WIND KINGS' TOMB
ENCOUNTERS
Special - See below
FEATURES
The sandstone complex was built by the bird people of Lintu (LEEN-too), small, sparrow-like humanoids the size of small children. They bury their kings and other royalty in beautifully-carved cliff-tombs with open, spacious (for them) rooms where they can 'flutter' up, excitedly, if desired, and gain some air. The tunnels of this complex are made of cut sandstone with peaked ceilings. They are 8 feet in height, generally. The air is dusty and cold inside, since these tombs are located so high up in the mountains in northern lands. Most metal is bronze or gold
- Traps - Wherever there is an [x] inside a box, there is a trap. These are usually in front of statues. Pressure plates that can be deactivated, in some way, by a clever thief. When stepped on, if the check to avoid it isn't made, these plates wake the statue near it, which is a sandstone bird king bearing a short, curved, scimitar-like weapon and round shield. The statue steps off its pedestal, and attacks, immediately.
- Biers - Most biers are generally plain, lightly-carved in low relief, rectangular, surrounded by thin pillars carved with wind patterns, unless stated otherwise, contains the dusty bones of bird royalty laid atop it, most with rusty, curved short swords on their breast, some with a round shield, dressed in ragged armour or clothes that were once richly-appointed, but, now, are nothing more than tattered rags and rusted metal. There are a handful of basic gold, copper, and silver grave goods (necklaces, rings, etc., mostly jewelry), encrusted with semi-precious stones, either part of each noble's attire, or laid on or at the feet of their bier or in squat, fired clay pots. Some wear colourful, stylised wind-patterned, beaded collars and arm bands (now falling apart, but, still visible). If any of it is touched, or the skeleton attacked, the creature comes alive, and attacks the person trying to touch the treasure or attack it, and anyone around them. Because it's laying vulnerable, but, the animating effect is watchful, the bird man skeleton receives a chance to dodge out of the way, or be destroyed. They cannot fly, but, do have wing bones coming out of their backs. Some are missing bones in various places, but, not enough to impede motion.
- Secret Doors - Secret doors are narrow rectangular sections of wall that spin on a bronze pin in the door's centre when a stone at chest height to the right of every door is pressed. The door swings open so openings to either side of centre are revealed. It stays open for a round or two, then shuts until opened, again.
- Light Sources - There are no light sources inside the tomb, so characters will have to bring their own. Skeletons and statues do not need light to see by...
1. Hippogriff Cave - When the builders constructed this tomb structure, they left the natural sandstone cave located beside it, figuring whatever creature would lair there would be natural protection against intruders. They were right. A hippogriff lives there, now. It is extremely territorial, and aggressive when hungry. It will attack 2 or less people who come within 20' of its cave mouth, but will flee, if confronted by 3+ individuals, or if reduced to 1/2 or less hit points. The water in the cave is shallow, only about a foot deep.
2. Entrance - This is the entry point for the tombs. The entire area after 3-5' away from it is dense brush and conifer forest. Characters will need to be right up on this entrance, either following the cliff face or breaking through the growth, to see it. The main entry will have to be explored, as vines choke much of the cliff face and grow down in front of the entry tunnel like a screen. The cave (2B) is a 10' high gash in the rock 5' off the group up a short incline of rough sandstone, but, a bush prevents sight of the 6' high masonry behind it, unless investigated.
- 2A - Main Entry - A sandstone stair leads a short distance to a set of intricately-embossed, heavy, bronze-plated oak double doors. The stone around them is arched and carved with bird motifs and scenes of kingship. The 8' statues to either side are the wind god, Lintuurák (LEEN-too-oo-RAWK - guttural emphasis on 'rawk'). He is depicted wearing lamellar armour and carrying his wind spear, Tülenrastaja (TOO-lehn RAH-stah-yah). If the trap is not deactivated, the statues come alive and begin stabbing with their spears. They do fly, and will launch into the air only if they're at 1/2 or less hp, then dive bomb the attackers, one at a time, if there is space. Investigating the statues reveals there is a 1/2 inch groove in the sandstone behind each pedestal so that each statue can be pushed backward against the wall to open the double doors. They both swing inward, only if the statues are both pushed back fully. They cannot be shut, unless the statues are returned to their original positions.
- 2B. Secret Entry - This area operates the same way other secret doors do, but, where the other doors are worked stone, like the walls, this door is a carved panel of sandstone featuring a likeness of Lintuurák.
3. High King Orák's Tomb - A more impressive-looking chamber. On the far side, up a short stair to a landing is a bier with a frieze around the outside of it showing the life of Orák (aw-RAWK - guttural emphasis on 'rawk'), a great warrior and minister of justice. He is seen dispensing equal wisdom and setting things right. No wars were fought during his time, according to the bier. The two walls to left and right of his bier show Orák with the sun beaming behind him, holding scales and a curved sword. The panels between the thin pillars depict separate, notable moments from Orák's life: (left to right) quelling civil strife by organising the other nobles and creating a diplomatic republic and limited monarchy; 2. slaying a dragon; 3. creating the Code of Orák (present in a the bird-claw-like runes of the Lintu) in the centre of the panel; 4. The construction of new architecture to enhance the arts in the kingdom; 5. establishing the League of Four Winds with the surrounding human kingdoms to the south. The room is peaked in the middle, but, the ceiling is flat on the sides with the two larger pillars. Orák will attack for the same reason the others do, when his considerable wealth is touched, or he is attacked. The posts of the portal leading into this room are carved images of Orák, while the lintel depicts a sunburst behind mountains.
- Orák's Sword - He is armed with his sword Totuus (TAW-too-oos, 'Truth'), a short sword like the rest the bird-men carry, but, it is intricately etched with wind patterns on the blade in the style of the Lintu, and the short cross guard and pommel are bronze set with garnets. The pommel is Lintuurák's head, and the crossguard his wings. The sword grants the wielder an advantage when used against evil creatures and can tell the wielder when someone is lying, if the wielder focuses on a person or when a person is engaged in conversation with the wielder. It also produces a kind of 'gust' of wind that knocks those it attacks 'off-balance', granting them a disadvantage of some kind to their rolls on their next turn, if they fail a check to dodge the effect.
4. The Bell of Lintuurák - The tomb, here, is a two-room affair. The ceilings are flat, 8' high in the first chamber, but, 16' in the lower room, and peaked over the stepped area leading to the bell. All pillars are carved with wind designs and the capitals designed to look like stylized clouds. The braziers are made of bronze, depict bird motifs, including Lintuurák's head around the outer edge, and bird feet to stand on. Each is 2-3' high, unlit, but, contain the remnants of a fire and smell lightly of incense and burnt wood.
- 4A. Shrine to Lintuurák - Resting on a raised portion of sandstone is a solid silver statue of Lintuurák about a foot high weighing 43 pounds. It is backed by three thin pillars with wind motifs. Offerings can be made, but, Lintuurák is not one to be trifled with. He will honour honest offerings of respect and courtesy, but, being a god of justice, and somewhat vengeful, if any offerings are offered out of any other state of mind than respect, he will curse the offerer. The curse (severity, type, etc.) depends on the GM and offense.
- 4B. Lintan Bell - A massive silver, untarnished, bell carved with the Code of Orák and the Lintu's 7 Laws, as given by Lintuurák (1. Always be watchful; 2. Strike fast, and true; 3. Protect the nest; 4. Be wind; 5. Watch the wind; 6. Do not waste words; 7. Trust your wings) is hung from a carved sandstone support of two posts and a top bar by two iron rings. It is discovered there is no clapper in the bell, if it is investigated. When struck, it wakes every Lintan noble in the place, and they begin to wander, making a wandering monster check necessary every 3rd round (1 on 1d6 means an encounter with a Lintan noble - they attack immediately, if made aware of any intruders). The bell sounds deep and resonant. Its mouth is 4.5' wide, its body 4', and tapers at the top where the rings are connected. The bird statue, if it is awakened, will, instead of striking at a character, go immediately to the bell and strike it, first, to wake the others, unless stopped before doing so.
- 4C. Wind Portals - Stepping into, touching, or getting within 3' of these regions, which make the wall behind them look like it's 'moving' slightly, somehow, will surround the character with an earful of rushing wind, then teleport them to the other area marked 4C, in the blink of an eye. A slight whistling of wind can be heard about 10' from each portal.
5. High King Göz Ák's Tomb Chamber - The last high king of this dynasty, Göz Ák (goz-AWK), fought the greatest war his people had ever encountered against a great tide of evil, alongside those other lands a part of the League of Four Winds. Its events are marked as a broad 4' tall band of sandstone in the middle of the worked stone walls. The 10' wide section of chamber down the middle is 10' high, and peaked, while the 10' sections to the sides are 8' high and supported by pillars like the others in this tomb complex. The biers are identical to those throughout this place, they're 'activated' the same way, but, these are the remains of the generals and heroes of the war Göz Ák fought in. The high king survived the war and died an old man. The ceiling and floor raise with the steps to remain the same height at both ends of the chambers. Göz Ák's bier is located in an alcove carved on all sides with panels depicting Lintuurák and beaming rays of light shining from behind him. The bier is like Orák's, detailing events of Göz Ák's notable achievements in life, and triumphant return to Lintu with his people after the war. Göz Ák's body is like Orák's, only in more richly-appointed rags, and a pristine suit of bronze lamellar and plate leather armour. He has a bronze, curved sword, like the rest of his people, and round bronze shield that are also dust-covered, but, otherwise unmarred. The sword is etched with feather patterns and the shield has a radiating pattern of ridges around a boss, and a rim with raised, embossed bird motifs. His alcove is filled with ceramic, painted pots. They are, as with the other royalty, worn with age, but, still beautiful and full of gold and other wealth. A sandstone font carved with stylised bird motifs, is located in the middle of the raised area before Göz Ák's alcove. It contains holy water blessed by Lintuuräk through a priest present when the tomb was created. Weapons dipped in the water can be used to help defeat the skeletons, it can be thrown on skeletons, placed on characters to repel the skeletons. The bird men of Lintu had no problems working with necromancy, and were often in communion with their ancestors through their priests and personal spiritual practices, but, as is their custom setting the dead to guard themselves, they needed protection, should they ever need to access any tombs, again. The dead they summon do not typically know the difference between friend and foe so attack everyone defiling the tomb and its occupants. Their spirit is not present. The animating force is simply neutral magic, the purview of the god of protection and guardians. It's not evil.
- Göz Ák's Armour - Göz Ák's armour is too small for most people (size S, and thin), and cannot be 'fixed' to fit another without destroying the enchantment upon it (which may be impossible without using extreme methods). When worn, the armour is protective against missiles directed at the wearer. A gust of wind 'redirects' any arrows and other light missiles, but, has no effect against things heavier than a pound. It has a stronger defense rating, in general (low bonus or a low level of extra absorbency, if armour soaks damage). The armour is half the weight of normal armour of its kind.
- Göz Ák's Shield - The shield of Göz Ák is small and creates a slight gust of wind that disrupts those directly in front of the wielder (within 5'), or wherever the wielder directs the shield. It knocks targets 'off-balance', granting them a disadvantage of some kind to their rolls on their next turn, if the target fails a check to dodge the effect. The shield is half the weight of shields of its kind.
- Göz Ák's Sword - The sword of Göz Ák is curved like the rest, but, the blade is etched with the design of a pinion feather along its blade on both sides, as well as its tooled leather scabbard. It grants the wielder a low bonus to attacks, but, it also makes them 'lighter', which means the wielder can leap twice as far. The sword can withstand up to 300 pounds of weight without the wielder feeling encumbered. After 300 pounds, the wielder's normal encumbrance applies, as normal, based on their strength, power, muscle score (whatever the label the game gives it), which means after 300 pounds, whatever encumbrance category the wielder would operate at carrying 301 pounds applies.

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