Ok, I already half-posted it anyway, I might as well put in the effort to clean it up now. Still looking for suggestions to improve the secret entrance...
Hidden passage from #14 to #15 - The Howling Winds (Patrik "Conaill" D'haeseleer)
Door:
UP FOR DISCUSSION The secret entrance to this passage is covered over with plaster and painted with frescoes depicting funeral rites, as is the rest of the corridor leading to #12 and #14 (Search DC 25, treat as 1/2 ft masonry wall: Break DC 25, hardness 8, 45 hp). The painting over the entrance itself is a life-size image of Toth Nekamek's sarcophagus standing upright, showing the jackal face painted on the lid. Anyone passing by the secret entrance carrying an unprotected flame (torch, candle, etc) gets a DC 25 Spot check to notice a slight draft coming from a seam at the top of the wall.
As you break through the thin wall, you see a dark narrow corridor (5' wide but 15' high) stretch 25' in front of you, followed by a right hand turn. There is a noticeable draft coming from the corridor, and small drifts of very fine sand are everywhere. The walls are covered with frescoes depicting slaves dragging a sarcophagus on a sled through a corridor.
Features: At the corner, the wall opposite the entrance contains a fresco of the same knight as in #14, pointing down the long dark corridor to your right. On the wall facing the long corridor there is a painting of what seems to be a goddess of pain and torture, wearing a vulture's head (Search DC 18 to discover that the crumbly plaster on which this frescoe is painted hides a set of horizontal spikes). Past the corner, the walls are smooth unpainted sandstone, very finely joined. If anyone can see that far, the long dark corridor ends 100 ft further with a right hand turn and another statue, this one sporting a ram's head.
Encounter: (EL 3)Anyone entering more than 30 ft past the corner into the long corridor will set off a Permanent Gust of Wind spell (Search DC 30, Disable Device DC 30, both Rogue only), creating a Severe wind blowing west to east, covering the first 60 ft of the long corridor (up to the near corner). The sand in the corridor turns this into the equivalent of a sand storm: visibility is reduced to 1d10x5 feet and provides a -4 penalty on Listen, Search, and Spot checks.
Fort save DC 15 (each round) to negate: A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet. Large or larger creatures may move normally within a gust of wind effect.
Any creature, regardless of size, takes a -4 penalty on ranged attacks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
Any creature rolled or blown back against the wall facing the corridor will destroy the fresco of the goddess of pain and may take damage from the spikes behind it (Atk +10 melee, 1d4 spikes per target for 1d4+2 each).
The howling wind is audible throughout much of the rest of the tomb complex and may cause other inhabitants to come investigate: Listen DC 10 in #9-#14, DC 15 in #2-#5, DC 20 elsewhere.
Stepping on the 5' square halfway down the corridor (10' before the end of the Gust of Wind effect) sets off a Scything Blade Trap (see below). Anyone attempting to Jump across the trap counts as "flying" for purposes of the wind effects above. Climb DC 25 to climb across along the walls. The trap resets automatically after one round.
Scything Blade Trap: mechanical; location trigger; automatic reset; Atk +8 melee (1d8/x3); Search DC 21 (remember to include the -4 Search penalty for the sand storm); Disable Device DC 20.
As you struggle through the sandstorm, you suddenly break out of it. The air here is deadly still, although right behind you the magical sandstorm is still raging. 40 ft into the distance you can make out a large stone statue with a ram's head, it's head almost touching the ceiling. With a rumbling noise, the statue slowly steps forward and points its fist towards you
Encounter: (EL 4)The Large ram's headed statue animates as soon as someone steps out of the area where the Gust of Wind is in effect. It is armed with a granite Ring of the Ram. Because of the cramped quarters, it only moves at half speed (note that the Speed, AC and Attack penalties for Squeezing in a narrow area are already included in the stats below!).
Ram's head statue: CR 3; Animated Object, Large Construct; HD 4d10+30; 52 hp; Init +0; Spd 15 ft; AC 10 (-1 size, +5 natural, -4 squeezing), touch 5, flat-footed 10; Base Atk -1; Grp +6; Atk Slam +1 melee (1d8+4); Full Atk 2 Slams +1 melee (1d8+4); Space/Reach 10 ft./10 ft. (tall); SA -; SQ Construct traits, darkvision 60 ft., low-light vision, hardness 8; AL N; SV Fort +1, Ref +1, Will -4; Str 16, Dex 10, Con --, Int --, Wis 1, Cha 1.
Granite Ring of the Ram: As normal Ring of the Ram, except it seems to be made out of a dark and very hard granite, contains only 10 charges, and can be activated as a standard action by squeezing the hand into a fist (so it can be activated by a mindless construct). Market price is 200 gp times the number of remaining charges.
Tactics: the statue will try to push opponents back into the sand storm using the Ring of the Ram, attacking the nearest person standing between it and the sand storm. If its charges run out, it may attempt to Bull Rush, possibly using a Charge (moving up to 30 ft). If anyone gets within its 10 ft reach, it will attack using its Slam attack instead.
The Gust of Wind trap can be reset by inserting the Ring of the Ram into a small indentation high up in the far corner (Search DC 20). If the party retreats after awakening Yinepu in #20, he may reset the trap and possibly make repairs to the statue. The statue will not attack anyone with a jackal's head or wearing a jackal mask (such as Yinepu (from #20), the high priest, or Toth himself).