I'm useless at remembering to take screenshots in playtests. Here's the entrance where the workers' bodies have been unceremoniously dumped.
Nothing unsurmountable in the playtest, and might put up a link to share soon and get feedback on fleshing out with flavour text. The tomb is more about traps and puzzles, but the few combat encounters can be nasty due to resistances the creatures have. Thing I'm happiest I got working first time is - once inside the Mud Sorcerer's Tomb - any spell cast that calls on water/earth elements (including cold/acid) has a 50% chance of summoning a rogue elemental instead. Caused a few shocks for good old Brigit Chandler in the test run ;) . This worked so well, I might try something similar for the next adventure I'm due to face, when the PCs go up against the druids - reminds me of a spell my cleric in an old PnP game devised called 'Congregation' that could subvert any summoned creaturre called in a certain radius of the PC, making it an good celestial allied to the cleric, rather than the intended creature.