Traps & Treachery II: A Sourcebook of Deadly Machinations by Fantasy Flight Staff

By Fantasy Flight Staff

The realm simply received a bit extra risky.
Fantasy Flight video games is proud to announce a moment booklet of lethal machinations that DMs can use to pulp, pulverize, and puree their participant characters. within the culture of the unique Traps & Treachery, this ebook will contain 1000s of recent poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The e-book can be generously illustrated by means of extra of the shrewdpermanent mechanical illustrations that graced the 1st Traps & Treachery ebook.

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

The realm simply acquired a bit extra harmful.
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Additional info for Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)

Sample text

The Chain Fist is a Large net with a Strength bonus of +2, so the trap’s Grapple DC is +14. Variations: More deadly versions of this trap may be created by placing items in the room that will inflict damage on anyone who is caught in the chain vice along with them. Possibilities include heavy iron spheres, large spiked caltrops and terra cotta bottles of deadly acid. Such additions do make the presence of a trap a good deal more obvious. Bookcover Blade Trap Trap Type: Item Trap Construction Type: Complex mechanical Activation Type: Instant Trigger: Local; switch Mechanism: Spring Effect: Injury Attack Bonus: No attack roll necessary Damage: 2d6 Save: Reflex save (DC 15) avoids Search DC: 21 Disable Device DC: 27 Challenge Rating: 3 Construction Time/Cost: 3 weeks; 3,000 gp A popular item trap, this thick book cover contains numerous sharp blades that are secreted away in thin slots arranged on all sides of the book.

The sigil can be on a door, a chest, or along the floor; it also works quite well as an item trap. The trap itself combines message and suggestion to silently tell the triggering character one of two messages, depending on how it was set up. The first message is straightforward: “These people you are with, they are working against you. ” The second is subtler and works well for games in which characters have a lot of depth. The message is “You can really trust your friends. ” There are obviously many other messages that can be crafted to suit each particular party.

The trespasser plunges through the permanent illusion into a steeply angled funnel that leads to a 40-ft. drop into a lower dungeon level. The collapsible floor sections spring back into place once there is no more weight on them, although they are sometimes set to delay for several rounds in case a trapped character’s friends wish to follow him. $ A Search check cannot reveal this trap, but interacting with the floor in this manner does permit a Will save (DC 20) to notice that the floor is an illusion.

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