#30 Traps for Tombs (PFRPG) PDF

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Go beyond the usual poison darts, collapsing floors, and rolling boulders!

#30 Traps for Tombs presents a cruel buffet of maiming, injuring, and outright killing. With a selection of vicious deathtraps from CR2 to CR10, set in a detailed burial environment, #30 Traps for Tombs also doubles as a potential bare-bones delve into the long-sealed sepulcher of an exotic necropolis. There are traps within traps, decoys, fire, spears, even monkeys! Everything you need to make for a fun evening in a graveyard is here except for the freshly slaughtered corpses—and your player characters will be happy to bring their own.

Whether you're looking for a catalog of precalculated doom, or just a few bits of mechanical mayhem to spice up a session of questionable forced entry, #30 Traps for Tombs offers up the fun, on a stick!

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An RPG Resource Review

5/5

The hidden pit, the swinging blade, the falling block, the gush of flame or the odd poisoned dart... standard traps installed by tomb-owners of many worlds to keep the rif-raf (or at least, marauding adventurers) from disturbing their eternal rest. Here, however, are an assortment of fiendish devices to make your tombs - or wherever else you choose to situate them, a bit more interesting and exciting for your unwelcome visitors.

The traps are neatly grouped together in four separate tombs, as well as a few stand-alone ones of note, some 55 traps in total. Full details are given in a listing by CR level, to enable you to pick the most suitable ones for your needs. What is really interesting is that the tomb write-ups come complete with background history, and within them the traps are arranged in such a way that multiple traps combine to make interesting and challenging encounters. Use them as is (or with the back story altered to fit in with your campaign world or plot requirements) or treat them as inspiration when designing your own tombs and other trapped locations.

Each trap is described in detail, including game mechanics and what the characters can see or detect, many with diagrams and associated information. For example, rolling ball traps are popular - perhaps forcing characters to flee into other traps that they might have noticed had they not been running for their lives. If you want the ball to 'reset' for the next bunch of hapless adventurers, add a spot of reverse gravity to send it back to its starting point - this is all laid out diagrammatically so that if you, like me, want your traps to actually 'work' you know how it operates. This approach also allows the more mechanically-minded characters a chance to figure out a trap and attempt to disarm it by role-play rather than merely rolling dice. Some might even want to design traps of their own, to defend a lair or the vault in which they store their loot!

There's a lot crammed into these pages, well worth a look whether you are looking for a few traps or enjoy the sort of 'dungeon' exploration where there are masses of traps to challenge adventurers.


Puzzles??? We Don't Need No Stinkin Puzzles???

5/5

I've rarely if ever felt the need to insert puzzles into my dungeons. I have a hard time seeing trap designers standing there, looking at the space they have to work with, scratching their chin, and suddenly looking all inspired and screaming "a sudoku puzzle, that'll really tick them off!" Luckily, the writers of this little trap treasure, at least for this tome, seemed to agree with me.

The title promises us 30 Traps, be forewarned players, there's a few more, depending upon how your Gm chooses to use them of course. The beauty of this particular book is that very simplistic feature, the traps are presented in their individual parts, and as a larger collection, crafting a collection of ubertraps if you will. And some of those ubers...ouch, deviousness abounds. As a Gm, I must warn my fellow Gm's, using the traps contained within this tome might get your cat kicked as your player's leave after the game session, they're that well designed, truly pieces of art in their capacity to do what traps do best.

The material is presented to us in the form of a letter of sorts detailing what is known of the trap builders and care takers of a necropolis known as Rafikabeer (every time I saw that I couldn't help but think of Rafiki from Lion King branding his own beer). The story flushed out through the imagery used to describe this necropolis and the tombs easily helps you forget you are reading a collection of traps and not a fully fledged adventure. Honestly it wouldn't take very much for anyone to turn this trap manual into a tomb raiding adventure that would plague the nightmares of your players for many a moon...hmmm...might have to do that....We are given precise illustrations that easily demonstrate traps in a clear manner, and where there are no illustrations, the text leaves you with little doubt as to the intention of the design. Used alone, this is a deadly little gem, paired with any dungeon you need stocked full of traps, it just gets better, and what more can you ask for from a collection of traps?

Amongst my handful of favorites I'm going to have to go with:
Rabbithole - Ever wonder what would happen if someone, let's say a thief, polymorphed into a mouse to traverse a long tube that was way to small for anything larger than a rodent, and suddenly reverted back to full size, while still in there? Wonder no more folks, wonder no more...ohh..eewww..gag..glurg..tube of goo anyone?
Rolling Ball Reset Trap - ala Indy, yes, a classic, been there done that right? Wrong! you're gonna like this one, I promise. All I can say is...Going Up!
Coffin Filler - Oh folks, there's nothing like knowing the group's gonna screw themselves trying be hero's and come to the rescue, Mummy in a box anyone?
Great Balls of Water - Yes, it's another rolling ball trap, a rolling ball of water that is, and that my friends is nothing compared to ingeniously shocking surprise waiting at the end of the hall..zap zap.
Necromancer's Chessboard - Oh the boundless uses for this trap, a floor "seeded" with undead goodness, just waiting for some bumbling idio....I mean stalwart adventurer to march triumphantly across the surface squares....ah, joy.

There are many, and I do mean many, collections of devious devices out there, written by many authors, published by many companies, hailing back to the great olden days of 1e...but this, this would be the first one I've read that took me back to the first time I opened the covers of a Grimtooth collection and wanted to see my group survive a "funhouse" of death. This is how trap books should be written, the mechanics are solid, the formatting excellent (ok, so they slipped and called the book by its working title once, I'll forgive them), and the illustrations work. It all comes together to make an essential PDF for your collection, and a devious tool in your arsenal.

I give this book a 5 star rating, and highly encourage you to add it to your collection. And hide your cat, seriously, your players will not be happy.


Like traps? buy this.

5/5

30 Traps for Tombs by Rite Publishing

This product is 19 pages long. It starts with a cover,and credits. (2 pages)

Tricky Traps (14 pages)
We start off with a IC introduction and a page of information about the product, as well as a location of tombs where the traps are. Though of course you can use them anywhere. There is 30 traps in this book but they are all very elaborate with several parts to them. You could in most case pull out each part and make it, it's own trap. In which case you get 28 magical traps, 25 mechanical traps and one combo trap.

It ends with a OGL and ads. (3 pages)

Closing thoughts. The art work is black and white, it ranges from fair to pretty good. Editing and format are very good, I only noticed a single error. The traps are imaginative and interesting. Plus as I mentioned while there is 30 traps pretty much all of them have several parts to them which if you want to pull them apart gives you less interesting traps but nearly double the number of traps. The one flaw I would say this book has is no puzzle traps. The other one and this isn't a flaw really is, it made me want more of them. I would now love to see a couple of more books. Perhaps 30 more traps including some puzzle traps and a 101 book of simpler traps. So what's my rating? Well the traps are very good and interesting. While I do lament the missing puzzle traps not enough to deduct a half star for it. So I am giving this one a 5 star review.

Trust me, I'm a Succubus.


For GM eyes only!

5/5

If you are a Game Master who wants to include traps that are different from the typical ones in the Pathfinder Core Rules and are like me and simply don’t have the time to come up with clever ones, this is your book. Although this book clearly emphasizes tombs, treasure and the attempt to keep said treasure out of the hands of opportunistic thieves. There are enough ideas within to use for other settings. A GM can never have too many traps to throw at the players. Using the same old traps again and again gives the players too many chances to recognize the signs and use the appropriate skills to remove or circumvent them.

The element of tongue-in-cheek celebration of popular “geek” culture within Rite’s books always gets a chuckle out of me. The cover page has a quote from Renee Belloq of the Raiders of the Lost Ark. Next is a highly appropriate quote from the real Howard Carter when he first entered King Tut’s Tomb from The Tomb of Tutankhamen. Trevor’s artful in-character letter to Owain Northway, a fictional character well-known to those who read Rite Publishing’s products; and his use of clear descriptions sprinkled with advice for GMs on how to use the traps is fun to read. It is little extras like these which help to make the 30’s series of Pathfinder Roleplaying Game supplements worthwhile purchases.

The supplement gives a useful setting for those who don’t already have something in mind, Rafikabeer a necropolis encounter location. The story behind Rafikabeer is an interesting one and leaves questions to be answered by the individual GM in a manner that best fits his or her campaign. Tantalizing hints of something darker at work in the city prior to its existence as a necropolis are wonderful tools for the GM to fuel the imagination. This is not an adventure, yet with a few additions of encounters, characters and plot it could easily become one.

Whether you use the background material or not, the traps described herein can be used by any GM who needs to provide a not-to-pleasant surprise for players. Some traps are interconnected. These give players fits when they think they have discovered the trap and proceed only to get caught by the next trap. A whole range of magical and mechanical traps, hazards, haunts, and monsters (via summon monster spells) fill this supplement. As mentioned above the descriptions of traps, there are far more than 30 traps. Many work in conjunction with other and frequently different types of traps.

Combined with Trevor’s clear entertaining prose, this is a must have for any GM who wishes to include extra spice to his or her adventure. The only complaint I have is that some of the maps would be brutal on my ink supply in my printer to reproduce for game use. That is insufficient reason to downgrade my score. I could simply describe the location and allow my players to draw it as they choose and see what happens, sort of old school style. That could quickly teach them the value of asking the right questions and taking initiative to draw things properly themselves, hmm… Now there’s a thought. Anyway, I digress, five stars out of five from me. Thank you Rite Publishing for providing yet another excellent resource to beleaguered GMs.


The best trap-book for PFRPG as of yet

5/5

This pdf is 19 pages long, 1 page front cover, 1 page editorial, 1 page SRD, 2 pages of advertisements, leaving 14 pages of content, so let’s check the latest installment of the #30-series out!

As we’re used to by now, the pdf kicks off with an aptly-written IC-introduction to the matter at hand and sets the traps located herein at the optional backdrop of Rakifabeer, the main necropolis of the land of tombs and manages to actually sketch an interesting civilization and backdrop in a single page - a commendable example of concise writing! Moreover, the designer’s short commentary informs us that we actually get 55 traps instead of 30 – more than our poor PCs bargained for. Even better, though, several are combined into trap encounters, making a case for the complex traps I love so much. But onwards to the traps – will they stand up to the excellent “Art of Traps” by Necromancers of the Northwest?

The first thing you’ll notice when delving into the traps is, that they are not simply an assortment of traps (though they can be used as such), but actually work as a kind of gazetteer of the necropolis, including details like victims of polymorph traps etc., which subsequently evokes a rather gazetteer-like feeling that goes far beyond a dry crunch-book and is even reminiscent of a sketch for a trap-focused adventure – Neat! This flair is further enhanced by providing e.g. a simple, grid-map for the “Tombs of Tamar”, including A LOT of information to give the PCs hints of what to expect via linguistics and smart thinking. The traps linked to a Tamar king’s tomb are especially devious, well-placed and cool and come with another map.

But don’t be concerned, even the regular traps we get, are imaginative: Picture a room with a floor that tilts into the corner where the most weight lies, add two swinging deadly scythes to separate the room into quarters and you get a nice example of an easy to implement trap, that is just plain cool in its rather simple, yet iconic deviousness.

Of course, the indy-trap, aka the rolling boulder had to get its representation, too and I actually prefer this one to NWN’s take on the trap, probably also due to there being a nice side-view of the traps make-up and the nice stumble-traps. No, that’s actually not it, rather it’s the addition of a reverse gravity for maximum pain n the PC’s part. And the alternative of a rolling ball of water. Water? Yep, and no the PCs are not supposed to drown. After all, there are those cute shocker lizards…

That’s what I’m talking about, it’s this kind of inventiveness that makes the distinction between good and awesome. Speaking of drowning: Combine magnets and water for a happy drowning and if that’s not enough, add one of the party-separation traps for even more fun. If you’re sadistically inclined (like I am), there’s also a downright cruel and evil trap that made me chuckle with glee: Teleport into a sarcophagus and transformation into a mummy – scream, PCs, scream! *Muahahaha*

That are the small and “simple” traps. Yep. I was wide-eyed when I read that, too. The Necromancer’s chessboard (again, with a schematic depiction), makes for a cool idea and the pit-traps that conclude the pdf make for a nice addition to the file. While at first I wasn’t too excited about them, due to their proximity in the file, I realized that they could easily be stacked for deadly effects and the “Ahhh-owww-ahhh-ow-ahhh-owwww-etc.”-factor.

Conclusion:
The pdf is extensively bookmarked and I noticed no editing or formatting glitches bar one: In the designer’s commentary, the pdf is referred to by its work-in-progress title “tricky traps”. That’s it and definitely nothing that could be considered a justification for detracting a star. Layout adheres to the new two-column-RiP-standard and artwork is b/w stock-art, but beautiful and very flavorful one. Indeed, I can’t bring myself to saying anything negative about this file – it’s a joy to read (in contrast to most crunch-heavy books), is easily integrated into any setting/dungeon, could stand alone as an adventure-locale/mini-gazetteer and would e.g. make for a great expansion of modules like “Pact-stone Pyramid” or the legendary “Necropolis” by Gary Gygax (R.I.P.), one of my favorite adventures of all time.

A crunch-heavy book full of imaginative traps, a practically complete trap-based adventure-sketch, an iconic flair and traps that truly deserve the moniker “imaginative” – Could one want for more? Yes, I missed one thing and have to admit that, while NNW’s “Art of Traps” has to admit defeat on all other levels, there is no complex puzzle-trap in here that necessitates the players thinking outside the box/logical and the complex traps from NNW’s book are just a joy to behold. In all other regards, though, #30 Traps for Tombs is just stellar and offers more content than promised – a lot more. It was not necessarily the additional crunch, but the stellar, captivating presentation and fluff that made this book a true blast to read and sparked off some truly insidious ideas in the twisted mind of yours truly –With all the praise I’ve heaped on this book, you might imagine what my final verdict will be: 5 stars and the Endzeitgeist-seal of approval. If you even have the slightest soft spot for traps, go check this out – the low price nearly forces your hand to do so. In fact, check it out even if you don’t like traps or trap-books: It might sway you!

Endzeitgeist out.



Wanted to thank Liz for getting this up.

Also wanted to post a free preview of the product HERE (right click save as)


Rite Publishing wrote:

Wanted to thank Liz for getting this up.

Also wanted to post a free preview of the product HERE (right click save as)

I'm gonna say it before someone else does.

IT'S a TRAP!

Dark Archive

Pathfinder Roleplaying Game Superscriber
Dark Sasha wrote:
Rite Publishing wrote:

Wanted to thank Liz for getting this up.

Also wanted to post a free preview of the product HERE (right click save as)

I'm gonna say it before someone else does.

IT'S a TRAP!

Actually it is a trap cause it is a preview of 30 not so mundane items instead. :)


Dark_Mistress wrote:
Dark Sasha wrote:
Rite Publishing wrote:

Wanted to thank Liz for getting this up.

Also wanted to post a free preview of the product HERE (right click save as)

I'm gonna say it before someone else does.

IT'S a TRAP!

Actually it is a trap cause it is a preview of 30 not so mundane items instead. :)

I think everyone would agree that traps are not so mundane.


Hehehe here is the real LINK (Right click save as)

The Exchange RPG Superstar 2009 Top 8

1 person marked this as a favorite.

I love the cover Steve found for this. Such a cluttered room. Poor rogue knows there's a trap in there somewhere because the DMs got a demoniacal grin...


Or put absolutely nothing in a room such as this but totally mundane clothes; and only if the players are determined to search through every stitch of clothing and spend hours doing so, put in the pity token gold piece stashed in a pocket of a pair of trousers.


You all do realize this is a illustration of a real world ossuary and the only thing in the chests are the bones of the ancient dead :)

Dark Archive

Pathfinder Roleplaying Game Superscriber
Rite Publishing wrote:
You all do realize this is a illustration of a real world ossuary and the only thing in the chests are the bones of the ancient dead :)

Which can be a great treasure to a necromancer. :)


Reviewed here, on DTRPG, sent to GMS magazine and devoted a post to Kaidan and this to RPGaggression. Stunning work, I want a gazetteer on the region! Cheers!


Rite Publishing wrote:
You all do realize this is a illustration of a real world ossuary and the only thing in the chests are the bones of the ancient dead :)

No, I didn't realize it was an ossuary. I just thought it was some cultist's storage closet with all the bones and chests and such. Even more appropriate for a book on trapped tombs.

The real world stuff is sometimes more fun than the fantasy stuff, eh?

The Exchange RPG Superstar 2009 Top 8

Thanks for the review, Endzeitgeist.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Nice review End.


You're welcome! Awesome work, Tarren, and thanks, D_M!


Tarren the Dungeon Master wrote:
Rite Publishing wrote:
You all do realize this is a illustration of a real world ossuary and the only thing in the chests are the bones of the ancient dead :)

No, I didn't realize it was an ossuary. I just thought it was some cultist's storage closet with all the bones and chests and such. Even more appropriate for a book on trapped tombs.

The real world stuff is sometimes more fun than the fantasy stuff, eh?

Yes!

Oh and thanks for the review End


Reviewed (finally).

Dark Archive

Pathfinder Roleplaying Game Superscriber

Nice review Sasha.


Dark_Mistress wrote:
Nice review Sasha.

Thanks D_M!

The Exchange RPG Superstar 2009 Top 8

Thank you for the review, Dark Sasha.

Dark Archive

Pathfinder Roleplaying Game Superscriber

reviewed.


@D_M: Check out NNW's The ARt of Traps for some cool puzzle traps. While I prefer this one, combining both trap-books is fun. ^^

Dark Archive

Pathfinder Roleplaying Game Superscriber

Yeah it is on my list of things to buy because of your review. Just haven't picked it up yet. :)


Reviewed, excellent collection of deviousness, will be haunting my play group for many an eve. Thank you

The Exchange RPG Superstar 2009 Top 8

You're welcome, KTFish7, and thank you for the review.

I laughed at the thought of an evil wizard thinking, "Yes, a sudoku trap would go quite well here."


Tarren Dei wrote:


I laughed at the thought of an evil wizard thinking, "Yes, a sudoku trap would go quite well here."

Just standing there stroking his long old evil pointy beard, lmao.


Yes now Gulliver's goal will be to come up with a reason that requires puzzle traps that does not involve....because he is insane!

The Exchange RPG Superstar 2009 Top 8

1 person marked this as a favorite.

Maybe it's a rivalry thing: "But all the other evil wizards have puzzle traps!"

I've been thinking about puzzle traps that are more natural. For example, a lock that requires weights of the right amount in order to open. I have a few ideas, but not 30.


Nice review, KTFish7!


Endzeitgeist wrote:
Nice review, KTFish7!

Thanks Endzeitgeist, much 'preciated


I wanted to stop in and thank Megan for taking the time to do a review of our product.

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