Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)
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.
hours to complete without damaging the book inside. Trying to access the springs and mechanisms of the blades is significantly more difficult. If a character succeeds at his Disable Device check by 5 or more, he gets a clue that the light sensors are in some way involved. Such a success means the lock can be opened without actually breaking the mechanism, by either covering the sensor with wax in the dark, or using a cloth. This level of success takes a normal length of time. Although not as
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
alchemists fire. Any of these variations raise the CR of the trap by 1. In terms of detection and disarming, a cautious rogue may notice the carefully hidden switch stones placed into the stone wall. Several things might tip off an observant climber to the trap that awaits her. The switch stones may be discolored, as if they had not suffered the same weathering as the rest, or perhaps they may stick out farther than those around them. The overhang along the top of the wall may serve as another
successful Open Lock check (DC 20) allows a rogue to open the doors lock. Some builders have been known to place secondary traps onto the additional door within the hall, as characters may scramble to escape once the pillars are set into motion. CHAPTER ONE: New Traps: CR 1-5 The floors and walls of the tunnel must be stone-tiled. Anything else would melt under the acid. Twelve chains hang from stone hooks on the left wall. When a victim steps on the trapped tile, the whole passage begins to
rogue. Below the floor is a space 40 ft. deep, with a few inches of fine glass dust at the bottom. Once the trap is engaged, vents open and engines start generating huge gusts of air. The wind created forms a vortex within the center of the room, quickly filling with the glass dust. At high velocities glass dust acts like a corro- The engines run for one minute before shutting down and resetting the floor. If characters remain alive through the process, they are stuck within the space. The