30 Traps for Tombs.pdf

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Rite Publishing Presents:
#30
Traps for Tombs
Dr. Jones
(Design and Cartography): T. H. Gulliver
Mr. Quatermain
(Editor, Layout, and Publisher): Steven D. Russell
Mr.
Mr. Steele
(Artists): Public Domain
Dedication:
To
Mr. Greenway
and all teachers who keep their standards high.
"You would use a bulldozer to find a china cup."
Rene Belloq,
Raiders of the Lost Ark
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.
#30 Traps for Tombs, Copyright © 2011 Steven D. Russell, Open Gaming License Copyright © 2007
Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.
#30 Tricky Traps
“...as my eyes grew accustomed to the light, details of the
room within emerged slowly from the mist, strange
animals, statues, and gold - everywhere the glint of gold.
For the moment - an eternity it must have seemed to the
others standing by - I was struck dumb with amazement,
and when Lord Carnarvon, unable to stand the suspense
any longer, inquired anxiously, 'Can you see anything?' it
was all I could do to get out the words, 'Yes, wonderful
things'.”
— Howard Carter (The
Tomb of Tutankhamen)
Dear Owain Northway,
My friend and fellow, upon hearing that you were to mount
an expedition to the Land of Tombs, I combed through my
library for information that will be of value to you,
particularly information on Rafikabeer, its capital both when
it was a land of the living and a nation of the dead.
I enclose a brief history of Rafikabeer and, then, detail the
types of devices used to protect the tombs within that ancient
necropolis. Most of the details of the tombs come from
preparatory drawings made by the builders or more recent
explorers’ sketches. I cannot vouch for the accuracy or the
current state of any of these tombs. Nor can I warn you of the
creatures that make their home there among the dead.
I pray that this supplement serves you well in your
explorations and prepares you for whatever dangers you
encounter.
Yours,
Pers Veilborn, Librarian
locked its gates to all but the wealthiest until the House of
Tamar arrived and opened those gates by force. The city soon
overflowed with Tamar princes and priests who settled into
temporary homes with their retinues of servants, waiting for
their homeland to be purged of the strange monstrosities
that grew where the noxious rain fell.
The Ji’Tamar (the people of Tamar) ruled Rafikabeer briefly.
The aberrant life that fell from the sky in the form of a dark
oily rain poisoned the rivers that flowed past Rafikabeer.
Those rivers watered the city’s vineyards and filled its wells.
Many who lived in Rafikabeer grew strange and died. Within
two years of the Days of Dark Rain, the great gardens
became tombs and the dead outnumbered the living.
Grieving princes had great vaults carved for their once
beautiful wives; devoted followers built crypts for their now
misshapen prophets. The wealth of Tamar poured into
Rafikabeer and changed it forever, from a city of trade and
culture to a place for mourning and remembrance.
The strangeness spread among the Kabeeri too and soon
Rafikabeer itself died. As a city of the living, Rafikabeer
reigned over the Land Where the Rivers Meet; as a city of the
dead, it reigns over the Land of Tombs.
During the centuries that followed, an empire grew to
replace the northern kingdoms, but Rafikabeer remained
more unliving than dead. The nobles of the Empire voyaged
to the Land of Tombs, to pay respects to their ancestors, to
lay claim to relations and titles that were not theirs, and to be
buried among them. The Kabeeri people built dozens of
smaller necropolises to house these newer nobles of the
flourishing Many-Storied Empire and death became the
business of Rafikabeer. Where merchants of slaves once
bartered, merchants of death traded secrets. All of this
happened before the first Pharaoh-Necromancer asserted his
authority over the living and the dead.
Rafikabeer now has a fraction of the number of residents—
living residents—all of whom live south of the river, outside
of the walls of the necropolis. These Kabeeri make their
living maintaining the tombs, protecting them, and
occasionally robbing them. Within the walls, a crumbling
and abandoned outer city surrounds the great moated
gardens entirely taken over by massive tombs. Two bridges
span the poisoned moat, allowing access to the necropolis.
The living and the unliving have buried most of the tombs
deep within the earth but marked them above with stone
towers.
Designer’s Note
Although this supplement is called #30 Tricky Traps, it
actually contains 55 traps spread over a number of tombs.
Many of these traps, however, work together as multiple
independent traps or multiple dependent traps. It is when
multiple traps are counted as one trap encounter that this
supplement has only 30 traps. Tell your players that I’m
sorry, but this is going to hurt more than advertised.
Rafikabeer, the Exalted Necropolis
Rafikabeer sits on the south-western corner of the Many-
Storied Empire. Once a thriving city of trade and art, it is
now a city of the dead. The towers have crumbled, the
magnificent floating gardens have withered, and only the
ghosts of long dead gladiators do battle in the old arenas.
Rafikabeer was once the marketplace of the tribes of the
southern jungles and the playground of nobles from the
kingdoms of the northern planes. Surrounded by fertile
fields and watered by two mighty rivers, the orchards of
Rafikabeer produced plump fruit. As the rivers provided
transport for trade, caravans traded dyed cloth, spices, and
weapons here for boatloads of hardwood, gold, and slaves.
When the Days of Dark Rain began in the northern
kingdoms, thousands of refugees fled to Rafikabeer. The city
1
Knowing that the wealth of the nobles buried here would
tempt grave robbers, the builders placed many traps; several
are haunted. Others have found protection amongst the most
aberrant of undead creatures.
In #30 Trapped Tombs, Rafikabeer serves as a location for a
collection of tricky traps, most of which combine two or
more traps to make for dynamic and challenging encounters.
Game Masters can keep these traps in the Exalted Necropolis
or relocate them to a dungeon that needs a few more
surprises.
The Bridges into Rafikabeer
A 40 ft. wide moat filled with stagnant black water and a 30
ft. high wall surround the necropolis. Two 10 ft. wide stone
bridges, one in the southeast and one in the southwest, cross
the moat.
Effects
Trigger
proximity
(alarm;
detect undead);
Reset
automatic
Effect
spell effect (summon
monster IV,
summons 1d3
lemures)
The Southeast Bridge:
Southeast
Lemur vs. Lemures
At the foot of the southeast bridge, PCs encounter an excited
lemur, a type of small primate found throughout the Land of
Tombs. It chatters angrily and attempts to block their
passage (use statistics for a monkey from the Pathfinder RPG
Bestiary).
The southeast bridge leads to a large pair of reinforced
wooden doors, barred from the outside. The face of a lemur
is carved in the stonework over the door; on either side of it
are carvings of two deformed faces covered with boils.
Only the dead, undead, or their caretakers pass through this
gate. Any creature that approaches within 10 ft. of these
doors triggers two traps: a Baleful Polymorph Trap and a
Summon Monster III Trap; the bypass is activated by a
detect undead
spell. The spell
hide from undead
fools the
traps.
The Baleful Polymorph Trap turns its target into a lemur (DC
22 Fortitude negates). The Summon Monster III Trap
summons 1d3 lemures to the center of the bridge. They will
attack all creatures on the bridge, but the lemur is the
preferred target.
The lemur that attempted to block the PCs access to the
bridge was a former victim of the trap; little of its memory
remains, but it knows that the bridge is dangerous and
attempts to warn any living creatures away from it.
The Southwest Bridge:
Guardians of the Moat
The kabeeri caretakers of the necropolis never use the
southwest bridge. An iron portcullis bars entrance into the
necropolis through this gate. Three Hydraulic Torrent Traps
activate when any creature comes within 10 ft. The three
torrents cross perpendicular to the bridge, bull rushing all
creatures in their paths into the stagnant moat with a
successful combat maneuver check. The portcullis on the
other side of the bridge is locked from inside the necropolis
and requires a DC 25 Disable Device check to open.
Hydraulic Torrent Trap CR 4
Type
magic;
Perception
DC 28;
Disable Device
DC 28
Effects
Trigger
proximity (alarm);
Reset
automatic
Effect
spell effect (hydraulic
torrent;
bull rush +7 CMB; see
spell description in the Advanced Player’s Guide)
The Tamar Tombs
The Ji’Tamar (the People of Tamar) believe that after death,
you must be prepared to fight, either to serve your deity or, if
your soul should be claimed by a hostile deity, to battle your
way back to your rightful patron. Consequently, the Ji’Tamar
bury even their poorest adults with a weapon of some kind.
They bury their richest—those nobles from the House of
Tamar—with their best armor and the enchanted weapons
they favored in life. To prevent thieves from stealing these
weapons before they can be put to use in the worlds beyond,
Tamar graves are buried deep—the wealthier the nobles, the
deeper the tombs. Above the ground, the tombs are marked
by hollow towers, the largest of which rise 100 ft. in the air.
One of the largest and most protected graves in Rafikabeer
houses four Tamar princes.
Baleful Polymorph Trap CR 6
Type
magic;
Perception
DC 30;
Disable Device
DC 30
Effects
Trigger
proximity (alarm;
detect undead);
Reset
automatic
Effect
spell effect (baleful
polymorph,
transforms one
creature into a lemur; DC 22 Fortitude negates, DC 22 Will
partial, see spell text)
The Tower of the Tamar Tombs
The 60 ft. high tower over the Tamar Tombs is the tallest in
the necropolis. Near the top of the tower, the crest of the
Royal House of Tamar blocks the only entrance. Removing
Summon Monster III Trap CR 4
Type
magic;
Perception
DC 28;
Disable Device
DC 28
2
the 2 ft. diameter metal crest requires a DC 20 Disable
Device check.
The portal is also protected by a Dispel Magic Trap, which
works to weaken intended tomb robbers before they enter.
The
The Tomb Entrance
Like most of the towers that mark the tombs of the
necropolis, this 60-ft. tall tower is completely hollow; the
chimney-like shaft descends 120 ft. down (60 ft. below
ground level) before opening into a large central chamber.
Climbing down the shaft without a rope requires a DC 20
Climb check. Climbing down the shaft with a rope requires a
DC 5 Climb check as there is a wall to brace against.
This tower entrance to the Tamar Tombs is trapped—30 ft.
from the top of the chimney is the Kabeeri hieroglyph for
‘fire’. Any creature passing this hieroglyph without wearing
the same hieroglyph, triggers the Sirocco Chimney Trap. A
blast of furnace-hot wind travels down from the top of the
shaft causing fire damage to anyone in the first 60 ft. of the
shaft (the part above ground level).
Dispel Magic Trap CR 4
Type
magic;
Perception
DC 29;
Disable Device
DC 29
Effects
Trigger
proximity (detect
magic);
Reset
automatic
Effect
spell effect (dispel
magic,
caster level 6; targeted
against the nearest creature with a magical aura)
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