The area is well lit near the beacon and dimly lit near the doorway. The riverbed is difficult terrain for characters weighted enough to walk along it. Characters can explore the jars, coins, and other offering debris in search of valuables, but this takes time. Searching the debris for 5 minutes yields 3d6 gp worth of valuables, up to a maximum of 250 gp. Closer inspection of the door reveals that it bears the symbol of Baez’Keph, a goat head superimposed over a trident, inlaid in quartz. **Creatures.** When a creature takes damage that would cause it to bleed, there is a 50 percent chance the blood attracts a reef shark. **Opening the Door.** The door can be opened in several different ways: - **Brute Force.** A successful DC 18 Strength check breaks open the door. This swirls up sediment on the riverbed, heavily obscuring the area for 1 minute.Hidden Switch. A successful DC 15 Intelligence (Investigation) or Wisdom (Perception) check while inspecting the door finds a stone switch obscured by sediment. Depressing the switch causes the stone slab to slide downward into the floor, and the resulting suction pulls each creature within 10 feet of the door directly into the darkened passage beyond it. - **Starlight.** Clever characters might try to shine the beacon’s light on the door. If a character reflects the beacon’s light with a reflective surface, such as a mirror or polished breastplate, and succeeds on a DC 15 Dexterity (Sleight of Hand) or Intelligence check, the door quickly crumbles to dust, revealing a long hall leading upward. Just inside the entrance to the tomb, a long and sloped pathway leads up and eventually becomes stairs as the climb gets steeper. After travelling a few hundred feet, the characters reach a dry plateau that opens into the tomb’s antechamber. **Ba’ryahd’s Departure.** When the group reaches this dry plateau, Ba’ryahd informs them he must depart, insisting that he must return to the SPRC as they ready themselves for the hopeful recovery of the Empyrean Trident. If the characters recovered any valuable objects outside the door to the tomb, he requests they be given to him for the SPRC to study, but he won’t press the issue if the characters refuse. He knows he hired the characters to recover the Trident, and although he is excited to study more of the tomb’s treasures, he sticks to their original agreement. Ba’ryahd tells the characters to meet him atop the riverbank where they first descended once the relic is in hand. The SPRC will have a makeshift camp set up, disguised as a team of surveyors preparing a new build site, as they wait for the characters’ return. He promises his team will heal wounds and help the group recover from whatever tribulations they encountered on their delve. He also promises to have their rewards ready for their return. Ba’ryahd refuses to stay with the characters to explore the tomb. He knows only the legend of the tomb itself and can’t serve as a guide. In addition, any bravery he had previously begins to falter once he is inside the tomb. If the characters pry him for any information he might have gained from his texts, feel free to give them a random tidbit about one of the chambers in this tomb that you feel may be helpful. Ba’ryahd shares his knowledge clearly, but keep in mind his knowledge is from ancient texts and presumptions, meaning some minor details might be missing or inaccurate. *Parcel - 3d6 gp of Valuables ![[TBTS-shark.jpg]]