TEXT: By Jerry LeNeave
  An Adventure for 2nd Level Characters
   Tomb of 
     TibereSh 
  
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  designated as Open Game Content are not included in this declaration.) 
  Open Game Content: The Open content in this book includes the monster statistics. No other portion of this work may be 
  reproduced in any form without permission. 
  ISBN: 978-1-936781-53-9
  ©2015 Open Design. All rights reserved.
  www.koboldpress.com
  Design: Jerry LeNeave
  Cover Artist: Fred Fields
  Editor: Steve Winter
  Interior Artists: Jason Rainville, Addison Rankin, Hugo Solis, 
  Bryan Syme, Cory Trego-Erdner
  Cartography: Tommi Salama
  Art Direction and Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  CREDITS
  Tomb of Tiberesh
  By Jerry LeNeave
  A Southlands adventure for 2nd-Level Characters
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  Tomb of Tiberesh is an adventure set in the Southlands 
  Campaign Setting. It’s designed for five or six 2nd-level 
  characters and uses the 5th Edition rules. 
  hisTory
  Just outside Per-Bastet, in the kingdom of Nuria 
  Natal, lie the newly discovered remains of a city once 
  believed to exist only in myth. Until now, the city of 
  Anu-Asir lay submerged under accumulations of sand, 
  floodwater, and tall tales. It is home to a population 
  shrouded in mystery and rumors of magical 
  decimation brought upon them by a false prophet. 
  Although it lies in largely unexplored ruins, Anu-Asir 
  is now a hub of activity for those wishing to uncover 
  its secrets and profit from them. Droves of the curious, 
  hopeful, entrepreneurial, and eccentric, as well as 
  those with less pure intentions, congregate around the 
  unearthed city.
  Just outside Anu-Asir, north of the city walls and 
  across the River Nuria, lies another recently surfaced 
  relic: the Pyramid of Tiberesh. A narrow limestone 
  causeway leads from the city gates to the pyramid’s 
  mortuary temple across the river. Scholars claim 
  this pyramid is the burial place of the prophet and 
  self-proclaimed god-king Tiberesh. Little is known 
  about Tiberesh, but most ancient legends attribute the 
  disaster that plunged the city beneath the sand and the 
  plagues that swept over its people to his hubris.
  synopsis
  A traveling archaeological team, Golden Falcon 
  Antiquities (GFA), has set up a bustling encampment 
  just outside the eastern perimeter of Per-Bastet’s walls 
  and south of the river. These scholars issued a call for 
  assistance in surveying residential areas, mapping 
  tombs, and recovering relics and valuables from 
  within them. Golden Falcon Antiquities pays well 
  for this assistance, and anyone pursuing these jobs is 
  thoroughly interviewed in an effort to weed out lurking 
  thieves and looters. While documenting the history of 
  the local people is important to GFA, its top priority 
  remains uncovering what lies inside the Pyramid of 
  Tiberesh. GFA is seeking a very particular group of 
  explorers with the right combination of talents who 
  will agree to a rigorous contract relating to anything 
  they find inside the pyramid.
  While many adventurers seek fame and fortune in 
  Anu-Asir, GFA will only retain one group of explorers 
  at a time for security reasons. An escort will see them 
  to the pyramid and set up camp outside for three days 
  awaiting their return and then bring the group back 
  to the main GFA encampment for contract fulfillment 
  and distribution of anything brought out of the tomb. 
  Provided they survive, adventurers meet back 
  with GFA at the end of the adventure for one final 
  interaction, and a plot twist of your choice from the 
  sidebar at the end of Part 3.
  CiTy of Anu-Asir
  Lost to the sands of time for hundreds of years, the 
  city of Anu-Asir recently emerged from the dunes, 
  and archaeologists, explorers, adventurers, scribes, 
  and scoundrels from all around the Southlands now 
  flock to it. While some portions of Anu-Asir remain 
  buried or completely eroded, recent developments 
  in archaeology along with an unexplained shift in 
  the strength and direction of the wind has begun to 
  unearth the city. The powerful magic holding Tiberesh 
  at bay beneath his pyramid is beginning to wane and 
  he is stirring within his tomb, causing the shift.
  The city itself is about 2 square miles, filled with 
  tightly packed gypsum and clay homes of simple 
  design. It lies slightly below the river level, so flooding 
  was (and still is) a possibility for the city. Recent digs 
  show evidence of the entire city being submerged 
  at one point. Two open areas in the city, one to the 
  northeast and the other to the southwest, served as a 
  bazaar and trading location, but now are staked off so 
  they can be explored for archaeological finds. Larger 
  houses that speckle the city were once occupied by  
  royalty or those who were close to Tiberesh who were 
  granted small portions of the city to oversee while 
  he was away gathering slaves to further expedite the 
  building of his tomb.
  For the GM
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  Tiberesh, fAlse propheT And 
  self-proClAimed God-KinG
  Tiberesh was a human sorcerer who came to Nuria 
  Natal with an unknown past and found kingship 
  through fear and blasphemous magic. He wore a 
  finned headdress with a stalk in the center, resembling 
  an angler fish. In hieroglyphics he is depicted as a 
  fish-headed god wielding a dagger in one hand and a 
  hook-shaped rod studded with gems in the other. His 
  foul magic angered the protective spirits of the River 
  Nuria. The spirits cursed the city, filling it with plague 
  and floods.
  Knowing he was not truly a god, Tiberesh also 
  understood the river was more powerful than 
  him. To overcome this deficiency, he set into 
  motion plans to ascend to true godhood. This 
  required he take his own life and put his body 
  into stasis as he journeyed through the afterlife so 
  he could emerge centuries later as a deity greater 
  than Aten, Horus, and Bastet combined. Many 
  lives were sacrificed in a blood ritual for 
  live mummification, and Tiberesh began his 
  journey on the path to divinity.
  That was centuries ago. Now Tiberesh is 
  stirring again and his influence is beginning 
  to spread across the land. The curse on the 
  land was lifted long ago, as the river spirits 
  dealt with greater concerns, easing the way for 
  Tiberesh’s rebirth.
  Golden fAlCon AnTiquiTies
  Disguised as a varied group of scholars, entrepreneurs, 
  artificers, and lore masters traveling the land in search 
  of lore and enlightenment, Golden Falcon Antiquities 
  is actually a front for a cult devoted 
  to the resurrection of 
  Tiberesh. Sensing that his 
  presence has returned to the 
  world, cultists of Tiberesh are 
  gathering in the corners of Nuria 
  Natal. Those who make up Golden 
  Falcon Antiquities are on the front lines 
  of their efforts. 
  Some members of GFA are sincere to their 
  profession, but that sincerity comes second to 
  uncovering knowledge regarding Tiberesh’s re-
  ascension to power. Golden Falcon Antiquities 
  is putting on a legitimate archaeological dig 
  to detract from their true intent, which is 
  finding prime candidates for sacrifice to bring their 
  long-awaited god back to power. The digging and 
  the contract for exploring the tomb fall into line with 
  those plans, as doing all the legwork themselves could 
  look suspicious.
  Local authorities are not interfering with or regulating 
  GFA’s activities because of the superstitious belief that a 
  curse still lies upon the city of Anu-Asir. Because of this, 
  the city itself and the GFA encampment are lawless areas 
  where GFA can pretty much do as it pleases, although 
  they would have the characters believe they are working 
  under strict guidelines imposed by kingdom officials.
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  The adventure opens as the characters find themselves 
  standing in a crowd of people bustling outside the 
  city walls of Anu-Asir in front of the Golden Falcon 
  Antiquities encampment. Each of them is there for 
  their own reasons, though they soon find themselves 
  brought together with a common goal: to explore the 
  tomb of Tiberesh. Read both paragraphs under the 
  “History” heading from the “For the GM” portion 
  of this adventure to the players or paraphrase the 
  information in your own words. Let players discuss 
  the situation briefly, then read the following aloud.
  The combination of the desert sun beating down on 
  you and the roiling crowd surrounding the Golden 
  Falcon Antiquities encampment is exhausting. A 
  stocky, dark-haired man standing atop a makeshift 
  wooden pedestal speaks to the crowd. “Those of 
  you who have come to aid in residential excavation, 
  please step this way. If you’re here to inquire about 
  exploring the tomb, please move to the back of the line 
  forming over there,” and he motions toward a line of 
  rough-looking adventurers snaking 50 feet outward 
  from a large tent.
  Allow the players to introduce themselves and 
  to elaborate on why they’re in the crowd. It’s likely 
  they’re more interested in searching a tomb for ancient 
  artifacts than in digging through deserted homes for 
  mundane items and shallow graves. If that’s not the 
  case, use elements from their backgrounds and other 
  enticements to gently push them toward the tent. If 
  characters insist on lining up for the mundane jobs, the 
  GFA hiring agent looks them over, says “we need folk 
  like you on the exploration team, not swinging a pick 
  or sifting gravel,” and sends them to speak with Hazi.
  npCs
  Hazi Sucineri is the head of Golden Falcon 
  Antiquities. He is a middle-aged, bald human with 
  sun-kissed skin, emerald eyes, handsome features, 
  and a tall frame. His kind smile welcomes all who 
  speak to him about the dig, and he is outwardly very 
  excited about uncovering the secrets of Tiberesh’s 
  Tomb. He is constantly accompanied by three 
  bodyguards: 1 gnoll pack lord and 2 gnolls. Each of 
  the two gnolls leads a barely-contrlled giant scorpion 
  on a leash.
  Lugo Sintini is the stout human directing the crowd. 
  He is Hazi’s assistant, and he oversees the hiring of 
  all other workers aside from the party chosen to 
  explore the tomb.
  Galena Ealamassi is a traveling gypsy who has set up 
  a makeshift shop inside the camp with permission 
  from Hazi. She offers common supplies, rations, and 
  basic weapons and armor at standard prices. She has 
  no official connection with GFA.
  neGoTiATinG explorinG  
  The Tomb
  The characters are the top candidates for the new 
  exploration team. Before they’ll be hired, however, 
  each character must sign a contract with GFA. The 
  contract states the party must provide a map of all 
  passageways of the pyramid interior; a rouch sketch 
  will do. Everything brought out of the pyramid must 
  be inspected by GFA personnel. Relics with religious 
  or magical significance automatically become the 
  property of Golden Falcon Antiquities. The explorers 
  can keep 50 percent of all non-relic treasures (coins, 
  gems, grave goods, nonmagical weapons and 
  implements) they find, or they will be paid an equal 
  value for items that have historical value. These terms 
  are not negotiable, and Hazi assures characters that 
  they are standard, even generous, for this type of 
  work—as indeed they are. Any attempt at enchantment 
  is likely to be noticed by Hazi’s bodyguards or Lugo, 
  and being charmed isn’t likely to change Hazi’s position 
  anyway, since he’s offering an attractive deal.
  Part 1 
  Brave Souls  
   Wanted
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  AdvenTure hooKs
  Beyond the usual enticements—money, experience, 
  adventure, knowledge—here are some other reasons 
  why PCs might be interested in working with GFA to 
  explore the Tomb of Tiberesh.
  Church Investigation. A high-ranking clergy member 
  has caught word of Anu-Asir being found and wants 
  someone from the church to look into this place’s 
  history to uncover the truth and thwart any evil 
  behind Tiberesh’s legacy.
  Scholarly Pilgrimage. The fabled city of Anu-Asir may 
  hold the key to several other legends about the area. 
  Perhaps clues from here can help fill out the annals 
  of history.
  A Grifter’s Dream. Unscrupulous persons who 
  duplicate historical documents, sell archaeological 
  information to competitors, and trade in forged 
  antiquities are always drawn to operations like GFA’s. 
  Characters with the right skills aren’t above such 
  temptations.
  If players hesitate about signing up, prompt them with 
  some of these hooks or with any others that might 
  appeal to their characters. Adapt any hooks that meet 
  the needs of your PCs’ motivations.
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  The Pyramid of Tiberesh is a sizable monument and 
  the crowning architectural achievement of the city of 
  Anu-Asir. It stands 50 feet tall and 100 feet wide with a 
  10-foot-high wall surrounding its base which extends 
  from the mortuary temple. The mortuary temple 
  stands aong the southern face of the pyramid and 
  extends approximately 20 feet outside the surrounding 
  wall. A 15-foot-wide causeway extends from the 
  pyramid, across the River Nuria, and into the city of 
  Anu-Asir.
  The pyramid is constructed of limestone blocks 
  like other pyramids of its age. The mortuary temple’s 
  entrance is traced in alabaster and inscribed 
  with decadent hieroglyphics inlaid with copper, 
  aquamarine, and turquoise. Looters scraped away most 
  of these adornments to remove the precious metals 
  and gems. There is a gap in the perimeter wall on the 
  east side of the pyramid where grave robbers chiseled 
  through it in an effort to gain access to the Queen’s 
  chamber. Except where descriptions state otherwise, 
  the interior of the pyramid is finished with featureless 
  limestone blocks, has 10-foot ceilings, and contains no 
  light sources.
  1. CAUSEWAY
  The limestone causeway is 15 feet wide and extends 
  several hundred feet across the Nuria Natal River. 
  Deep ruts are worn into the limestone from the travel 
  of carriages. Both sides of the causeway are lined with 
  low walls adorned with alabaster hieroglyphs of a fish-
  headed god.
  Characters who make successful DC 10 Intelligence 
  (History or Religion) checks recall the significance of 
  the fish-headed god Tiberesh, whose depictions relate 
  back to the strength of the River Nuria and how it 
  carries life in and out of the Kingdom. Tiberesh often 
  compared his wisdom and power to the river.
  2. MORTUARY TEMPLE 
  The causeway ends at a wide archway that opens into 
  a symmetrical courtyard of granite paving stones and 
  columns carved with depictions of the setting sun across 
  the kingdom. Four shallow alcoves flank a narrow 
  opening leading to the entrance hall, two on either side. 
  Each alcove contains a depiction of naked humanoids 
  sacrificing themselves in various bloody ways. 
  Characters who make a successful DC 10 Intelligence 
  (History) check recall that Tiberesh was known for 
  ritual sacrifices, but such sacrifices were a common 
  aspect of magical practice during Tiberesh’s time. With 
  a successful DC 15 Wisdom (Perception) check, a PC 
  notices some of the shapes in the carvings are actually 
  small emeralds covered by plaster (2 emeralds per 
  alcove, 10 gp each)
  2A. ENTRANCE HALL
  This triangular room has a 10-foot-high, curved ceiling 
  and is 20 feet wide at its northern end, which is set 
  with massive golden doors with brass pull rings. Each 
  door has a carving of the fish-headed god facing the 
  opposite door. The depiction on the left door wields a 
  dagger, while the one on the right shows him wielding 
  a curved rod. 
  The doors are unlocked but are very heavy; a 
  successful DC 15 Strength (Athletics) check is needed 
  to open them. 
  2B. BROKEN PERIMETER WALL
  A 5-foot gap has been broken through the wall arround 
  the pyramid here, probably by looters. The sharp edges 
  of broken stone show little sign of erosion.
  Part 2 
  Exploring  
   the Tomb
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  If PCs inspect this area further, read this aloud.
  A trail of faint footprints and drag marks in the sand 
  parallels the wall northward for about 40 feet before 
  taking a sharp turn to the left, where you can see from 
  scuff marks on the stone that someone scaled the face 
  of the pyramid to a point about 10 feet above ground 
  level. There a hole has been chiseled into the limestone 
  of the pyramid. 
  2C. QUEEN’S TUNNEL
  A small tunnel cut through the side of the pyramid 
  leads straight to the Queen’s Chamber (area 13) and 
  serves to bait grave robbers to their doom. 
  Approximately 10 feet feet up the wall of the pyramid is 
  an opening that looks hastily cut through the limestone.
  This cramped tunnel is only a few feet wide and tall; 
  Medium characters must crawl on their hands and 
  knees, and Small characters must crouch to traverse 
  it. The walls, floor, and ceiling are roughly cut. The 
  passage climbs upward at a 35-degree angle
  3. ANTECHAMBER
  Five smooth, granite columns stand across this 
  55-foot-wide chamber; the bodies of three gnolls lie 
  slumped on the floor in a dark stain of dried blood. 
  Their tools—hammers, chisels, prybars, and rope—are 
  scattered around them. The otherwise pristine granite 
  walls are splattered with dried blood. There are two 
  brass doors at opposite ends of the north wall. 
  Inspection of the bodies shows they are fresh corpses, 
  crisscrossed with lacerations. Any examination of 
  the bodies reveals that the wounds were inflicted by 
  claws, but a successful DC 15 Wisdom (Medicine) 
  check reveals that some wounds are clean cuts from 
  a slashing weapon. An obvious trail of blood leads 
  toward the eastern door and area 4B.
  Treasure. The gnolls wear leather armor and each 
  carries a scimitar and short bow. The armor would 
  need extensive repair and modification to be usable by 
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  anyone who’s not a gnoll. Each suit can be sold for 2 
  gp or repaired for 6 gp. The corpses also have a total of 
  17 gp, 15 sp, 13 arrows, and a small bronze idol of a cat 
  with aquamarines set into its eyes (worth 50 gp). 
  4A. WEST HALL
  This hallway is 5 feet wide. Three evenly-spaced 
  granite archways line the west wall. A sickly smell 
  wafts in the air.
  All three archways lead to the preparation chamber 
  (area 5).
  At the end of this hallway is a deadfall trap triggered 
  by a pressure plate (T) in the floor where the hallway 
  enters area 9. The trigger has Stealth +2; make a Stealth 
  check, with advantage, for the trap and compare its 
  result to the passive Perception scores of characters 
  who approach within 5 feet of the trigger. Anything 
  weighing more than 75 lb. touching the plate triggers 
  the trap, a massive (10 x 10 x 5 feet) granite block that 
  drops from the ceiling to hit the floor just north of the 
  pressure plate. Any creature in the squares marked 
  “T” must make a DC 13 Dexterity saving throw. If 
  the saving throw succeeds, move the character into 
  a random adjacent space in area 9 or back into the 
  hallway. If the saving throw fails by 4 or less, the 
  creature takes 2d6 bludgeoning damage and its leg 
  is pinned under the block. It can be freed with a 
  successful DC 13 Strength check, but each time the 
  check fails, the trapped character takes another 1d6 
  bludgeoning damage. If the original saving throw fails 
  by 5 or more, the creature is instantly crushed to death.
  This trap’s purpose is to split up groups of intruders 
  who enter the nkosi’s den and to thin their numbers. 
  Tiberesh’s slaves knew to take bodies prepared for 
  rituals or mummification directly to his tomb through 
  the trap door in the floor of area 6 instead of traversing 
  the main hall.
  4B. EAST HALL
  This hall is long and featureless, aside from the 
  decorated limestone archway on its right side. The 
  archway depicts dog-headed guards facing one another, 
  each holding a spear at its right side so that it extends 
  across the hallway and touches the opposite guard on 
  the left shoulder.
  There are no traps or magic in this hallway.
  5. PREPARATION CHAMBER
  Three large granite slabs, each with a thin, 6-foot-
  high pillar nearby, dominate this large room. Calcite 
  canopic jars and varied iron instruments litter the 
  floor. The stench of entrails and blood seems to have 
  been sealed in with the sands of time, as the smell here 
  is pungent. Old blood stains are apparent on the floor 
  and the pillars. 
  The south wall of this room contains a painted golden 
  door inlaid with a mosaic of lapis lazuli scarabs and a 
  jade serpent (worth a total of 100 gp). A heavy brass 
  lock is set into the door; it can be opened with thief’s 
  tools and a successful DC 15 Dexterity check.
  Just under the lip of the northmost table is a hidden 
  lever with the face of Anubis at its end. It can be found 
  with a detailed search of the table or with a successful 
  DC 15 Wisdom (Perception) check scanning the room. 
  The lever is a manual release for the deadfall trap at 
  the end of hallway 4A; it drops the stone, but it does 
  nothing to lift it.
  6. ENVENOMING CHAMBER
  A large, circular basin sits in the center of the room. 
  Two protrusions from the east wall are corroded and 
  stained a vibrant green color. The floor here is not 
  smooth like the rest of the pyramid but is riddled with 
  pockmarks and tiny craters. A tattered and decaying 
  zebra rug lies on the floor in the northwest corner, with 
  a large urn resting atop it.
  A character who makes a successful DC 10 
  Intelligence (History) check understands that this 
  room was used for drawing venom from snakes and 
  acids from other creatures. The extractions were used 
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  8. STORAGE ROOM
  This chamber has a lower ceiling than others you’ve 
  seen. It’s piled to the top with canopic jars and with 
  wooden crates of every size and shape.
  Four grave robbers—a gnoll pack lord and 3 gnolls—
  are resting in this room. They attack as soon as someone 
  opens the door, but they’ll also come out to investigate 
  if they hear loud noises or conversation in area 7, if 
  someone sets off the trap in area 10, or once the obelisk 
  puzzle in area 11 is solved.
  Characters who search the crates quickly realize 
  that most of them are empty; sometime in the past, 
  they were carefully pried open, emptied of valuables, 
  then reclosed and restacked so they would look 
  undisturbed. Only a handful were overlooked by 
  the looters. If characters spend 10 minutes shifting 
  and checking crates and jars, they find 2d6 small, 
  decorative bronze boxes, each containing three vials. 
  Each vial has only a 1-in-6 chance to not be broken. 
  The perfumes the vials contained evaporated long ago, 
  but an unbroken vial is worth 1 gp and each bronze 
  box is worth 5 gp. 
  Gnoll Pack Lord: AC 15; HP 49; Spd 30ft; Melee bite 
  (+5, 1d4+3 piercing), glaive (+5, 1d10+3 slashing); 
  Ranged longbow (+4, 150ft/600ft, 1d8+2 piercing); 
  SA multiattack (glaive x2 or longbow x2, plus incite 
  rampage), incite rampage (recharge 5–6; one creature 
  within 30ft, line of sight, and with rampage trait can 
  use reaction to make an immediate melee attack); Str 
  +3, Dex +2, Con +1, Int –1, Wis +0, Cha –1; Senses 
  darkvision 60ft; Traits rampage (if gnoll’s melee attack 
  reduces an enemy to 0 hp on gnoll’s turn, can use a 
  bonus action to move half speed and bite); AL CE;  
  CR 1/2; XP 100.
  Gnoll (3): AC 15; HP 22; Spd 30ft; Melee bite (+4, 
  1d4+2 piercing), spear (+4, 1d8+2 piercing); Ranged 
  spear (+4, 20ft/60ft, 1d6+2 piercing), longbow (+3, 
  150ft/600ft, 1d8+1 piercing); Str +2, Dex +1, Con +0, 
  Int –2, Wis +0, Cha –2; Senses darkvision 60ft; Traits 
  rampage (if gnoll’s melee attack reduces an enemy to 0 
  hp on gnoll’s turn, can use a bonus action to move half 
  speed and bite); AL CE; CR 1/2; XP 100.
  as poisons, as medicine, as magical and alchemical 
  ingredients, and in religious rites. The urn and the 
  tattered rug cover a stout wooden trapdoor; opening 
  the trapdoor reveals a ladder leading down to the 
  southern end of area 17. The floor shows signs of foot 
  traffic toward the rug, but the rug itself, though tattered 
  from age, doesn’t show correspondings signs of wear. 
  This fact is noticed by anyone who scans the room and 
  makes a successful DC 15 Wisdom (Perception) check.
  7. MENAGERIE OF THE FORGOTTEN 
  This long, plain room contains a few randomly-placed 
  urns and a small bronze chest that’s pushed against the 
  wall in front of the entrance. 
  As characters begin examining the room, read the 
  following aloud.
  As you traverse the room, a subtle feeling moves over 
  you. Glancing up, you notice four stone sarcophagi 
  mounted on the ceiling, each containing a mummified 
  corpse held in place with iron spikes.
  This room served as a hall of honors for Tiberesh. 
  Some of his finest conquests and sacrifices are 
  entombed here: those who challenged him, mighty 
  warriors and local legends. When Tiberesh defeated 
  one of these foes, he would entomb them here as an 
  example to those who might oppose his boundless 
  desire for conquest and power.
  The urns are empty. The bronze chest is inlaid with 
  red velvet and embossed with the face of a feline. Each 
  of the four sarcophagi contains a limestone placard 
  with a name chiseled into it: Xerx, Phi, Tosanath, and 
  Baelxi. Any further details about these individuals and 
  their deeds are lost to the ages.
  Each sarcophagus contains a swarm of beetles 
  (swarm of insects). If a sarcophagus is disturbed, the 
  scarabs swarm out and attack. Another swarm joins 
  the fight each round until all four are involved. The 
  sarcaphagi contain nothing else but the corpses, which 
  were entombed with nothing of value.
  Beetle Swarm (4): AC 12; HP 22 (5d8); Spd 20ft, climb 
  20ft, burrow 5ft; Melee bite (+3, 4d4 piercing or 2d4 
  piercing if swarm has one-half or fewer of its original 
  hit points); Resist bludgeoning, piercing, slashing; 
  Immune charm, fright, paralysis, petrification, prone, 
  restraint, stun; Str –4, Dex +1, Con +0, Int –5, Wis –2, 
  Cha –5; Senses blindsight 10ft; Traits swarm; AL un; 
  CR 1/2; XP 100.
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  9. GRAND HALL
  Seven magical torches light the room, each a different 
  color. A shallow reflecting pool abuts the wall, and the 
  colored torchlight reflecting off ripples on the water cast 
  a kaleidoscope of color onto the walls. Larger-than-life 
  carvings stretch across the northern wall of the chamber, 
  spanning the entire width of the pyramid. Three large, 
  bronze lion statues flank each side of the pool. The 
  relief carvings on the north wall depict falcon-headed 
  men slaying a lion with spears. Above the pool, painted 
  servants pour water into its basin, with a rainbow 
  painted on the horizon behind them. On the south wall, 
  multi-colored scarabs are depicted on a 10-foot stone 
  tablet. To the east and west are diagonal walls. The east 
  wall holds a metallic door with a rusted iron lock, and a 
  sarcophagus stands near the west wall.
  The lion statues are actually 6 nkosi in hunter’s form 
  (N) under an illusionary and stasis effect making them 
  appear to be statues. The deception can be noticed with 
  a successful DC 15 Intelligence (Arcana) check. They 
  attack if they’re moved, damaged, or climbed onto; if the 
  sarcaphogus is opened; if characters splash water onto 
  the first two scarabs on the tablet or damage the tablet; 
  or if the lock on the eastern door is tampered with.
  Nkosi (6): AC 15; HP 11; Spd 30ft; Melee bite (+5, 
  1d6+3 piercing), scimitar (+5, 1d6+3 slashing; nkosi 
  form only); Ranged hunga munga (+5, 20ft/60ft, 
  1d6+3 piercing; nkosi form only); Str +3, Dex +3, Con 
  +1, Int +0, Wis +0, Cha –1; Skills Survival +2; Senses 
  darkvision 60ft; Traits keen smell, shapechanger 
  (can use its action to transform from nkosi form into 
  Medium Zwana lion or vice versa; clothes and gear 
  don’t transform; lion’s spd is 50ft, other attributes 
  unchanged); AL LN; CR 1/2; XP 100.
  The sarcaphogus contains the dessicated corpse of 
  an nkosi, wrapped like a mummy. Concealed in the 
  wrappings are 1d6 small gems worth 15 gp apiece. The 
  box holds nothing else of interest.
  The stone tablet conceals a doorway into the obelisk 
  chamber. Seven scarabs are carved into its surface, each 
  about two handspans across and each a different color. 
  At the center is a violet scarab. The others are arranged 
  in vertical arcs, three on either side of the central 
  scarab, as indicated roughly below.
  Yellow 
   
  Green
  Blue 
  Violet 
  Purple (Indigo)
  Red 
   
  Orange
  These scarabs must be moistened with water from the 
  pool in the order of the colors of the rainbow (red, 
  orange, yellow, green, blue, indigo, violet). If that’s 
  done, the tablet unlocks and slides aside, revealing 
  the obelisk chamber and the alabaster staircase to the 
  funerary complex below.
  Close inspection of the reflecting pool and mural area 
  reveals that the floor is wet; water from what should 
  be a completely still pool was splashed over the edge. 
  A search of the room reveals a trail of water droplets 
  between the pool and the scarab tablet. Provide this hint 
  if players are having trouble with the scarab puzzle.
  The door into area 10 is plated in gold, and the iron 
  lock is rusted. It can be opened with thief’s tools and a 
  successful DC 15 Dexterity check or with a successful 
  DC 15 Strength (Athletics) check.
  10. FALSE HORDE, KEY TO THE OBELISK
  This chamber is filled with real riches, but it is meant 
  to serve as a trap for careless grave robbers and 
  tomb defilers who find their way into the pyramid. It 
  does, however, contain one critical piece to reaching 
  Tiberesh’s funerary complex. The iron lock on this door 
  is rusted from moisture in area 9. It can be opened with 
  thief’s tools and a successful DC 15 Dexterity check or 
  with a successful DC 15 Strength (Athletics) check.
  This triangular chamber is brightly lit by a single 
  magical torch in a sconce hanging from the ceiling. 
  Scattered haphazardly over the floor are gold coins, 
  goblets, items of jewelry, and other grave goods. In the 
  far corner of the room is a short pedestal, on top of 
  which rests a fist-sized, lapis lazuli carving of a scarab. 
  The carving emits a faint, purple glow.
  The items scattered around the room are obviously 
  valuable, although it’s not an enormous treasure. Mixed 
  in with the valuables are many less valuable items such 
  as cooking pots and utensils, stools and small tables, 
  cothing, shoes, and some things that undoubtedly 
  had cultural importance at the time Tiberesh was 
  entombed but whose use is no longer apparent. These 
  include five sandstone disks about 8 inches in diameter 
  and 1 inch thick. All but one are blank; it has a raised 
  carving of a leaping fish. All five disks are inside the 
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  area marked out with a dashed line on the map.
  The general disarray of the chamber is meant 
  to create an impression that grave robbers have 
  already rifled through it, scattering valuable trinkets 
  everywhere in their hasty search for large gold objects 
  and gems. In fact, grave robbers have never entered 
  this chamber. The room’s arrangement is very precise, 
  because the entire floor is a crazy-quilt of pressure 
  plates; each valuable item rests atop a stone plate 
  carefully calibrated to the item’s weight. If any valuable 
  item is picked up or moved aside, the suffocating sand 
  trap is triggered. Nonvaluable items, including the 
  sandstone disks, aren’t trapped this way.
  A character who carefully examines a piece of 
  treasure before picking it up, or who examines the floor 
  in general, notices a pressure plate with a successful 
  DC 13 Intelligence (Investigation) check. A character 
  who reaches for an item without inspecting it notices 
  the trap in time with a successful DC 18 Wisdom 
  (Perception) check. If the trap is spotted, it can be 
  disarmed with thief’s tools and a successful DC 15 
  Dexterity check, but a result of 10 or less sets off the 
  trap. Each 5-foot by 5-foot area must be disarmed 
  individually. Each 5 x 5 square yields 2d6 x 10 gp worth 
  of small gems, jewelry, and valuable trinkets. 
  The lapis lazuli scarab on the pedestal is just magical 
  enough to cast dim light in a 5-foot radius. It has no 
  other power. It’s exquisitely beautiful, however, and is 
  worth 240 gp. The pedestal is trapped the same way as all 
  the other valuable items. This trigger can’t be disarmed 
  but it can be defeated if a precise counterweight is added 
  to the pedestal as the scarab is removed. Executing 
  that maneuver flawlessly (without triggering the trap) 
  requires a successful DC 15 Dexterity (Sleight-of-Hand) 
  check. Failure triggers the trap.
  If the trap is triggered anywhere, the chamber 
  shudders with a heavy cracking sound and dozens 
  of fist-sized stone plugs rain down from the ceiling, 
  immediately followed by cascades of sand pouring 
  through the opened holes. The entire room instantly 
  becomes difficult terrain and a stone slab begins 
  descending noisily across the doorway. At that point, 
  have characters roll initiative to set the turn order. 
  Everyone in the room takes 1d10 bludgeoning damage 
  from falling stones, or half damage if their initiative 
  result is 13 or higher (the initiative roll doubles as a 
  Dexterity saving throw). A character who rolls a natural 
  1 for initiative is knocked unconscious for 2 minutes. 
  It takes one full round for the stone slab to fully 
  descend and seal the doorway. Anyone who can reach 
  the doorway (remember the entire chamber is difficult 
  terrain) can use an action to catch the falling stone 
  before it seals the opening. No normal objects (swords, 
  shields, prybars, bricks, etc.) will support the stone; 
  they just bend or snap under its weight. Only heroics 
  can keep this door open! Have the character make a 
  Strength (Athetics) check and find the result below.
  15 or 
  higher:
  The character takes 1d6 bludgeoning 
  damage but the slab is held open at 
  shoulder height until the start of the 
  character’s next turn, when he or she must 
  repeat the check. Other characters can 
  move under the stone normally.
  10 to 14: The character takes 2d6 bludgeoning 
  damage but the slab is held open at knee 
  height until the start of the character’s 
  next turn, when he or she must repeat the 
  check with disadvantage. Other characters 
  can move under the stone by crawling. 
  9 or 
  lower:
  The character can’t support the stone’s 
  weight. He or she takes 3d6 bludgeoning 
  damage and the stone crunches to the floor, 
  sealing the doorway. The character may be 
  inside or outside the chamber, depending 
  on where he or she was standing.
  Additional characters can join the effort to support 
  the stone by taking the Help action, but only one 
  character per round makes the Strength (Athletics) 
  check. Once it’s down, the slab can’t be lifted again; 
  it must be destroyed. The stone has AC 17 and 22 hit 
  points, and it has resistance to all forms of damage 
  except acid, bludgeoning, force, lightning, and thunder. 
  If the slab takes cold damage, it becomes vulnerable to 
  bludgeoning, force, and thunder damage for one round.
  More importantly, the slab has a circular depression 
  at its center, about 8 inches across and 1 inch deep, 
  with an etched depiction of a leaping fish inside it. 
  If the sandstone disk with the fish carved onto it is 
  placed in this depression with the fish facing into the 
  door (not out toward the room), the raised fish on 
  the disk depresses the etched fish in the door like a 
  key. A grinding sound is heard from above the ceiling 
  and sand stops pouring into the room. The stone slab 
  doesn’t rise, however; characters must devise their own 
  method to reopen the doorway.
  The chamber fills completely with sand in 4 rounds. 
  Anyone still inside at the end of the 4th round after the 
  trap was sprung is paralyzed and begins suffocating, 
  unless the sand is stopped before then.
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  11. CHAMBER OF THE OBELISK
  At the center of this large, magically lit, square chamber 
  is a 15-foot tall alabaster obelisk sitting atop a low 
  circular pedestal. In each corner stands a 10-foot 
  statue of a man. Each statue is posed differently but all 
  point toward the obelisk. In the northeast corner, the 
  statue portrays a naked man grasping a jug that he’s 
  pouring toward the obelisk. In the northwest corner, 
  an armored, falcon-headed humanoid is poised with a 
  spear ready to be hurled toward the obelisk. The statue 
  in the southwest corner is a gaunt man with deathly, 
  decaying features whose hands are pulling apart his 
  sternum to reveal his heart. The statue in the southeast 
  is of a robed man holding an open jar in one hand, and 
  its lid in the other. His exposed arms are covered with 
  deep, bleeding punctures. 
  The ceiling in this chamber is 20 feet high, to 
  accommodate the towering obelisk.
  Each statue represents something precious to Tiberesh. 
  The man exposing his heart represents the Scarab of 
  Rebirth that the pharaoh sought in life; it was rumored 
  that the person who allowed the scarab to burrow into 
  his flesh could defy death. The robed man is a snakebite-
  riddled servant; these acolytes milked snake venom for 
  use in rituals and assassinations. The wounds can be 
  identified as snakebites with a successful DC 12 Wisdom 
  (Medicine) check. The spear-wielding, falcon-headed 
  man represents Tiberesh’s defeated enemies, and the 
  naked man with the water jug depicts those followers 
  who revered Tiberesh as the fish-headed god king.
  The obelisk and the floor around it are spattered with 
  blood. The blood didn’t come from this chamber, but 
  trickled down from the spiked pit trap in area 13, The 
  Queen’s Tomb, which is directly above this chamber. 
  Joints between the stonework of the ceiling are also 
  darkly bloodstained. 
  Characters with passive Perception 14 or higher 
  notice something red faintly reflecting their light from 
  atop the obelisk.
  The alabaster obelisk is covered with heiroglyphics 
  traced in gold and turquoise. All of them recall tales 
  of Tiberesh and his many conquests; a character who 
  makes a successful DC 15 Intelligence (History) check 
  can get the general sense of the symbols, though their 
  precise meaning is lost to time. 
  Approximately 4 feet above the base of the obelisk on 
  all four sides are circular depressions about 8 inches 
  in diameter. PCs must place the appropriate sandstone 
  disks from areas 10 and 12 into these depressions to 
  gain entry into the funerary complex. The correct 
  combinations are:
  Enemy Spearman –> Lion
  Revealed Heart –> Scarab
  Snakebitten Servant –> Snake
  Naked Waterbearer –> Fish
  Nothing happens until each socket contains a disk. At 
  that point, any disk in the wrong socket unleashes its 
  curse on the creature who misplaced it.
  Scarab’s Feast. Tiny scarabs pour forth from 
  underneath the sandstone disk and burrow beneath 
  the fingernails and flesh of the character, who 
  takes 1d10 piercing damage, or half damage with 
  a successful DC 14 Constitution saving throw. 
  In either case, the frail carapaces of the scarabs 
  are crushed beneath the victim’s skin, leaving 
  permanent reddish-black trails on their hands and 
  forearms until remove curse or comparable magic is 
  cast on the character.
  Serpent’s Envenom. The character collapses to the 
  floor as he or she suffers a spasm that leaves them 
  paralyzed and suffocating. The character takes 2d6 
  poison damage and is poisoned for 1d4 hours; a 
  successful DC 14 Constitution saving throw halves 
  the damage and negates the poisoned condition. The 
  spasm and paralysis pass within seconds, so there is 
  no other damage.
  Fish’s Submersion. The character begins drowning as 
  his or her lungs fill with water. The character takes 
  1d8 necrotic damage, gains 1 level of exhaustion, and 
  is incapacitated for 1 minute as they cough up water; 
  a successful DC 14 Constitution saving throw halves 
  the damage and prevents the exhaustion.
  Lion’s Pride. The spirit of a pride lord courses through 
  the character, who takes 1d8 psychic damage and 
  becomes boastful and adversarial toward the other 
  characters for the next hour. The affected character 
  is not considered an ally and won’t help, or accept 
  help from, other party members for the duration of 
  the effect. A successful DC 14 Wisdom saving throw 
  halves the damage and prevents the other effects. 
  When all four sandstone disks are placed in the proper 
  spots, the obelisk sinks into the floor with a grinding 
  sound, revealing a sacrificial dagger (see appendix) at 
  its apex and opening the way to area 12, which allows 
  access to the stairs down to the funerary complex.
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  With a resounding click, the sound of stone grinding 
  on stone fills the room as tiny pebbles and sprinkles of 
  sand crumble from the walls and ceiling. The obelisk 
  spirals slowly into the floor, eventually coming to rest 
  with only its top two feet still rising above floor level. 
  The hilt of a dagger with a ruby pommel protrudes 
  above a slot at the apex of the obelisk. On the south 
  wall, two stone slabs slide aside, revealing an alabaster 
  staircase that leads downward.
  The dagger lifts easily from its slot in the obelisk. The 
  stairs are in area 12, and they lead down to Part 3, The 
  Funerary Complex.
  12. FUNERARY FOYER 
  This wide, rectangular space was used for funerary 
  preparations. Several calcite shelves line the walls to 
  the east, and many more lie crushed in a pile of rubble 
  along the west well. Sandstone pots, urns, plates, various 
  receptacles, as well as miscellaneous clay trinkets and 
  offerings litter the floor. One narrow and very steep 
  staircase leads upward to the north from the room, and 
  a wide staircase leads downward to the south.
  A five-minute search of the chamber turns up the 
  following items.
  • Two sandstone disks, one with a scarab carving 
  on it and another with a snake carving.
  • Many unused urns, pots, and plates.
  • A bundle of parchment tied with hemp twine. It 
  contains two corked vials of red liquid (potions 
  of healing)
  A search of the rubble accompanied by a successful DC 
  12 Intelligence (Investigation) check finds the following.
  • A sandstone disk with a carving of a lion on it.
  • A small urn with an intact lid. Inside are the 
  remains of a cat. If these remains are disturbed, 
  a spectral cat appears and follows the offending 
  character for the duration of the adventure. 
  The cat’s name was Phon Xie, and it was the 
  lifelong companion to one of the warriors who 
  was sacrificed and entombed in the Menagerie 
  of the Forgotten. If the cat’s bones are placed in 
  the bronze chest there, the warrior’s soul finally 
  attains rests and he bestows a boon upon the 
  entire party, granting them the benefits of the 
  bless spell for the next 48 hours.
  The north staircase leads steeply upward toward a 
  limestone archway that opens into 13, The Queen’s 
  Tomb. The south stairs lead down to Part 3, The 
  Funerary Complex.
  This 15-foot-wide staircase is built entirely from carved 
  alabaster. The banisters are carved to depict wavelike 
  patterns. A fish with oversized eyes and jagged teeth 
  made from gold and turquoise appears between the 
  waves at irregular intervals along the handrail. The 
  stairwell cascades downward into darkness. 
  13. THE QUEEN’S TOMB
  At the center of this 25-foot-square chamber lies an 
  ornate coffin depicting a dark-haired beauty lying with 
  her arms crossed. Each hand grasps a golden scepter. 
  Falcon’s wings spread outward from her back. The lid 
  of this golden sarcophagus appears untouched for ages.
  The areas flanking the sides of the sarcophagus are 
  hidden trapdoors over 20-foot-deep pits lined with 
  poisoned spikes. The area is recognized as suspicious 
  with a successful DC 15 Wisdom (Perception) check; 
  a followup DC 15 Intelligence (Investigation) check is 
  needed to identify the specific danger. The trap resets 
  automatically one hour after being triggered. The 
  bottom of the pit is littered with bones plus the relatively 
  fresh corpses of two gnolls. A character who falls into a 
  pit takes 2d6 bludgeoning damage from the fall plus 2d4 
  piercing damage from spikes plus 1d6 poison damage.
  With a successful DC 13 Intelligence (History) check, 
  a character recalls no mention of Tiberesh ever taking 
  a bride, which should raise suspicion about the room. 
  The sarcophagus requires a successful DC 15 Strength 
  (Athletics) check to force open. The only thing inside is 
  a grinning funerary mask made of bronze, worth 25gp 
  to a sage or collector.
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  By descending beneath the sand along the alabaster 
  staircase, characters bring themselves face to face with 
  Tiberesh himself. 
  14. HALLOWED HALLS
  The wide staircase opens into a long chamber that 
  wraps around the pyramid, curving toward the north. 
  Over centuries, the surrounding sands have sifted 
  through the stonework to form drifts across the 
  passages. The passageway is wide, but the sand chokes 
  it down to 3 feet or less at many points. The walls are 
  covered in hieroglyphics and artistic depictions that tell 
  a clear story. As character begin moving north toward 
  area 15, read the following.
  As you travel through the sand-clogged corridors, the 
  wall hieroglyphics tell a story. You see the gods and a 
  blazing sun creating the world: mountains and rivers 
  burst and spill out from the earth. The focus shifts to 
  a single river, the Nuria. Human shapes gather the 
  life-giving water while a dark shape beneath the water 
  becomes larger and larger as you progress. The shape 
  is a great fish with some sort of pseudopod or other 
  protrusion extending from the center of its forehead. 
  The pseudopod sheds light that dispels the underwater 
  darkness. The fish’s soulless black eyes and layered rows 
  of sharklike teeth begin to dominate the depictions, 
  which become progressively darker as the creature 
  grows in size. Finally, from void, light is seen again 
  and it takes the shape of a fish-headed humanoid. The 
  final panels show Tiberesh’s birth, the extinguishing of 
  the sun, and other gods lying dead. The depictions and 
  the corridor end at a large collapse that blocks further 
  passage to the north, but a set of massive golden doors 
  are set into the western wall.
  15. THE ONYX GATE
  The doors are formed from a massive, onyx disk 
  flecked with turquoise that was split down the center 
  and hinged on the right and left. The shape of the head 
  of an angler fish is carved into the stone; its nostrils 
  serve as pull rings. Beside the doors is a small shelf 
  holding four turquoise stones. Each stone bears a rune 
  depicting a different animal.
  The runes are boons for those about to step into 
  Tiberesh’s tomb. In the god-king’s arrogant mind, they 
  are insults, indicating his belief that invaders have no 
  hope of defeating him even with his help! Each rune 
  can grant a small boon to the party for one hour, and 
  each can be used only once. 
  The door is not locked, cursed, or harmful in any 
  way, though it looks foreboding enough. An obvious 
  depression in the angler fish’s right eye is the size 
  and shape of one of the turquoise stones. Placing 
  one of the runestones in this depression triggers one 
  of the following benefits. The effect is invisible and 
  unnoticeable to characters until it comes into play, 
  but a PC who makes a successful DC 14 Intelligence 
  (Arcana) check is aware that something happened.
  Lion. “A white light traces the outline of the Lion before 
  fading quickly as a faint gust of cool wind blows over 
  you.”  Everyone gains a +1 bonus on saving throws 
  for the next hour.
  Scarab. “The carapace of the beetle glows as if red hot. 
  After a moment the glow fades and the carapace 
  appears to be made of iron.”  Everyone gains a +1 
  bonus to AC for the next hour.
  Snake. “The carving of the snake animates on the surface 
  of the rune, its body quickly changing shape before 
  settling in an agressive pose.”  Everyone gains +1 
  damage on their attacks and spells for the next hour.
  Cat. “The air around you falls deathly silent as the 
  rune crumbles into fine, black dust. A voice whispers 
  something indiscernible in the distance, and you feel 
  Part 3 
  The Funerary    
   Complex
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  a weight lift from your shoulders.”  The entire party 
  has been graced by luck. Every character gains 
  inspiration. If a character was already inspired, they 
  get no additional bonus. 
  16A. SARCOPHAGUS ALCOVE
  Beyond the onyx gate is an oddly-shaped room 
  containing a long alcove. Several sarcophagi are propped 
  against the walls in that alcove, alongside their lids. The 
  hallway continues to the west along the south side of 
  that alcove, eventually turning northward.
  This hall was used to store the mummies and 
  guardians intended to join Tiberesh in his tomb; he 
  wanted his most loyal subjects to be buried alongside 
  him. Unfortunately for him, few completed the process. 
  This room contains eight empty sarcophagi. Clever 
  players might use these sarcophagi to stop the rolling 
  statue in the next hall. 
  The doorway leading to area 16B is closed off by a 
  portcullis, which is operated by a simple lever on the 
  adjacent wall.
  16B. HALL OF BONE
  The passageway here forms a T intersection. The 
  floor is covered in stony debris. About 15 feet to the 
  east, the passage is blocked by an immense statue of 
  a gypsosphinx. To the west, the featureless hallway 
  stretches into darkness.
  Any character examining the thick layer of debris on 
  the floor notices that most of it is actually fragments of 
  bones. All of the bones are smashed into pieces; none 
  are intact.
  The statue nearly fills the passage, but characters 
  can see past it well enough to determine that the 
  passageway dead-ends behind the statue. The figure 
  obviously weighs several tons and appears immovable. 
  The gypsosphinx’s paws are curled around a large 
  cylinder at the base of the statue; the cylinder is one 
  of two rollers on which the statue moves. To the west 
  is a pressure plate in the floor (marked T on the map). 
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  Because of the thick litter on the floor, the pressure 
  plate can’t be noticed with Perception. It can be found 
  only by someone who is actively sweeping aside the 
  debris on the floor in a search for traps or irregularities 
  and who makes a successful DC 10 Intelligence 
  (Investigation) check. The plate is only 5 feet across, so 
  it’s easy to hop over, or it can be disarmed with thief’s 
  tools and a successful  DC 10 Dexterity check. 
  Stepping on the plate triggers the crushing roller 
  trap. Read the following when the trap is triggered. 
  The portcullis slams down, sealing you in the corridor, 
  and you hear the unmistakable sound of stone grinding 
  against stone. Sand, dust, and pebbles rain down from 
  the ceiling as the gypsosphinx statue begins rolling 
  toward you, crushing everything under its great weight.
  The portcullis can be lifted with a successful DC 15 
  Strength (Athletics) check. The brass door at the western 
  end of the hallway is locked. It can be opened with 
  thief’s tools and a successful DC 15 Dexterity check, or 
  with a successful DC 18 Strength (Athletics) check. 
  The statue rolls forward 10 feet per round. The 
  gypsophinx juggernaut can roll into spaces occupied 
  by characters. A character struck this way by the 
  juggernaut takes 2d10 bludgeoning damage, or half 
  damage with a successful DC 13 Dexterity saving throw. 
  Small characters have advantage on the saving throw. If 
  the save succeeds, the character can choose to squeeze 
  past the juggernaut and get behind it. Otherwise, 
  the character is pushed ahead of the juggernaut but 
  remains adjacent to it. A character who’s reduced to 0 
  hit points by the juggernaut falls beneath it and takes an 
  automatic critical hit from the rear roller, resulting in 
  two immediate failed death saving throws. 
  The juggernaut stops and immediately reverses 
  course when it hits the brass door at the western end of 
  the hallway or something equally massive (such as one 
  of the sarcophagi from area 16A, if characters think 
  to drag one into its path before triggering the trap). A 
  character who’s backed against the end of the corridor 
  can stop and reverse the juggernaut with a successful 
  DC 25 Strength (Athletics) check. The character 
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  takes no damage if the check succeeds; otherwise, the 
  juggernaut attacks as normal. The juggernaut also stops 
  when it rolls back into its niche at the eastern end of 
  the hallway, and the entire trap resets.
  17. THE SCARLET FOYER
  The narrow hall opens into a foyer where two grand, 
  alabaster columns depicting Anubis with cupped hands 
  flank a massive set of golden doors identical to those in 
  the entrance hall. Just above the hands on each column 
  is an alabaster placard. The one to the left of the doors 
  reads “I sustain and guide all who live, while caged in a 
  hidden, white prison;” the one on the right reads “I am 
  a twinkling beacon sheathed in stone; we all are drawn 
  to doom.” At the south end of the chamber, stairs 
  ascend to a trap door in the ceiling.
  The stairs to the south ascend to a dead-end, east-
  west corridor. At the head of the stairs, a ladder 
  is affixed to the southern wall; it leads up to the 
  envenoming chamber (area 6). If characters enter from 
  that chamber, adjust the readaloud text accordingly. 
  The golden doors lead into the tomb of Tiberesh, 
  but they’re magically sealed. The only way to open 
  them is to place the appropriate objects into each 
  statue’s hands. The statue on the left requires a heart, 
  fresh or otherwise. The statue on the right requires 
  the sacrificial dagger with the ruby pommel from the 
  obelisk in area 11. When the appropriate items are 
  placed on the statues, read the following.
  With a loud hiss followed by a bloody  “pop,” the 
  heart bursts, splattering fresh blood across the white 
  alabaster. A loud “clack” is heard, coming from beyond 
  the doors, or possibly from inside them. As the golden 
  doors slowly swing open, mist rolls out from the 
  chamber beyond, filling this room with an icy chill.
  18. THE ALABASTER TOMB OF TIBERESH
  The tomb contains the climactic encounter with 
  Tiberesh. Canopic jars filled with various offerings 
  litter his chamber, which he can use against the party. 
  Six skeletal guardians emerge to defend him once 
  combat starts. There is also a profane trinket upon a 
  pedestal at the back of the chamber which aids him in 
  combat, unless the party knocks it from its pedestal or 
  destroys it outright.
  This spacious vault is lit by two large, bronze 
  braziers that still burn magically centuries after 
  their entombment. The walls are lined with alabaster 
  panels that both reflect the flickering light and glow 
  as if the thin, translucent stone were lit from behind. 
  The alabaster is decorated with turquoise and silver 
  inlays forming hieroglyphics from floor to ceiling and 
  encircling the chamber. At the center of the chamber, 
  shallow steps ascend a low platform, atop which rests 
  a rectangular sarcophagus cut from alabaster and 
  glowing with the same eery light as the walls. Dozens 
  of canopic jars stand in clumps around the gleaming 
  white floor. A blackened, shriveled object resting on a 
  pedestal glows with a faint, greenish light.  
   Despite the beauty, the centuries have taken their toll. 
  The northwest and southwest portions of the room are 
  filled with sand that drifted through joints between the 
  alabaster panels. 
  At the opportune moment, the open doorway 
  into the tomb fills with a wall of fire that burns until 
  Tiberesh is destroyed or for one minute (10 rounds), 
  whichever is longer. Ideally, this happens when 
  everyone is inside the chamber. If some characters 
  hang back in the foyer while others begin tampering 
  with the sarcophagus or kicking over canopic jars, then 
  the wall of fire splits the party in half. The damaging 
  side of the wall faces into the vault—it’s meant to trap 
  intruders inside, not keep them out—so characters in 
  the foyer can leap through the flames and join the fight 
  without taking fire damage. Also, the goal isn’t to kill 
  characters with fire damage from the wall but only to 
  trap them in the chamber with Tiberesh, so time the 
  wall’s appearance for a moment when no one is within 
  10 feet of its inner face, if possible. After the wall of fire 
  blazes to life, read the following aloud.
  The doorway behind you fills with a roaring wall of 
  flames; its intense heat is uncomfortable even through 
  your robes and armor. The sudden blast of heat sends 
  air whirling through the chamber and starts cascades 
  of sand down the drifts at the ends of the room. Air 
  and dust swirl around the sarcophagus, and its inner 
  glow grows more intense. With a lurch, the lid slides off 
  and crashes to the floor, and a linen-wrapped, human 
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  shape rises from the green mist roiling across the rim of 
  the open box. Green fluid seeps through the bandages, 
  and the creature wields a curved rod. A voice booms 
  through the chamber, “I am reborn!” It then adds in a 
  whisper as harsh and grainy as the sands themselves, “I 
  will turn this world inside out, on your behalf.”
  Tiberesh is a venomous mummy of Selket (see 
  Part 6 or the Southlands Bestiary) with the following 
  additional abilities.
  Necromantic Preservation. The hand of glory casts 
  false life on Tiberesh on initiative count 10 every 
  round for as long as it remains on the pedestal (H 
  on the map). Like all temporary hit points, these 
  1d4 + 4 temporary hit points don’t stack from round 
  to round; if Tiberesh has any temporary hit points 
  remaining from the previous round when false life is 
  cast again, he either takes the new hit points or keeps 
  the remaining ones, whichever is better, but he can’t 
  add them together.
  Canopic Burst. With the rod of Tiberesh, the mummy 
  can burst open one canopic jar within 20 feet with a 
  reaction or a bonus action. Every creature within 5 feet 
  of the bursting canopic jar takes 1d4 necrotic damage. 
  On their initiative count of the first round of combat, 
  6 skeletons climb out of the sand in the northwest and 
  southwest corners of the chamber and join the fight. 
  Two are armed with bows.
  Tiberesh (Venomous Mummy of Selket): AC 11; 
  HP 58; Spd 20ft; Melee venomous fist (+5, 2d6+3 
  bludgeoning plus 3d6 necrotic; DC 12 Con save or 
  affected by Selket’s venom curse); SA Selket’s venom 
  (creature that touches Tiberesh must make a DC 12 
  Con save or take 1d6 poison damage every 10 minutes; 
  lasts until ended by remove curse or comparable 
  magic), toxic smoke (if Tiberesh takes fire damage, it is 
  surrounded by toxic smoke in a 10ft radius for 1 round; 
  creature that starts its turn inside cloud or enters it 
  for first time on its turn takes 4d6 poison, or half with 
  DC 12 Con save); Str +3, Dex –1, Con +2, Int –2, 
  Wis +0, Cha +2; Saving Throws Wis +2; Immune 
  charm, exhaustion, fright, necrotic, paralysis, poison; 
  Resist nonmagical weapons; Vulnerable fire; Senses 
  darkvision 60ft; AL LE; CR 3; XP 700.
  Skeleton (6): AC 13; HP 13 (2d8+4); Spd 30ft; Melee 
  shortsword (+4, 1d6+2 piercing); Ranged shortbow 
  (+4, 80ft/320ft, 1d6+2 piercing); Immune poison, 
  exhaustion, poisoned; Vulnerable bludgeoning; Str 
  +0, Dex +2, Con +2, Int –2, Wis –1, Cha –3; Senses 
  darkvision 60ft; AL LE; CR 1/4; XP 50.
  A characters who gets within 15 feet of the pedestal 
  recognizes the blackened object as a mummified 
  hand with glowing fingertips. If the hand of glory is 
  destroyed or just removed from the pedestal, it stops 
  fortifying Tiberesh with false life spells. Once this 
  happens, however, the alabaster walls of the tomb begin 
  crumbling apart. Read the following aloud at that point.
  With sharp cracking sounds, the alabaster panels lining 
  the chamber’s walls split apart and crumble to the floor, 
  revealing platter-sized holes in the surrounding stone. 
  Gouts of sand erupt from the holes, and sand begins 
  spreading across the floor like water flooding into a ship.
  The sand depth increases by 6 inches at the end of every 
  round. When it’s 18 inches deep (after 3 rounds), the 
  entire chamber becomes difficult terrain and Tiberesh’s 
  canopic burst ability can’t be used because most of the 
  jars are buried in sand. When it’s 3 feet deep (after 6 
  rounds), a character can move more than 10 feet per turn 
  only by making a successful DC 10 Strength (Athletics) 
  check. The DC increases by 1 every round until it tops out 
  at 15. Tiberesh and the skeletons are unaffected. When 
  it’s 6 feet deep or deeper, (after 12 rounds), every PC 
  is automatically restrained and must make a successful 
  DC 15 Constitution saving throw at the start of his or 
  her turn to keep their head above the sand. A failed save 
  causes them to sink below the sand; a second failed save 
  by a character who’s already buried causes the character 
  to drop to 0 hit points and begin dying.
  The moment Tiberesh drops to 0 hit points, sand stops 
  filling the room and the wall of flame burns out, if it’s 
  been burning for at least one minute already. At the start 
  of his next turn, however, Tiberesh’s scarab of rebirth 
  restores him to one-half his maximum hit points (29) 
  and he surges back into the fight. Destroyed skeletons 
  don’t reactivate, and Tiberesh reactivates only once.
  Treasure. The rod of Tiberesh and the scarab of rebirth 
  are the most obvious treasure items in the vault. 
  Canopic jars are valuable to collectors; 2d6 can be 
  found intact, and they’re worth 35 gp apiece. It takes 
  several hours to find them, however, if the sand piled 
  up 2 feet or deeper. The alabaster sarcophagus and 
  wall panels also have value, but getting them out of the 
  tomb would require a small army of workers led by an 
  architect and an engineer. 
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  When characters return to the GFA encampment with 
  whatever gains they acquired, they are rewarded as 
  promised. If they try to avoid returning to the camp 
  or refuse to turn over the rod, scarab, or hand, GFA 
  sends hunters after them until they’re run to ground 
  and the items are recovered or until Hazi and Lugo are 
  both dead. At the camp, characters would face Hazi, 
  Lugo, 1 gnoll pack lord, 3 gnolls, and 2 giant scorpions. 
  Pursuers can be whatever you want, but the most likely 
  are a mix of gnolls, giant scorpions, scouts, acolytes, 
  thugs, and eventually, Hazi and Lugo. 
  ALTERNATE ENDINGS
  If you like, you can add a twist to the ending to spur the 
  characters into a followup adventure of your own design. 
  Use any of the following or add a twist of your own.
  False Tomb. The mummy the characters defeated wasn’t 
  Tiberesh at all! The real tomb is a much smaller, less 
  noticeable structure several hundred meters from 
  the main pyramid. All but its roof is buried in sand. 
  What’s more, Tiberesh has already been reborn, and 
  he now wanders Nuria Natal as a gaunt old man 
  dressed in crimson robes. GFA want to return his 
  relics to him to help him regain his full strength.
  Agents of the Thieves Guild. GFA was only a front 
  for a guild of thieves from Shibai. They duped 
  the characters into violating the tomb of Tiberesh 
  knowing that his fury would fall on the intruders 
  instead of on themselves. Now the cult of Tiberesh—
  and possibly Tiberesh himself, if he wasn’t destroyed, 
  or his curse if he was—will bend itself to getting 
  revenge against the PCs while the thieves make off 
  with the best loot.
  Schemes of the Lich King. GFA is neither a cult nor 
  an academic group but serves a warlord who hopes 
  to seize power in the region and gain immortality for 
  himself. He needs the relics to further his plans for 
  conquest and eternal undeath. 
  Golden Falcon Iniquities. GFA isn’t nefarious, but 
  it isn’t quite what it pretends to be, either. Instead, 
  it’s a secret society dedicated to retrieving relics 
  and wondrous items that have great potential to 
  cause harm if they fall into the wrong hands, and 
  safeguarding them in a central, strongly-guarded 
  repository. If the characters performed well, they’ll 
  be offered positions as trouble shooters and relic 
  recoverers within the society, opening the doors to 
  boundless mysteries and adventures. 
  Part 4 
  Returning to Golden 
  Falcon Antiquities
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  HAND OF GLORY
  Cursed Trinket, unique
  This disembodied hand of a gnoll, shriveled and 
  decaying, grasps a stone infused with blood necromancy. 
  The grotesque trinket’s only purpose is to aid Tiberesh 
  while secured on its pedestal within his tomb. Other 
  than that, it has no value, but it brings horrific 
  nightmares to anyone who claims it as their possession.
  ROD OF TIBERESH
  Rod, rare (requires attunement)
  This hook-shaped rod is made of solid gold. Its body 
  is set with alabaster and aquamarine, and it has a 
  “tail” at its lower end consisting of several small gold 
  chains tipped with rubies. The rod holds 10 charges. 
  As an action, a charge can be spent to heal (1d10 + 
  the user’s Wisdom modifier) hit points on a living 
  creature. While the rod is attuned to a living creature, it 
  increases its owner’s maximum hit points by 2 hit dice 
  of the appropriate type for their class. If an attuned 
  owner loses ownership of the rod or becomes 
  unattuned even momentarily, 
  they immediately lose 
  the additional hit 
  points gained from 
  the rod. If this 
  causes their 
  hit points to fall to 0, the 
  owner instantly dies, his or 
  her soul is trapped within 
  the rod, and their corpse 
  reanimates in 1d3 days 
  as a mummy.
  SCARAB OF REBIRTH
  Wondrous item, rare (requires attunement)
  This coin-sized figurine of a scarab is crafted from an 
  unidentifiable blue-gray metal, but it appears mundane 
  in all other respects. Once its command word is 
  spoken, it whirs to life and burrows into the flesh of 
  whoever spoke the word. The host immediately takes 
  2d10 piercing damage, or half damage with a successful 
  DC 15 Constitution saving throw. Regardless of the 
  saving throw, the host experiences the following effects 
  while the scarab of rebirth is inside its body.
  • The host’s Constitution is lowered by 1.
  • The host suffers vivid nightmares, preventing them 
  from getting the full benefit of resting; hit points 
  recovered from resting are halved. Hit points 
  recovered from hit dice and other means are 
  unaffected.
  • The host doesn’t need to eat or drink to remain alive.
  • The host can sense undead within 30 feet. They 
  appear surrounded by a faint, green glow.
  • If the host dies, then the scarab reanimates it with 
  one-half its maximum hit points at the start of the 
  host’s next turn. This doesn’t happen if the host is 
  beheaded, disintegrated, crushed, or destroyed by 
  some other means that would instantly kill it again 
  if it regained hit points. After the host returns to 
  life, the scarab extracts itself and becomes dormant 
  for 1d4 weeks before recharging and becoming 
  usable once more.
  The command word can be spoken at any time to 
  call the scarab out from its host, but only by its host. 
  The scarab does no damage when it leaves the host’s 
  body. With the scarab removed, the host regains its lost 
  Constitution point and can rest normally.
  TIBERESH’S SACRIFICIAL DAGGER
  Weapon, uncommon
  This dagger is of exquisite beauty and quality, with silver 
  filigree in an ivory handle topped by a ruby pommel. 
  Besides serving as a +1 dagger, it is necessary for anyone 
  to gain entrance into the alabaster tomb of Tiberesh. 
  Part 5 
  Treasure  
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  NKOSI
  Throwing back his thick mane of beaded locks, this 
  powerful-looking bestial humanoid grins with a mouthful 
  of pointed teeth before turning into a noble lion.
  Medium humanoid (shapechanger, nkosi),  
  lawful neutral 
  Armor Class 15 (studded leather) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 16 (+3) 12 (+1) 
  10 (+0) 
  10 (+0) 
  8 (–1) 
  Skills Survival +2
  Senses darkvision 60 ft., passive Perception 10 
  Languages Southern
  Challenge 1/2 (100 XP) 
  Shapechanger. The nkosi can use its action to 
  polymorph into a Medium Zwana lion or back into 
  its true form. While in lion form, the nkosi can’t 
  speak, and its speed is 50 feet. Other than its speed, its 
  statistics are the same in each form. Any equipment it 
  is wearing or carrying isn’t transformed. It reverts to its 
  true form if it dies.
  Keen Smell. The nkosi has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Hunter’s Maw. If the nkosi moves at least 20 feet 
  straight toward a creature and then hits it with 
  a scimitar attack on the same 
  turn, that target must 
  succeed on a DC 13 Strength 
  saving throw or be knocked 
  prone. If the target is knocked 
  prone, the nkosi can immediately 
  make one bite attack against it as a bonus action.
  ACTions
  Scimitar (Nkosi Form Only). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing 
  damage.
  Hunga Munga (Nkosi Form Only). Ranged Weapon 
  Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 
  + 3) piercing damage.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  The nkosi appear to be bestial humans with cat’s eyes, 
  slender tails, and the fangs and fur of a lion. Most 
  grow their hair long, braiding colorful beads into their 
  locks to mark important events in their lives. Although 
  the nkosi’s true form is that of a feline humanoid with 
  leonine features, the most striking feature of the nkosi 
  is their ability to change their shape, taking the form 
  of a Zwana lion. Although comfortable in the wilds, 
  nkosi can adapt to any environment. In combat, they 
  favor curved blades, wielded in a brutal fighting style 
  in concert with snapping lunges using their sharp 
  teeth. They prefer light armor decorated with bone 
  beads, fetishes, and similar tokens taken from beasts 
  they’ve slain.
  Part 6 
  Bestiary
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  TIBERESH, GOD KING OF ANU-ASIR
  This shambling corpse warrior is draped in stained linen 
  wrappings. Green liquid drip from rents in the fabric. 
  Medium undead, lawful evil 
  Armor Class 11 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 8 (−1) 
  15 (+2) 7 (−2) 
  10 (+0) 
  14 (+2) 
  Saving Throws Wis +2 
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages the languages it knew in life
  Challenge 3 (700 XP) 
  Selket’s Venom. Tiberesh’s body and wrappings are 
  magically imbued with substances that are highly 
  toxic. Any creature that comes in physical contact 
  with Tiberesh (e.g., touching the mummy bare-
  handed, grappling, using a bite attack) must 
  succeed on a DC 12 Constitution saving throw 
  or be poisoned with Selket’s venom. The 
  poisoned target takes 3 (1d6) poison 
  damage every 10 minutes. Selket’s 
  venom is a curse, so it lasts until 
  ended by the remove curse spell 
  or comparable magic.
  Toxic Smoke. Tiberesh’s poison-
  imbued wrappings and flesh create toxic fumes when 
  burned. If Tiberesh takes fire damage, it is surrounded 
  by a cloud of toxic smoke in a 10-foot radius. This 
  cloud persists for one full round. A creature that starts 
  its turn inside the cloud or enters it for the first time on 
  its turn takes 14 (4d6) poison damage, or half damage 
  with a successful DC 12 Constitution saving throw.
  ACTions
  Venomous Fist. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning 
  damage plus 10 (3d6) necrotic damage. If the target is 
  a creature, it must succeed on a DC 12 Constitution 
  saving throw or be affected by the Selket’s venom curse 
  (see above).
  Tiberesh, God King and false prophet, once ruler of the 
  people of Anu-Asir, took lengthy measures to ensure 
  that his mummified presence would remain a grisly 
  force to be reckoned with in his attempts to ensure his 
  ascension to true godhood.
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  15. COPYRIGHT NOTICE 
  System Reference Document Copyright 2000. Wizards of 
  the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  Tomb of Tiberesh © 2015 Open Design; Author: Jerry 
  LeNeave.
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  Tomb of Tiberesh is an adventure for the Southlands Campaign Setting for five or six 
  2nd-level characters and uses the 5th Edition rules. It is easily adapted to any fantasy 
  desert campaign.
  Just outside Per-Bastet, in the kingdom of Nuria Natal, lie the newly discovered 
  remains of Anu-Asir, a city once believed to exist only in myth. The ruins of Anu-Asir 
  lie submerged under accumulations of sand, floodwater, and tall tales. It is now a hub 
  of activity for those seeking to uncover its secrets —and profit from them. Droves of 
  the curious, hopeful, greedy, and eccentric congregate around the unearthed city.
  And just outside Anu-Asir, across the River Nuria, lies the most recently surfaced 
  relic: the Pyramid of Tiberesh. Dare you explore its deadly mysteries?
  PO Box 2811
  Kirkland WA 98083
  www.koboldpress.com
  What Lives 
      in the Tomb? 
   Wondrous, Dangerous 
          Things!
  $19.99
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Tomb-of-Tiberesh-5E.pdf