Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)

Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)

Language: English

Pages: 176

ISBN: 158994027X

Format: PDF / Kindle (mobi) / ePub


The world just got a little more dangerous.

Fantasy Flight Games is proud to announce a second book of deadly machinations that DMs can use to pulp, pulverize, and puree their player characters. In the tradition of the original Traps & Treachery, this book will include hundreds of new poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The book will be generously illustrated by more of the clever mechanical illustrations that graced the first Traps & Treachery book.

Forge of the Mindslayers (Eberron: Blade of the Flame, Book 2)

Feathered Dragon (Forgotten Realms: The Maztica Trilogy, Book 3)

The Druid Queen (Forgotten Realms: The Druidhome Trilogy, Book 3)

Bleeding Edge Adventures #3: Dirge of the Damned

Tangled Webs (Forgotten Realms: Starlight and Shadows, Book 2)

Cormyr (Forgotten Realms: The Cormyr Saga, Book 1)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Panel, which opens up when pressure is placed on a switch, usually covers the pit itself. The pit is fairly deep (40 ft.) and thus requires some effort to escape. The walls of the pit are smooth, making climbing difficult (Climb check DC 23) unless someone lowers a rope down. Unfortunately for the person or persons stuck in the pit, there is more to this trap than a simple pitfall. One round after the trap is activated, a summon swarm spell is cast. The swarm so summoned will be fixed at the time.

To identify the magic on the gem. A keen rogue may notice the groove that allows the gem to sink into the statue, which activates the bell in Brago’s chamber. She may also detect the faint trails of dried blood that lead from the hall into the passage that leads to Brago’s chamber. To disarm it, she need only jam the mechanism with a dagger or similar object. Breathtaking Corridor Trap Type: Poison Gas Construction Type: Simple mechanical Activation Type: Extended Trigger: None Mechanism:.

The walls. Disabling the trap requires cutting one or two key ropes, which triggers the mechanism. On occasion, the crossbows are manned instead of being automated. In such a case, use the kobolds’ skill to determine attack accuracy, but the firing does not stop when the bridge is abandoned. So long as anyone is visible, the kobolds will keep shooting. In order to make this trap more lethal for higher-level characters, the crossbows can be magical or loaded with magical (or poisoned) bolts of any.

Trigger plates on the floor and stairs or jam the trapdoors in the ceiling with a large object. %$ The Spinning Tunnel Trap Type: Acid Trap Construction Type: Complex mechanical Activation Type: Extended Trigger: Local; pressure plate Mechanism: Gears Effect: Injury Attack Bonus: No attack roll necessary Damage: 5d6 Save: Fortitude save (DC 25) halves Search DC: 25 Disable Device DC: 25 Challenge Rating: 5 Construction Time/Cost: 5 weeks; 6,000 gp The Spinning Tunnel trap catches dungeon.

The vaporous cloud travels with him. Thus, a single poisoned victim can kill dozens, which is how the poison got its name. It was given to a nobleman at the event of his firstborn son’s wedding, and the resulting slaughter destroyed two dynasties and plunged a powerful nation into a decade of civil war. Caster Level: 9th; Prerequisites: Brew Poison, cloudkill; Market Price: 2,100 gp; Raw Material and XP Cost: 1,050 gp and 84 XP. Master’s Draught: The powerful, mindaffecting qualities of.

Download sample

Download