that is the source of the water. Once the water level rises
ro the ceiling, the fiow is slowed a nd the characters can
swim upward for 30 feet to reach the water's surface.
They find themselves in a larger cavern from which they
can resume their journey.
DEVELOPMENT
lf Glabbagool is with the party, the intelligent gelatinous
cube noats upward as the water rises and squeezes
through a crack in the ceiling to escape the flooded
temple and remain with the characters.
LOST TOMB OF KHAEM
In ages past. at the height of FaerOn's great empires
of magic, the half-elf sorcerer Brysis of Khaem was
interred in a noating tomb. After the fa II of the empire of
~etheril and its fiying cities, Brysis's tomb p lummeted
mto a crevasse and wound up in the Underdark, where
it has remained for centuries. The rise of the demon
lords has awakened Brysis from the eternal s leep of
death as a wraith, served by specters who were once
her loyal retainers. Brysis yearns to accumulate enough
life force to leave the confines of her tomb. to which her
spirit is bound.
The adventurers might discover the tomb by accident
or with the aid of Fargas Rumblefoot, the halfling from
the Silken Paths encounter. Either way, when they're
nearby, read the following to the players:
A soft feminine voice sounds out in your mind sudde nly,
faint and distant.
wHello? Is someone there ...? Oh please, I need your
help! I have been t rapped in the dark for so long ... so
very long. Please. won't you help to free me?"
The characters receive an impression of the direction
w the entrance of the tomb, but the mysterious voice
doesn't respond to any queries. As they follow the voice,
a narrow s ide passage takes them to a dirty marble wall
with a deep-set door made of bronze-encased stone,
green with age (see the "Lost Tomb of Khaem: General
Features" sidebar).
l. ENTRANCE RooM
-\stone diorama stands to the right of the entrance.
..;epicting the sorcerer Brysis Khaem as a Netherese
rtoble in her prime, surrounded by attendants. slaves,
and other trappings of wealth and power. A vista of
~amastic floating cities covers the wall to the left of
~e entrance.
STAIRCASE AND LANDING
~"ross from the entrance. empty stone torch sconces
~ank a dusty staircase descending 20 feet to a landing.
-et into the back wall of the landing is a Netherese
alendar stone. Beyond this landing, the staircase
resumes its descent, stopping at three more landings
f bare stone and descending a total of 100 feet before
arriving at area 2.
lOST TOMB OF KHAEM: GENERAL FEATURES
As characters explore the lost Tomb of Khaem, keep in
mind the following features.
Ceilings. Room ce1lings are 15 feet high. The hallways
connecting them are 10 feet h1gh.
Doors. Each door in the tomb is a 10-foot-by-10-foot
slab of solid marble encased in a thin layer of beaten
bronze. The bronze has turned green with age. The door
pivots on a central axis, creating narrow openings on
either side while open. The door is also heavy and tight-
fitting, requiring a DC 15 Strength (Athletics) check to
open or close.
Light. Except as otherwise noted, the interior of the
tomb is dark.
Chaotic Magic. The tomb was crafted during an age of
high magic, and it has become suffused withfaerzress. The
ancient and chaotic energy now permeating the structure
causes any spell cast within the tomb to trigger a roll on
the Wild Magic Surge table in chapter 3, "Classes," of the
Player's Handbook.
- SHRINE
The stairs lead down to this shrine, where shreds of
dusty tapestries lie scattered acros::; the floor. Friezes on
the walls are defaced with deep gouges. making them
unrecognizable. An altar of pale gray marble stands
gouged and cracked against one wall.
A successful DC 13 Intelligence (Investigation) check
reveals that the damage to this room is relatively recent,
and that the creatures that caused it left no tracks of any
kind in the layer of dust on the fioor.
3. SERVANTS' SARCOPHAGI
Four stone sarcophagi mark the resting places
of Brysis's most faithful servants. The lid of each
sarcophagus bears the sculpted image of a robed
human figure in repose. Brysis's four servants have
arisen at her command as s pecters. If anyone touches
or otherwise disturbs a sarcophagus, all four specters
emerge from their sarcophagi, howling in fury, and
attack. The specters can pursue their prey beyond the
confines of the tomb, if necessary.
Opening a sarcophagus lid requires a successful DC
17 Strength check and reveals treasure within (see
"Treasure").
A character inspecting the northeast sarcophagus
and succeeding on a DC 15 Wisdom (Perception) check
notices that the sarcophagus is built on hidden stone
rollers. Tt can be moved aside with a successful DC 10
Strength check to reveal a 4-foot-square hole in the
floor. and in the ceiling of a similarly sized chamber
directly below this one (area 5). Tf the characters
move the sarcophagus but leave the chamber without
exploring the tomb below. they hear the same telepathic
voice that called out to them initially. saying. ''Please!
Don't leave! I'm here, below!~
TREASURE
Each sarcophagus contains mummified remains. the
tattered remnants of ancient burial garments, and
treasure ofNetherese origin.
CHAPTER 2 l l!-!TO DARKNESS
37