GM's Toolbox: Gravehall

Wednesday, December 23, 2020

The restless dead sometimes wander the world as skeletons or zombies, but necromancers are as innovative as they are evil. This trap consists of several corpses interred within the earthen walls and ceiling of a narrow passage. When living creatures enter the 5-foot-wide and 20-foot-long tunnel, the corpses animate and lunge from behind the dirt, their rotted limbs grasping and their maggot-ridden faces moaning.

a dilapidated mine tunnel: Illustration by Jay Epperson

An unassuming underground tunnel can hide unseen hazards. Illustration by Jay Epperson.

Gravehall Trap — Hazard 4

Complex, Magical, Trap

Stealth +12 (expert)

Description When a living creature crosses the midpoint of the trapped tunnel, necromantic magic partially animates the corpses buried in the walls and ceiling.

Disable Thievery DC 24 (expert) to disrupt the magical trigger before the hazard rolls initiative, or Religion DC 18 (trained) to overwhelm the area with positive energy and prevent the hazard from using its routine for 1 round; on the third successful Religion check, the necromantic energies are disrupted and the hazard is destroyed.

AC 20; Fort +15, Ref +8, Will +14
HP 60 (BT 30); Immunities mental, poison; Weaknesses positive 10

Lunging Dead [reaction] (divine, fear, incapacitation, mental, necromancy) Trigger A living creature crosses the midpoint of the tunnel; Effect The dead reach out from the walls and ceiling, moaning and spewing writhing maggots. Creatures in the room must attempt a DC 21 Will save. The trap then rolls initiative.

Critical Success The target is unaffected.

Success The target is frightened 1.

Failure The target is frightened 2. It can’t reduce its frightened condition below 1 while in the trap’s area.

Critical Failure As failure, and the target is paralyzed for 1 round.

Routine (1 action) Undead fists assail all creatures in the hall, dealing 4d6 bludgeoning damage. Creatures in the hall must attempt a DC 21 Reflex save.

Critical Success The target is unaffected.

Success The target takes half damage.

Failure The target takes full damage, and its Speeds are reduced by 10 feet (to a minimum of 5 feet) for 1 round.

Critical Failure The target takes double damage and is immobilized for 1 round.

To see the inspiration for this hazard, be sure to sign up for our weekly marketing emails, which include a new chapter of Liane Merciel’s The Shroud of Four Silences novella each week. While this trap plays a role in this week’s chapter, “Welcoming Hands,” Game Masters are encouraged to use it in any campaign, whether it’s set in the town of Otari or not. Be sure to share your stories of thrilling adventure in the comments below.

Ron Lundeen

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Tags: Otari Pathfinder Pathfinder Roleplaying Game Pathfinder Second Edition
Grand Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Oooooh! Spooky!

1 person marked this as a favorite.

Awesome hazard. I hope Archives of Nethys is adding in these things that you guys are posting.

1 person marked this as a favorite.

What a fun experience!! Don't have muddy undead falling on you everyday!

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