attack intruders on sight.
Secret Door
A secret door atop this room's 30-foot-high ledge leads to an observation dome on the third floor of the pyramid (x).
P28: Loose Ceiling
A cloaker camouflaged to match the stonework lies flush against the ceiling of this room, whose domed ceiling is encircled by a narrow ledge. The cloaker attacks the first creature that enters the chamber.
Secret Door
A secret door atop this room's 30-foot-high ledge leads to an observation dome on the third floor of the pyramid (see x).
Halls of the Upper Priesthood
The third floor of the pyramid was known as the Halls of the Upper Priesthood. All the Undead on this level were priests of Amun Sa until the former high priest, Nafik, corrupted their souls and cursed them with undeath.
For each hour the party spends on this floor, roll a d6. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Random Upper Priesthood Encounters table, rerolling duplicates.
Random Upper Priesthood Encounters
| d4 | Encounter |
|---|---|
| 1 | Eight giant spiders |
| 2 | Three carrion crawlers |
| 3 | Six ghasts |
| 4 | Three banshees |
The following locations are keyed to map 5.3.
P29: Waterway
If the party enters this area from the tunnel in the Well of Questions (x), read or paraphrase:
If the party enters this area from the hall (xâx), read or paraphrase the following text:
Handholds line the walls. Characters can climb this shaft without needing to make any checks.
Water of Athis
The waterway is filled with the water of Athis (see the "Pyramid Features" section).
P30: North Entry
A compass rose is carved into the floor of this arched corridor. The compass rose is accurate and can help reorient characters exiting the maze on the pyramid's second floor.
Water of Athis
An aqueduct fills half the corridor, carrying the water of Athis (see the "x" section) toward x.
P31: Long Hall
This long hallway rises steadily toward x. Bright light shines from the hallway's southern end.
Water of Athis
An aqueduct carries the water of Athis (see the "x" section) from the stream in the garden hall (x) to the north, where it surges high against the wall before following the corridor's sharp turn to the east.
P32: Garden Hall
Sunlight beams down from this room's ceiling.
Secret Doors
The foliage hides secret doors: one in the southwest alcove to x and another in the southeast alcove to x. The greenery raises the DC to find these doors to 20.
Fruit Bowls
If the characters approach or disturb a fruit bowl, the magical fruits in the bowls spread their leaves like wings and take flight in all directions like insects. There are fifty flying fruits in all.
A character more than 20 feet off the groundâsuch as one climbing a palm tree, flying, or leaping into the airâcan use an action to try to snatch a flying fruit from the air, doing so with a successful DC 18 Dexterity (Sleight of Hand) check. Alternatively, a character can shoot down a flying fruit by hitting it with a ranged attack roll; each fruit has Armor Class 18. Once plucked from the air or shot down, a flying fruit becomes inanimate.
A creature that eats a flying fruit has advantage on Strength and Dexterity saving throws for the next 8 hours. The flying fruit tastes like a deliciously sweet fruit of its apparent variety. If a flying fruit is taken out of the pyramid, it loses its magic and rots 1 minute later.
Water of Athis
The stream flows with the water of Athis (see the "x" section).
P33: Dome of Flight
This chamber's ceiling is 60 feet high and radiates sunlight. The door atop the ledge leads to x, while an archway concealed behind the waterfall leads to x.
See diagram 5.2 for a cross-section of this room.
Altars
These identical magic altars were used to lift the pharaoh's heavy sarcophagus to the next level of the tomb. Each bears three hieroglyphs. If translated (see the "x" section; treat the hieroglyphs as a single passage), the hieroglyphs read "float," "reverse," and "negate."
If a creature touches both of the hand-shaped impressions, the impressions begin to glow as the altars activate. From then on, any creature in the room can use a bonus action to say one of the following words to cause its corresponding effect:
- "Float. " Gravity in this room becomes half as strong as normal. Creatures' jump distances are doubled in this room, and creatures and objects that fall descend at a rate of 60 feet per round and take no damage from the fall. Water still flows down the waterfall and through the stream, but at a slower rate than before. This effect can exist simultaneously with the "reverse" effect.
- "Reverse. " The entire room is affected by a Reverse Gravity spell. The waterfall flows upward, exposing the hidden archway to x and forming an upside-down pond in the ceiling. This effect can exist simultaneously with the "float" effect.
- "Negate. " If the "float" or "reverse" effects are active, they end immediately. The impressions on the altars stop glowing, and the altars deactivate.
Grenade Palms
The trees are grenade palms, bearing explosive fruits that look like pineapples. The palms evolved this way so they could scatter their seeds far and wide. A character who examines the trees and succeeds on a DC 17 Intelligence (Nature) check recognizes this rare plant.
When a creature comes within 5 feet of a grenade palm, the vibrations of the creature's movements loosen one of the explosive fruits overhead. The fruit lands near the base of the tree and bursts in a blast of woody shrapnel. Each creature within 20 feet of the fruit must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save or half as much damage on a successful one.
As an action, character can safely pick a fruit from the tree by gently twisting it off the branches with a successful DC 15 Dexterity (Sleight of Hand) check. The character can hurl the fruit up to 60 feet as an action, causing it to burst on impact.
The fruit can be stowed for later use, but doing so is dangerous. If a creature carrying a fruit is hit by an attack or is otherwise jostled, the fruit explodes.
Tapping Noise
A character who stands on the ledge or domed ceiling and succeeds on a DC 15 Wisdom (Perception) check hears a faint tapping noise coming from the dome's east side. This sound is a gnome named Prit (see x), rapping on the other side of the wall with a spoon. This section of the wall has Armor Class 17, 25 hit points, and immunity to poison and psychic damage. Destroying the wall creates an opening to area P54.
Water of Athis
The water in this room is the water of Athis (see the "x" section).
P34: Gazelle-Headed Statue
This statue depicts a god of knowledge unique to the people of Bakar. A character who inspects the statue and succeeds on a DC 15 Intelligence (Religion) check knows this god prizes secrets.
Treasure
If a character tells the statue a secret, a Potion of Resistance (necrotic) glitters into existence at the statue's feet. This happens only once.
P35: Tortoise-Headed Statue
This statue depicts a god of art unique to the people of Bakar. A character who inspects the statue and succeeds on a DC 15 Intelligence (Religion) check knows this god enjoys music.
Treasure
If a character sings a song or plays a tune before the statue, a Potion of Resistance (necrotic) glitters into existence at the statue's feet. This happens only once.
P36: West Chamber
Four leather sacks sit on the floor of this 20-foot-long hallway. Each of the sacks contains 100 gp.
P37: East Chamber
The slain bodies of two wights, defeated by Uma and her companions (see x), lie sprawled on the floor of this long chamber. A character who inspects the wights notices marks left by swords and arrows on the corpses.
P38: West Hall
Two wraiths haunt this hallway like sentries. A character looking to traverse the hall undetected must succeed on a DC 12 Dexterity (Stealth) check.
P39: East Hall
This quiet hall is empty. Streaks of decades-old dried blood mar the walls and floor.
P40: West Kitchen
This room is a long-abandoned kitchen, its counters and cutlery coated in a thick layer of dust. In the center of the room, a heavy wooden block has a cleaver stuck into it. The cleaver, which is made of fine silver, functions as a silvered handaxe.
P41: West Pantry
This pantry is barren. As offerings to the pyramid declined, the priests of Amun Sa ran out of food.
P42: East Kitchen
A dwarf skeleton with a cleaver lodged in its chest lies on a wooden table in this dusty, long-abandoned kitchen. All the kitchen's spoons are missing. They were taken by Prit the gnome (see x).
P43: East Pantry
This pantry is barren. As offerings to the pyramid declined, the priests of Amun Sa ran out of food.
Ceiling Passageway
Characters who look closely at the cracks in the ceiling see a rough-hewn tunnel rising from one of the larger cracks. The tunnel winds its way to x. It was dug with a spoon by Prit, the gnome in x.
P44: March of the True Faith
Hieroglyphs cover the ceiling and floor of this corridor. Chiseled by a scribe to please the pyramid's former high priest, Nafik, the hieroglyphs also tell the story of Nafik's evil designs.
If translated (see the "x" section), the hieroglyphs on the ceiling read as follows:
If translated, the hieroglyphs on the floor read:
P45: North Priesthood Cells
The cells contain only dirt and broken cots.
P46: West Closet
Two unfinished sarcophagi face each other from opposite ends of this long chamber. Two mummies lurk inside the sarcophagi, lurching forth to attack any creatures that enter the room.
P47: West Cell of the High Priest
A human knight named Uma is fighting seven ghasts in this octagonal room. Two slain ghasts lie at her feet. If the characters don't immediately join her in battle, Uma shouts for their aid when she notices them.
If the characters help Uma fight off the ghasts, she regards them as comrades. Thankful for their efforts, Uma offers to join the characters if they help her exit the tomb.
What Uma Knows
In addition to the history of Bakar (detailed in this adventure's x), Uma can impart the following information:
- Amun Sa's Ghost. Twelve days ago, Uma traveled to the desert with a group of adventurers on a quest for a magic amulet. To their surprise, Uma and her companions were approached by the spirit of Amun Sa. They heeded his plea and entered this pyramid, looking to retrieve his staff and star-gem.
- Encounter with a Mummy. Five days ago, Uma and her companions cornered a mummy garbed in tattered high priest's robes near a waterfall not far from here (see x). A fierce battle ensued, and Uma's comrades were slain. Uma struck a killing blow on the undead priestâor so she thought. As the mummy crumbled to dust, he claimed his life was "too precious a thing to carry with him," cackling as he disappeared. Uma can show the characters the way to the waterfall.
- Uma's Fallen Comrades. Uma laid her companions to rest in a hallway of black curtains (x). Since then, she has been surviving on rations, but her supplies are running low. She doesn't know how to get to the tomb's next level.
[image: Uma, a valiant warrior who headed Amun Sa's call, fends off a horde of ghasts]
P48: Priest Catacombs
The sarcophagi are actually doors to the inside of the stone block, which is hollow. Five wights lurk within. They rush out to attack the characters as soon as any of the lids are opened.
Treasure
An unlocked chest inside the stone block contains 800 gp.
P49: East Closet
Two sarcophagi face each other from either end of this room. Their carved faces have ominous expressions. An inanimate skeleton falls out of the northern sarcophagus when it's opened.
Secret Door
Inside the southern sarcophagus is a secret door that leads to a dead end.
P50: East Cell of the High Priest
Three wraiths float within this room. When the characters enter, the wraiths are hissing at a holy-looking mace on the floor. The wraiths attack the characters on sight.
Treasure
The mace is a Mace of Disruption that belonged to an honorable warrior who braved Amun Sa's tomb years ago and perished. The weapon's name ("Bar-ethel") is inscribed in its hilt.
P51: South Priesthood Cells
This area's description is identical to that of x. However, three corpses have been laid behind the curtain in the northeastern-most cell. A moth-eaten blanket reverently covers each body, and a single, unlit candle rests before them.
The bodies are former adventurers and friends of Uma (see x), who dragged her comrades' bodies here to give them a proper burial and hide them from the Undead on this floor.
P52: Prayer Temple of the Priesthood
The compass rose is accurate and can help reorient characters who lost track of the cardinal directions in the maze on the second floor.
Gemstone Trap
If the gemstone is removed from the statue's forehead, the statue makes a horrendous noise like a foghorn until the gem is put back or the statue is destroyed. The statue has Armor Class 17, 50 hit points, and immunity to poison and psychic damage. The noise attracts nearby creatures. Roll on the Random Upper Priesthood Encounters table (detailed earlier in this section) to determine what creatures arrive to investigate the noise.
Trapdoor
A hidden, 10-foot-wide trapdoor sits between the compass rose and the statue. A character who examines the floor and succeeds on a DC 15 Wisdom (Perception) check spots the trapdoor. A creature that steps onto the trapdoor falls 40 feet into the haystack in x, taking no damage from the fall.
Treasure
The "gemstone" in the statue's forehead is made of glass and worth only 1 gp. Characters who have proficiency with jeweler's tools recognize this, as does anyone who holds it and succeeds on a DC 13 Intelligence (Investigation) check.
P53: Observation Domes
Dark, dusty corridors lead to these domes, whose doors open onto the ledges over various rooms in the Maze of Mists. Priests used them to pass idle hours watching the deaths of grave robbers below.
See diagram 5.3 for a cross-section of a typical observation dome and its view over the area below.
P53a
This dome opens over room P19.
P53b
This dome opens over room P20.
P53c
This dome opens over room P21.
P53d
This dome opens over room P26.
P53e
This dome opens over room P27.
P53f
This dome opens over room P28.
Gauntlet
This floor of the pyramidâthe Gauntletâserved as a last line of defense between intruders and the pharaoh's tomb. It also served as the quarters of the pyramid's former high priest, Nafik.
The following locations are keyed to map 5.4.
P54: Prit's Tunnel
If the party discovers this tunnel by traveling from the Heart's Lair (x), read or paraphrase:
If the party discovers this tunnel by breaking down the wall in the Dome of Flight (x), read:
This squirrelly gnome commoner is named Prit. He snuck into the tomb five years ago to admire its architecture and has been happily tunneling through these ruins ever since. Prit is obsessed with spoons and doesn't know much about anything else. He does know that down the rough-hewn corridor behind him there's "a weird little treasure" (see x). Prit doesn't elaborate further, electing to show the characters the spoons he has collected instead.
Treasure
Prit carries a collection of one hundred and twelve spoons in his backpack. Many are mundane, but others are historical curios. If sold to the right buyer, the collection could fetch up to 350 gp, but Prit doesn't part with it willingly.
P55: Entry Corridor
An unsettling chill pervades this branching corridor. The two doors to the south are identical. They are both made of thick wood and bear gold hieroglyphs.
Hieroglyphs
If translated (see the "x" section), the hieroglyphs read as follows:
P56: Gauntlet of the True Way
Nafik, the heartless former high priest of Amun Sa, stands at the top of the stairs. As soon as Nafik is done monologuingâor if his speech is interruptedâhe attacks.
If the characters try to explain to Nafik that Amun Sa sent them, he responds that the pharaoh is dead. Nafik considers himself the rightful inheritor of the tomb, its contents, and the kingdom of Bakar.
[image: Nafik, the undead former high priest of Amun Sa, spews a dastardly monologue in the Gauntlet of the True Way]
Bronze Arm
When combat begins, the bronze arm atop the stairs animates to defend Nafik. On initiative count 20 of each round (losing initiative ties), Nafik can command the arm to grab or push a creature of his choice that he can see within 10 feet of the arm. The target must make a DC 15 Strength saving throw. On a failed save, the target has the grappled condition (escape DC 15) or is pushed into the rapids below (Nafik's choice). The arm has Armor Class 19, 30 hit points, and immunity to poison and psychic damage.
Destroying Nafik
Nafik's heart resides in x. To vanquish the high priest for good, the characters must first destroy his heart. If Nafik is reduced to 0 hit points while his heart remains intact, he cackles and crumbles to ash, knowing he will rise again. If his heart was previously destroyed, Nafik's lifeless body slumps to the floor, his face twisted into a permanent scowl.
Gauntlet
Each landing in this chamber has an effect that triggers when a creature other than Nafik steps foot on it. Each effect triggers only once.
From north to south, the landings' effects are as follows:
- North Landing. Two ochre jellies ooze from small holes in the east and west alcoves of this landing. They are loyal to Nafik and fight to the death.
- Center Landing. A 30-foot-tall, 50-foot-wide wall of flame erupts from the floor in the middle of this landing, dividing the northern and southern halves of the room. The wall is opaque and lasts for 1 minute or until dispelled by a Dispel Magic spell (DC 15). A creature that passes through the wall must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save or half as much damage on a successful one.
- South Landing. A number of shadows equal to the number of characters appear from the southernmost alcoves. Each shadow is a wispy duplicate of a character intent on killing its original.
If the characters entered from the south, or if they don't try to ascend the stairs, Nafik can instead trigger one of these effects at the start of his turn (no action required). He can trigger each effect only once.
Rapids
Two 10-foot-deep aqueducts surge with water 10 feet below the landings. This water is the water of Athis (see the "x" section).
A creature that falls into an aqueduct is swept to the northern end of the room and slams against the ledge face, taking 7 (2d6) bludgeoning damage. A creature can climb from the water level onto the north landing without needing to make any checks.
Water flows into the room from x, entering through a forked, 10-foot-wide channel beneath the frothy rapids. It flows out through sturdy grates in the northern ledge face, eventually emerging from the lion's head spout in x.
P57: Pillar of Athis
If the characters visit this room before destroying Nafik and his heart (see x and x), the chamber is covered with thick grime. A deep voice emanates from the water column and utters the following message in Common:
Once Nafik and his heart have been destroyed, the grime in this room disappears to reveal a question mark engraved in the floor before the column.
Column of Water
This water column flows with the water of Athis (see the "x" section). A creature that steps into the column is abruptly swept through a duct into the rapids in x.
Trial of Truth
If a creature asks a question in this room after Nafik and his heart have been destroyed, a deep voice speaks from the column and asks three questions. The questions are as follows:
- "What is your name?"
- "What is your quest?"
- "On whose hallowed ground do you stand?" (The answer is "Amun Sa's.")
If a creature answers any of the questions inaccurately or lies, lightning leaps from the column of water toward that creature. The target must make a DC 15 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save or half as much damage on a successful one. If a question is answered truthfully, the voice proceeds to the next question until all three are answered.
After all three questions have been answered truthfully, read or paraphrase the following text:
If a character places a hand into the impression, the water column flows backward for the next 10 minutes. Creatures that enter the column are gently ushered up to x.
P58: Reading Room
This untitled book details how one can become a mummy lord through a complex ritual that involves numerous unspeakable acts and vile ingredients. Some of its pages are burnt and illegible, while others have been torn out.
Nafik tried to transform himself into a mummy lord using this book's ritual, but he lacked the requisite time and ingredients. His botched ritual transformed him into an unholy creature and his most loyal priests into Undead.
P59: Stagnant Pool
A pool of stagnant water rests in this octagonal room. Three hostile water weirds lurk in the pool.
Treasure
A waterproof bag containing 110 pp lies at the bottom of the pool, obscured by the water's grimy surface. Once Nafik and his heart have been destroyed, the grime in this room disappears.
P60: Sitting Room
This octagonal room holds a bench, a chair, and a rug. The room otherwise contains nothing of value.
P61: Dining Room
Cobwebs cover this grand dining room for Amun Sa's priests. Characters who peruse the room's cabinets notice all the spoons are missing. They were taken by Prit the gnome (see x).
Treasure
The ornate plates and silverware in this room are worth a total of 110 gp.
P62: Storage Room
Two earth elementals created by Nafik dug this tunnel under his instructions. They eventually hollowed out a cavern to safeguard the high priest's heart (see x).
P63: Burial Chamber
Six open sarcophagi rest in this octagonal room. This room was supposed to be the burial place of Nafik and the other priests of Amun Sa, but Nafik transformed them all into Undead with his foul ritual. The sarcophagi are empty.
P64: Heart's Lair
Nafik keeps his heart in a glass bell jar in the cavern's northeast cave. It's guarded by two earth elementals. The elementals stand in stony silence unless intruders approach the northeastern alcove, at which point they attack.
Nafik's Heart
The heart's glass jar is sealed to the floor in the northeast cave and can be smashed easily. The heart inside looks like an ordinary human heart, beating steadily. Nafik's heart has Armor Class 5 and 5 hit points. If the heart is destroyed, Nafik's Rejuvenation trait ceases to function.
Tomb of Amun Sa
The following locations are keyed to map 5.5.
P65: The Pharaoh's True Way
The characters can enter this room only after completing the Trial of Truth (see x). When they arrive, read or paraphrase the following text:
After 10 minutes, the water returns to its normal downward flow. The water enters the shaft from a hole just below the floor of the corridor.
Water of Athis
The water in this room is the water of Athis (see the "x" section).
P66: Treasury of the Pharaohs
The containers in the boat are canopic jars.
Magic Mural
This magic mural is a portal. A character who inspects the mural and succeeds on a DC 14 Intelligence (Arcana) check can tell that the mural is magical, and a Detect Magic spell reveals an aura of conjuration magic around it.
Passing through the mural teleports a creature to x, thousands of feet above the pyramid. A character who touches the painting finds that their hand passes right through it, and they feel cold air on the other side. A character who sticks their head through it finds themself looking out over the desert landscape, as if through a window in the sky.
P67: Floating Boat
When the characters first look through the mural in x, read or paraphrase the following text:
This portal and floating boat are located 10,000 feet in the air, directly above the pyramid. The floating boat is 30 feet from the portal. The boat is fixed to its position; no amount of force can move it.
The gemstone in the boat's bow is the star-gem of Mo-Pelar, one of the two treasures the characters require to fulfill Amun Sa's quest. It can be removed from its niche on the floating boat with a gentle twist. Characters might retrieve the gem by one of the following means:
- Flying or teleporting to the boat
- Grabbing the gem with a spell such as Mage Hand
- Lassoing the boat with a rope and shimmying across with a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check
Falling
A creature that falls from the boat or the portal plummets 10,000 feet to the ground; it takes 70 (20d6) bludgeoning damage and has the prone condition at the base of the pyramid.
Treasure
The star-gem of Mo-Pelar lodged into the floating boat is a Gem of Seeing. The ten ornate vases in the boat each contain 200 pp (for a total of 2,000 pp). Each vase weighs 15 pounds.
P68: The Pharaoh's Tomb
This is the true tomb of Amun Sa. Inside the ornate sarcophagus lies the pharaoh's mummified body, dressed in time-worn ceremonial clothing.
Hieroglyphs
If translated (see the "x" section), the hieroglyphs read as follows:
Treasure
The staff lying atop the sarcophagus is the Staff of Ruling, one of the two treasures needed to fulfill the pharaoh's quest.
One-Way Teleport
After retrieving both of the pharaoh's implements, the characters are teleported to x. If the characters are on good terms with the Tears of Athis, Iaseda commends them on their successful quest. The Tears of Athis then rush from the pyramid to see if the curse has been lifted.
[image: Held aloft by magic, a reed boat floats high above the clouds, carrying the treasures of the pharaoh Amun Sa]
Conclusion
If the characters leave the tomb with both the Staff of Ruling and the star-gem of Mo-Pelar, read or paraphrase the following text:
The characters have also earned the gratitude of Iaseda and the Tears of Athis. As a reward for completing Amun Sa's quest, the characters may keep any magic items or treasure they recovered from the pyramid, though the Tears of Athis ask the characters to leave any items of cultural, historical, or religious significance inside the pyramid.
In the months that follow, the Tears of Athis spread word of party's deeds and work to build a thriving society in the region so the descendants of Bakar may return and flourish alongside the river's restorative waters again.