Scout: The green pastures of this hilly landscape appear inviting, and the only notable landmark is a large henge on a hill

This large henge marks the grave of a long passed warrior and a successful DC 18 Strength check lifts the heavy stone covering the entrance.

Beneath it is a cavernous tomb passage leading to a large circular room with another door at the opposite end. This is actually a
Tilting Floor (CR 8)
Tilting Floor CR 8
XP 4,800

Source: Pathfinder Adventure Path #34

The “floor” of this area is the smooth upper portion of a circular disc balanced on a pivot. When any creature steps into the room, the floor underfoot shifts downward under the creature’s weight while rising up at the far side of the room. By moving around the room, one can control the angle of the floor’s tilt. Standing exactly in the center allows the floor to return to level, as would placing two objects of equal weight on opposite sides of the room, in theory. Unfortunately, the pivot on which the disk balances is itself unstable, causing the floor to wobble and shake even when the characters take care to keep things as balanced as possible.

Navigating the room when the disc isn’t balanced is nearly impossible without flight. The walls and floor offer no handholds for climbing—only by moving along the edges to manipulate the floor’s angle can creatures move through the room. Doing so requires a DC 20 Acrobatics check each round, and the floor is treated as difficult terrain. Further complicating the issue is the fact that spiked pits lie in wait to the north and south—anytime a creature moving through the room fails its Acrobatics check, it must make a DC 15 Reflex save to avoid rolling into one of these two pits. Each pit is 50 feet deep and lined with spikes.

Type mechanical; Perception DC 30; Disable Device DC 30
Trigger location; Reset automatic

Effect pivoting floor (see above); 2 50-ft.-deep spiked pits (4d6 falling damage; pit spikes Atk 15 melee, 1d3 spikes per target for 1d65 damage each); DC 15 Reflex avoids; Target first PC to enter room.

After a PC triggers the trap, or while the PCs traverse it, they are ambushed by a Giant Crawling Hand which focuses on the PCs above the trap rather than in it. It attempts to pull a PC into the trap if it maintains the grapple (allow a DC 15 Reflex to grab the edge.

Crawling Hand, Giant
A giant rotting hand rocks unsteadily, propped upon thick, stubby fingers. Its pale, necrotic f lesh pulses and crawls with sickly boils.

Crawling Hand, Giant CR 5
XP 1,600
NE Medium undead
Init +2; Senses blindsense 30 ft., darkvision 60 ft.; Perception +7

AC 19, touch 13, flat-footed 16 (2 Dex, +1 dodge, +6 natural)
hp 52 (7d8
Fort +4, Ref +6, Will +6
Immune undead traits

Speed 30 ft.
Melee claw 11 (1d67 plus grab)
Special Attacks mark quarry, pus burst

Str 21, Dex 15, Con —, Int 2, Wis 13, Cha 14
Base Atk 5; CMB +10 (14 grapple); CMD 23
Feats Dodge, Lightning Reflexes, Toughness, Weapon Focus (claw)
Skills Acrobatics +3, Perception +7, Stealth +12; Racial Modifiers +4 Stealth
Languages Common (can’t speak)

Pus Burst (Su)

When damaged by a piercing or slashing melee weapon, a spray of vile pus strikes the attacker unless the attacker makes a DC 15 Reflex save. Weapons that provide reach protect the attacker completely from a pus burst. Creatures struck by pus become nauseated for 1 round and take 1d6 points of negative energy damage. The save DC is Charisma-based.

Beyond the trap is a small crypt with single coffin. The mummified corpse holds a +1 Frost Greatsword.


Totally Not GG KeenanJones