*This oval chamber is painted floor to ceiling with a mural depicting a river with twelve archways amid a day-tonight cycle that wraps around the entire room. A jackal-headed ferryman holding a golden scale above his head stands in the darkest section of the painting, piloting a boat that’s carrying a goat-headed woman. The woman has a gaping, bloody hole at the center of her chest. A short, iron obelisk covered in runes stands in the center of the room, straddling a groove that divides the floor in two. A limestone block sits to one side of the obelisk, surrounded by a dozen canopic jars, and an ivory idol of a jackal peaks out from behind bars in a hollow in the obelisk.*
The floor of this chamber acts as a giant scale. The side of the floor containing the 66-pound limestone block is slightly lower than the empty side. Characters with a passive Wisdom (Perception) score of 12 or higher notices the uneven floor before stepping on it. Any character that steps into the room immediately notices the floor is a giant scale as the two sides rise and sink with the character’s weight. The sides move independently of one another, separated by the seam in the floor. The twelve canopic jars weigh 2 pounds each.
**Obelisk.** Closer inspection of the obelisk reveals that its top doesn’t come to a point but instead has a shallow concave indentation. Small grooves run down from this bowl across each of the obelisk’s four sides, intersecting with several of the runes. When the floor of the room is unbalanced, the grooves are near-flush with the bowl, preventing fluid in the bowl from dripping onto the runes. When the floor is balanced, the grooves slide open, allowing liquid in the bowl to drip onto the runes.
**Creatures.** The first time a character moves within 5 feet of the obelisk, three jackal-headed phantoms emerge from random archways painted on the walls. Remnants of gnoll servants who were slain in a ritual during Baez’Keph’s burial, the phantoms fight to the death to prevent the characters from taking the idol.
**Retrieving the Idol.** The side with the limestone block and canopic jars is 30 pounds heavier than the empty side. The sides of the floor need to be balanced to allow blood to flow from the obelisk’s apex onto its runes, causing them to glow red as they activate. Once the runes on each side are active, the bars on the hollow holding the jackal idol slide down into the obelisk, allowing the characters to retrieve the idol. A successful DC 12 Intelligence (Religion) check recognizes that the room symbolizes the weighing of the heart after death and that the obelisk needs an offering of blood. A worshiper of a god or goddess of death or the afterlife automatically succeeds on this check.
The obelisk requires at least 2 ounces of blood to activate all the runes. A character can contribute 1 ounce of blood by taking 1d4 slashing damage and bleeding into the bowl-like hollow at the top of the obelisk.