178
7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR) http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 1/178 Requires the use of the Dungeons & Dragons® Player's Handbook, Third Edition, published by Wizards of the Coast ®

Legends & Lairs - Traps & Treachery 2 (OCR)

Embed Size (px)

Citation preview

Page 1: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 1/178

Requires the use of theDungeons & Dragons® Player's Handbook,

Third Edition, published by Wizards of the Coast®

Page 2: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 2/178

Page 3: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 3/178

Traps & Treachery II

Credits LEAD DEVELOPER  

Wil Upchurch

MANAGING DEVELOPER  

Greg Benage

WRITING

Ed Bourelle, Kurt Brown, Shaun Cashman, Mark Chance, Catten Ely, Lizard, Brian Patterson, Scott Stoecker, PaulSudlow, William Timmins, Bree Zastrow

INTERIOR ILLUSTRATIONSToren Macbin Atkinson, Paul Butler, David Griffith, Kenneth Kay, Brian Schomburg, Chris Seaman, Tyler Walpole

GRAPHIC & COVER DESIGN

Brian Schomburg

EDITING

Greg Benage & Wil Upchurch

ART DIRECTION

Wil Upchurch

LAYOUT

Wil Upchurch

PUBLISHER  

Christian T. Petersen

PRINTING

Bang Printing

FANTASY FLIGHT GAMES1975 W. County Rd. B2

Roseville, MN 55113

651.639.1905

www.fantasyflightgames.com

d20 System and the d20 System logo are Trademarks owned by

Wizards of the Coast and are used according to the terms of the d20

System License version 1.0. A copy of this License can be found at

www.wizards.com.

Dungeons & Dragons® and Wizards of the Coast® are Registered

Trademarks of Wizards of the Coast and are used with permission.

Page 4: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 4/178

Traps & Treachery II

Contents 

CHAPTER ONE

New Traps: CR 1-5 5

CHAPTER TWO

New Traps: CR 6+ 78

CHAPTER THREE

New Poisons 133

CHAPTER FOUR  

Puzzles & Challenges 154

Page 5: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 5/178

IntroductionEmile Zola once said that the artist is nothingwithout the gift, but the gift is nothing withoutwork. Putting together a book of this magni-

tude would not be possible without the hardwork of many talented people. It is truly agroup effort, and is every bit as satisfying asanything Ive done in my life.

The task at hand this time was to follow up oneof the most successful d20 releases of all time,Traps & Treachery. In some ways it was easy,the formula for success having been crafted before my arrival. In other ways it became achallenge to recreate that formula while puttingforth a novel product that had the same electricfeel to it. I believe that we have succeeded at

this task, and I am proud to present you withTraps & Treachery II .

To all the players out there who have grownattached to their characters Im truly sorry.

Wil UpchurchFantasy Flight, Inc.

WelcomeFantasy Flight Games is pleased to presentTraps & Treachery II , the fifth volume in our Legends & Lairs line of sourcebooks for thed20 System. Traps & Treachery II  follows inthe footsteps of its predecessor, offering evenmore fiendish traps, mind-bending puzzles, andheroic challenges that DMs can foist upon their  players.

Chapter 1 and Chapter 2 contain more than 100new traps to add to your game. Ranging fromthe simple traps of goblin and kobold tribes tothe most nefarious magical inventions of the

famed trapsmiths Perivax and Blackstone,these traps present a plethora of deadly optionsto throw against characters of any power level.

Chapter 3 details more than 80 new poisons, both mundane and magical, that can be used by players and NPCs alike. Several new types of  poisons, including monstrous and prankster 

 poisons, are detailed. In addition, this book  presents new rules detailing the rarity of 

 poisons and the effects this can have on thegame.

Chapter 4 presents tricks, puzzles, and chal-lenges aplenty, providing hours of thought-pro-voking fun for both players and DMs. Thesesituations offer characters a chance to highlighttheir non-combat skills and players a chance to

exercise their brains.

The Open Game LicenseTraps & Treachery II  is published under theterms of the Open Game License and the d20System Trademark License. The OGL allowsus to use the d20 System core rules and to pub-lish gaming material derived from those rules.

Material that is strictly rules related is OpenGame Content. You can use this material in

your own works, as long as you follow the con-ditions of the Open Game License. You cancopy the material to your website or even put itin a book that you publish and sell.

 Not everything in this book is Open GameContent, however. The names, mechanics, andgame statistics of races, feats, skills, equip-ment, spells, and magic items, and rulesderived from the d20 SRD are designated asOpen Game Content. Descriptive text, unlessotherwise noted, is closed content and cannot be republished, copied, or distributed without

the consent of Fantasy Flight Games. A note atthe beginning of each section describes theopen and closed content found within.

All illustrations, pictures, and diagrams in this book are Product Identity and the property of Fantasy Flight Games, © 2002.

The Open Game License is printed in its entire-ty at the end of this book. For further informa-tion, please visit the Open Gaming Foundationwebsite at www.opengamingfoundation.org.

    I    N    T    R    O    D

    U    C    T    I    O    N

"

Page 6: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 6/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

CHAPTER ONE

The dwarf moved down the passage, grum-bling. Cress tried to hush the dwarf, fearing thetombs ancient guardians would awaken to silence his complaints permanently. The tall human kept his rapier in his hand, even thoughhe was certain it would be of no use should theyencounter the spirits of the dead. He could  smell the combined stench of sweat and leather as he fought to control his fears.

Dammit, Sarina, if your god is protecting us I  sure cant feel it, he said.

Quiet down up there, said the priestess as she clutched the miniature silver harp that hung from a chain around her neck. Rudan isthe god of music and revelry, not silent death.Still, I have faith he will protect us from thehorrors of this place.

The three companions continued creeping down the dark hallways, thankful their short  friend could see through the shadows beyond their torchlight. Suddenly from up ahead theyheard several voices crying out in the barking language of gnolls.

They want us to throw down our weapons and  surrender, said Sarina.

Dammit, I cant see them! said the dwarf.

Nor can I, said Sarina, they are beyond our torchlight. They say they are wielding bows!Sarina turned to her companions, trusting their adventuring instincts far beyond her own.

Quick, into those alcoves just ahead! said Cress as he tumbled toward the left side of thecorridor to avoid any oncoming arrows. In one swift motion, the black-clad rogue sprang tohis feet and drew his crossbow.

The dwarf was about to follow his lead, but just as he started to jump to his right he saw the floor underneath the rogue rise up and dumphim into a chamber beyond.

Sarina, its a trap! said the dwarf. He thenlowered his head and charged the gnolls, curs-ing their decision to come into this unholy place.

IntroductionThis chapter presents full descriptions, gamestatistics, and illustrations of a variety of mag-ical and mechanical traps. The trap names andstatistics, as well as rules and mechanicsderived from the d20 SRD, are designated asOpen Game Content. Background textand trap descriptions are designated asclosed content.

#

Page 7: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 7/178

Several new concepts are introduced in this book in relation to the traps found herein.These new concepts are explained below.

Outdoor Traps In outdoor surroundings a character must use aWilderness Lore check to place a trap; a Craft

(trapmaking) check can still be used, but a 5 penalty is applied to the check as most trapsrely on structures such as walls and rooms tohide their apparatuses. The Search DC requiredto find traps in the outdoors can actuallyincrease over time due to the growth of under- brush and other such obstructions that hide anyvisible mechanisms.

To detect such traps, a character may use either Search or Wilderness Lore. If the character has5 or more ranks in the skill he chooses not to

use, he gains a +2 synergy bonus on his check.So, if a ranger with 6 ranks in Search decides touse his Wilderness Lore skill to search for traps, he gains the synergy bonus on hisWilderness Lore check.

Outdoor trap rules apply to any region that haswild vegetation or broken up landscape, andnatural paths through these areas. It does notapply to roads, areas of worked stone, or simi-lar surroundings.

Large Scale Traps Traps are very much a staple of fantasy set-tings, from the poison needle of the commontreasure chest to the morbid death oubliettes of the Snake King. It only stands to reason that, insuch a culture, trap makers would be pressedinto service by their rulers and commanders tocreate huge or elaborate traps designed to con-found or destroy large numbers of warriors at atime, especially in siege settings. Thus you willfind within these pages a number of large-scaletraps that target dozens, rather than one or four victims at a time.

Here are some ideas on bringing such traps intothe campaign:

Battle: The characters are enlisted in a battleagainst an enemy city or castle. Encountering asiege trap as a victim makes for an excitingmoment, of course. If you wish to make the

trap more central to an adventure, perhapsthe characters are assigned the task of infil-

trating the castle or city and disarming the siegetraps before a major offensive commences.

Espionage: The characters are hired to learnall they can about a citys defenses, includingthe existence and weaknesses of any hiddensiege traps. This may entail bribing or black-mailing a few city officials as well as a good

deal of skulking about in borrowed uniforms.

Exploration: Abandoned cities that have fall-en into ruin hide many secretssome of whichmay be long forgotten siege traps still armedand dangerous. Imagine the characters sur- prise and dismay if in entering a lost city theyactivate a massive unhinged wall or jaw gate.

Accident: A large-scale trap is accidentallytripped and the characters are either in its pathor must protect those who are. The Well of Tentacles is an excellent candidate for this sortof scenario.

Terrorism: Someone, either an enemy outsider or unbalanced city official, is running around townactivating all of the siege traps, which makes leav-ing or entering the city a dangerous proposition.

Trap Enhancements The following ideas are not pure traps per se;they are ways to make traps more cunning anddeadly, especially for high-level parties that

might trivially overcome many challenges.

Invisible Mechanisms 

The mechanics of a trap can be made invisible.This can be done by a 3rd-level mage withaccess to Craft Magic Trap and the invisibleobject spell from Traps & Treachery. The costis 500 gp over and above any other costs for thetrap. The effect is to make the trap much hard-er to detect, adding +5 to the DC of detectingthe trap, and even then, the DM must rule thereis some method of sensing or inferring that the

trap is there. This enhancement is used primar-ily on locks, but is also useful anywhere arogue visually inspects a mechanism for signsof a trap. Even if the trap is detected, DisableDevice check DCs are also increased by 5, sim- ply because it is harder to work on what youcannot see.

This adds +2 to the CR of the trap.

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

$

Page 8: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 8/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Suggestion Gems 

A  suggestion gem is created via the CraftMagic Trap feat, requiring a 5th-level caster with the ability to cast  suggestion, 2,500 gp,and 100 XP. The gem is then integrated into anarea near a trap, usually as part of a wall deco-ration or a mosaic on the ceiling. The  sugges-

tion made is invariably some action that willtrigger the trap, causing invaders or thieves to pull random levers, place their hands intoalcoves, look through peepholes, hastily grabthe idol from the pedestal, and otherwise actwithout caution.

Once removed from its location, the magic of a suggestion gem is broken, although it is still ahigh-quality gem (usually worth 500 gp or more).

This adds +2 to the CR of the trap.

Illusion Disguise

A relatively simple figment can be placed over the internal workings of a trap, making it seemto be a completely different trap and otherwisemaking it much harder to disable. In addition,illusions can be used to cover up joinedstonework, hide pressure plates, conceal thespace in the ceiling in which a deadfall is hid-den, and so on. A mage with access to CraftMagic Trap and  silent image can enhance a physical trap with an illusion for a cost of 500

gp and 20 XP. These illusions can have a rangeof effects, but the most common are:

Disguise the mechanism. This adds 5 to theDisable Device DC, unless the character makesa successful Will save (DC 15).

Disguise the trap. This adds 10 to the Searchcheck to notice the trap, unless the character succeeds at a Will save (DC 15).

This adds +1 to the CR of the trap.

Spring Loaded

Some trap mechanisms are designed to work exceptionally fast, so fast that even a skilledrogue might find himself taken by surprise. Aspring-loaded trap is usually placed on a chestor a door lock, and the primary effect is tonegate all or part of a rogues enhanced resis-tance to traps. For 2,000 gp, the trap negatesthe rogues evasion ability. For 500 gp per 

 point of negated bonus, the trap negates one point of the rogues uncanny dodge save bonusagainst traps. (In other words, for 500 gp, theuncanny dodge bonus is reduced by one, 1,000gp buys a two point reduction, and so on.) The bonus can never be reduced below 0.

This adds +1 to the CR of the trap.

False Disabling

It is a fact known to every trapmaker that,sooner or later, someone will try to disable hiscreation. Some focus solely on making better traps, while others try more devious tricks.This is an example of the latter. A FalseDisabling trap is designed to appear trivial todisablean obvious wire must be cut, an obvi-ous piece of metal must be bent back.Unfortunately, this action will not disable thetrap, but will trigger it. The true DC of dis-

abling the trap is unchanged, but it appears to be a much simpler mechanism than it really is,thus encouraging rogues to make a try at a task they might not be prepared for, take fewer pre-cautions, etc. Any failure will trigger the trap.A Spot check (DC 25) is allowed just beforethe disable attempt to reveal the subterfuge.

This adds +1 to the CR of the trap.

False Traps 

False traps are slightly less lethal than normal

traps but far more frustrating. The main pur- pose of such traps is to confuse or slow a partyof invaders while keeping the cost of buildingtraps considerably lower than normal. For 100gp, a skilled craftsman can create the appear-ance of hairline seams in a wall, construct anelaborate but meaningless mechanism in alock, or set stones in a pathway so that theyappear to be trigger plates. It requires a suc-cessful Spot check (DC 20) to identify a falsetrap for what it is. Any Disable Device checksautomatically fail, but with each attempt thecharacter gains a new Spot check to note the

deception.

One particularly fun false trap, called FalseHollow, requires Craft Magic Trap , ghost  sound, 500 gp, and 20 XP to build. Characterswho tap a wall or otherwise look for hollowspaces hear the faint echo that indicates a pas-sage lurks just beyond a seemingly solidwall. Tremendous amounts of time could be spent looking for a secret door, or just

%

Page 9: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 9/178

trying to break down the wall. (If more thanfive cubic feet of stone is removed from thewall in which a False Hollow has been placed,the spell is broken.) This false traps primaryuse is to keep a party occupied, and noisy, thusattracting guards and keeping the party in one place while the guards approach.

False Traps should be considered CR 1 to 3,and the DM should consider an ad hoc XPaward to any character that figures out the rusewithout resorting to skill checks.

Lockpick Destruction

There are several locks, usually door and chestlocks, which are designed with complex mech-anisms whose purpose is not to damage thethief, but his tools. The nasty bit is that in order to disarm these traps you need to put your toolsinto them, making even the slightest error 

extremely annoying.

Two common variants are the acid trap and thelocking trap.

The acid trap usually has interior componentsmade of ceramic and glass, or else the metalcomponents are alchemically treated to resistacid. On any failed Open Lock or DisableDevice check, the acid pours over the picks,destroying them unless the rogue succeeds at aReflex save (DC 25) to yank them back. Therogues bonus to Reflex saves due to uncannydodge applies to this check.

The locking trap uses a set of gears and springsto clamp down on any picks or probes that haveentered the lock. The picks are then held in thelock. Removing them without breaking them isdifficult, requiring a successful Disable Devicecheck (DC 25). Failure means that the tools are broken and the lock has been jammed or dam-aged, causing additional Open Lock checks tosuffer a 4 penalty.

Locks with these mechanisms are consideredCR 1.

New Traps The traps found within these pages are orga-nized according to Challenge Rating, from

lowest to highest.

All Wrapped UpTrap Type: Binding TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: Magic

Effect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: Reflex save (DC 14) avoidsSearch DC: 26Disable Device DC: 26Challenge Rating: 1Construction Time/Cost: 1 day; 500 gp; 20XP

This is an amusing trap that is usually com- bined with an alarm. One big advantage of thetrap is that it is not very dangerous. This is use-

ful for inhabited buildings, where a servant or visitor can get lost.

When a character steps on the traps symbol,animate rope is cast. This causes any rope thatis carried by the character to move and entan- gle the bearer. If the target is not carrying anyrope, the trap triggers but has no effect. Thetrap could be used on an item, perhaps with acommand word override. Sometimes a rope is placed nearby so that the trap cannot fail. It isoften hidden within a chandelier or curtain soas to avoid tipping off observant trespassers.

Subtle signs of struggle around the trap providea clear sign for observant rogues. The wear marks are unusual, compared to normal traffic.The symbol is repeated elsewhere, but isengraved a bit more precisely here.

Cloak and Dagger  Trap Type: Pit TrapConstruction Type: Simple mechanicalActivation Type: Instant

Trigger: Local; switchMechanism: GravityEffect: EnsnarementAttack Bonus: No attack roll necessaryDamage: 2d6Save: Reflex save (DC 17) negatesSearch DC: 20Disable Device DC: 20Challenge Rating: 1Construction Time/Cost: 1 week; 1,000 gp

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

&

Page 10: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 10/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

The Cloak and Dagger trap has two parts: oneto fool victims and the other to catch them. It is primarily used by primitive humanoids such askobolds and goblins to capture creatures thatmight be too powerful for them in a straightfight. The first part of the trap involves a wood-en cage suspended in the branches of a tree bya single rope. About four feet from the trunk is

a dagger pinning an old, ratty cloak, usually of a bright color, to the tree. The cloak semi-hidesthe rope, which is also pinned to the tree by thedagger. Removing the dagger releases the ropeand drops the cage.

However, this is meant only as an obvious ruse.A character notices the rope and cage with asuccessful Spot check (DC 12). What makesthe trap truly fiendish are the two 20 ft. deep, 5ft. by 5 ft. pits on either side of the tree that arehidden by a cloth and covered with dirt. These pits make up the second part of the trap.

A clever individual will probably wish toremove the dagger and follow the old adagethat says, If it isnt nailed down, pick it up.By merely sidestepping the tree and grabbingthe dagger from the side, a character does nothave to worry about the cage, but falls in a pitinstead.

A victim who falls in a pit takes 2d6 points of falling damage and must succeed at a Climbcheck (DC 20) to get out. A victim who actual-

ly fails to notice the cage before it falls maymake a Reflex save (DC 15) to jump out of theway (possibly landing in a pit.) An individualtrapped under the cage needs to make aStrength check (DC 18) to break free. In order to make the trap even deadlier, the creator may place snakes, scorpions, or other poisonouscreatures in the pits.

The dagger is a normal, everyday blade and thecloak is smelly, full of holes, and completelyworthless.

'

Page 11: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 11/178

CrossfireTrap Type: Crossbow TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; pressure plateMechanism: Spring

Effect: InjuryAttack Bonus: +10 rangedDamage: 1d8 per boltSave: NoneSearch DC: 20Disable Device DC: 20Challenge Rating: 1Construction Time/Cost: 1 week; 1,000 gp

Crossfire is a simple mechanical trap designedto harm or kill intruders. The room that holdsthe trap is a small temple of sorts with an altar at the far end of the room. Raised, brightly col-

ored tiles cover the floor, and the walls and pil-lars bear paintings that depict the exploits of agod and his followers.

The trap consists of crossbows held in hollow pillars to either side of the door. The pillars are

very close to the wall nearest to the door, sointruders must pass between them. The cross- bows fire through small holes hidden in thedesigns on the pillars.

The trigger for the trap is the tile section between the pillars. As all the tiles are raised,the trigger is difficult to see. Stepping onto any

of the trapped tiles sets off the trap. Two bolts,one from each of the adjacent pillars, shoot out-wards toward the trespasser. If only one personstepped on the tile, he is the target of both. If two people triggered the trap simultaneously,one bolt is aimed at each. If more than twostepped forward, determine the targets random-ly. Each crossbow holds only one bolt, so after one triggering the trap is rendered useless untilreloaded.

The simplest way to disable the trap is to plugthe holes from which the bolts shoot. Another  possibility is to jam the trigger mechanism with pitons. Each pillar has a hidden door (SearchDC 17) on the rear side where the trap can bereloaded. 2d4 bolts can typically be found ineach pillar, and 30% of the time the bolts will be blessed .

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

Page 12: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 12/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Hangmans Last LaughTrap Type: Poison TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; tripwireMechanism: Tripwire

Effect: InjuryAttack Bonus: No attack roll necessaryDamage: PoisonSave: Fortitude save (DC 18) resistsSearch DC: 20Disable Device DC: 20Challenge Rating: 1Construction Time/Cost: 1 week; 1,000 gp

Hangmans Last Laugh is a simple trap typical-ly used by primitive tribes of humanoids, suchas goblins and kobolds. The trap uses a decoyto deliver a debilitating poison to curious inter-

lopers. It is sometimes used as a hunting tech-nique, although it is much more commonlyseen protecting important tribal areas.

A hanged humanoid body is suspended severalfeet above the ground, the rope slung over atree branch or outcropping of rock. The body isdressed normally, though the poor condition of the clothing suggests the body has been in itscurrent position for quite a while. Preservativesare used to prevent rotting, and foul smellingherbs keep scavengers away from the body. Asign hung around the neck reads Die filthyhuman, die! or something appropriate to thecreature hanging there. The words are verysmall, the sign being designed to bring the vic-tims as close to the poison as possible.

Tripwires are hidden (Spot check DC 15) in thegrass surrounding the body. Tripping over thewires causes a small, spring-loaded blade to cutthe rope holding up the body, dropping it to theground. When the body hits the ground it splitsopen and releases a noxious poison. Movingthe corpse causes the body to fall apart as well.

The body is held together by crude stitches hid-den beneath the corpses clothing, and the poi-son gas is sealed in fragile sacks made fromspecially prepared animal stomachs.

When the body falls apart, the gas is released,affecting all creatures in a 10-ft. radius. Burned barla root is the most common poison used inHangmans Last Laugh (Fortitude save DC 18,initial damage 1d2 Con, secondary damage1d4+1 Con).

Page 13: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 13/178

It is easy to avoid the Hangmans Last Laugh by stepping over the tripwire and not touchingthe body. Otherwise, following the tripwire toits source reveals the blade used to cut the rope(Disable Device check DC 20).

Ink MineTrap Type: Aquatic Ink Cloud TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; tripwireMechanism: Spring, pressureEffect: Hindrance, identificationAttack Bonus: No attack roll necessaryDamage: NoneSave: Reflex save (DC 22) avoidsSearch DC: 20 (see text)Disable Device DC: 20Challenge Rating: 1

Construction Time/Cost: 1 week; 1,000 gp

Aquatic races use ink mines around the perime-ters of their Underdeep lairs to deter trespassersand provide a visual warning to their presence.When triggered, the ink mine launches a spe-cially treated bladder that leaves a trail of opaque squid ink.

The tripwire for an ink mine can be placedalong a sea or cavern floor or it can be sus- pended between two objects such as reef embankments. A suspended tripwire can

 become covered in drifting sediment and must be cleaned weekly or suffer a 2 to its SearchDC for each week that it goes without mainte-nance. A creature that comes into contact withthe tripwire must make a Reflex save (DC 22)in order to stop itself from applying enough pressure to the wire to trigger the mine.Creatures with at least 5 ranks in Swim gain a+2 circumstance bonus to this Reflex save.

When the ink mine is triggered, a piece of coralor other sharp material punctures a hole in the pressurized ink bladder. The release of the ink 

acts as a propellant, pushing the bladder 2d4x10 ft. in a predetermined direction. Thecloud, which spreads in a 20-ft. radius alongthe path of the bladder, provides total conceal-ment and creatures within the cloud suffer theeffects of total darkness. In calm water, thecloud dissipates in 3d6 rounds.

Although the tripwire for this trap is generallytranslucent, it is almost always the first thing a

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

Page 14: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 14/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

successful Search check (DC 20) reveals.Disabling the ink mine is a simple matter of dis-connecting the tripwire or removing the springfrom the puncturing device. The delicate blad-der holds about a gallon of concentrated ink andrequires a Reflex save (DC 15) each round thatit is handled to keep it from breaking.

Longpit Trap Type: Pit TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; pressure plateMechanism: GravityEffect: InjuryAttack Bonus: No attack roll necessaryDamage: 2d6Save: Reflex save (DC 21) to avoidSearch DC: 20

Disable Device DC: 20Challenge Rating: 1Construction Time/Cost: 1 week; 1,000 gp

The basic pit trap has many problems, and trapdesigners have found many solutions to themover the years. One of the major problems isthat most pits will trap one, or perhaps two,intruders at a go, while extensive surveys bytrapmaster Acand Deyryn have indicated theaverage number of individuals invading a com- plex is four. This makes it trivial for those whohave been trapped to escape, if they survive the

fall.

The Longpit is a simple, inexpensive, solutionto this problem. The pit is usually built in a nar-row corridor, and fills an area at least 40 ft.long by 5 ft. wide. The trigger is at the farthest point from the likely entrance to the corridor,so that the entire group will be standing over the mouth of the pit when it opens. The personwho triggers the trap (usually the leader of the party) can make a Reflex save to avoid it; therest simply fall in.

The pit is a minimum of 20 ft. deep, largeenough to impose an obstacle when everyone isinside it. The walls are usually polished quitesmooth, so climbing out is extremely difficult.(It is also possible to have a single wall that iseasier to climb; this is an excellent place to usea Falling Wall or Burning Wall trap).

This trap is used only in areas where intrudersare likely to be weak or not well equipped; it

does not pose a serious threat to more advancedadversaries. Detecting it is fairly simple; thevery large open area beneath the trap door mayecho oddly, and the floor itself vibrates slightlyas it is walked upon. Disabling it is likewisesimple. Once the trigger plate has been located,even a marginally skilled rogue can easily jamit. However, the low expense and general utili-

ty against minor threats makes this trap popular as a filter mechanism; it eliminates weak intruders early, preventing the expense and dif-ficulty of rearming traps that were designed todeal with much more serious threats.

Mantle of DreadTrap Type: Fear TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magic

Mechanism: MagicEffect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: Will save (DC 11) negatesSearch DC: 26Disable Device DC: 26Challenge Rating: 1Construction Time/Cost: 1 day; 500 gp; 20XP

This trap is traditionally placed before the stat-ue of a god. Anyone approaching is subject to

the fear effects, and begins quaking in terror.Some temples to war gods place these traps totest the nerve of aspirants. Darker temples usethe trap as atmosphere. It can also be placed soas to distract intruders, causing them to run intoother, more dangerous traps. If placed near theentrance to a place of solitude or solemnity, itcan screen out casual annoyances.

The trigger is based on body heat passing over it. Undead, plants, and other beings with nosuch heat do not activate the trap. It does notreact to torches or other forms of heat, as it

specifically keys on the body heat of normalcreatures. A heat source like a torch will con-fuse the trigger, however, and block it.

Once activated, the trap casts cause fear on thetarget. The focus of the dread is typically thestatue or icon of a god. The fear could also beof an entrance, or simply a feeling of terror emanating from a specific direction. Theeffect lasts 1d4 rounds.

!

Page 15: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 15/178

The outlines of the trap are not hard to spot.Wavy black lines etched into the ground areclear to the trained eye. Chiseling one of thewavy lines deactivates the trap and its magicaltrigger.

Meal Spears Trap Type: Spear TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; pressure plateMechanism: Pressure, gear Effect: InjuryAttack Bonus: +6 rangedDamage: 1d8Save: NoneSearch DC: 21Disable Device DC: 21Challenge Rating: 1

Construction Time/Cost: 1 week; 1,000 gp

Meal Spears is a mechanical trap designed toinjure the unwary, who may be preoccupiedwith the rooms other element.

The room that contains Meal Spears is a smalldining hall, 40 ft. wide and 60 ft. long. A rec-tangular table surrounded by six short-backedchairs rests in the center of the room. A skele-ton sits in the chair nearest to the door the PCsenter through, its skull resting on the table before it. A dagger lies next to the skeletons

head.

Ghostlike images inhabit the room, and theyseem to be having a meal. When the charactersenter, one of the ghosts, a woman, slowly walks behind the ghost of a man in the position of theskeleton, pulls a knife and sinks it into his back.The other dinner guests rise in shock and hor-ror, and then the image fades out and repeats.

This illusionary dinner is meant to distract thePCs from the waiting trap. Underneath theskeletons chair is a cleverly disguised pressure

 plate (Search check DC 21). When any addi-tional weight is put on this large plate (for example, to examine the skeleton or grab thedagger) the trap is sprung. Several shortspearsfire from holes in the walls opposite the deadskeleton. Anyone within 10 feet of the skeletonsuffers 1d3 spear attacks. The spears have aranged attack bonus of +6.

Disabling the trap can be accomplished in

two ways, either by jamming the pressure plateor noticing (Spot check DC 18) and pluggingthe holes from which the spears are fired.

Room of CunningObservation

Trap Type: Magical Detection TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: IdentificationAttack Bonus: No attack roll necessaryDamage: NoneSave: NoneSearch DC: 26Disable Device DC: 26Challenge Rating: 1Construction Time/Cost: 3 days; 2,500 gp;

250 XP

The Room of Cunning Observation is some-what unique in that characters may very wellwalk into it, suffer the full effect of the trap,and yet never be aware they have been in a trapat all! The room is usually large, at least 30 ft.long, and placed along a main route through thedungeon. The only exit from the room is aheavy door (Break DC 26) along with a verywell made masterwork lock. The function of the lock and the door is to keep the party busyfor at least a few minutes. Meanwhile, the trapdoes its work.

Inlays of semi-precious gems all around therooms walls serve as both decoration and con-cealment. A small number of these gems are part of a magical scanning system that castsdetect magic on the party and then relays theresults (as well as an image of the party) to awatcher via clairvoyance. The watcher thusknows who has the most powerful magic, andhas some sense of what those items might be.He also has a chance to listen to any conversa-

tion that occurs in the room, which might pro-vide more clues as to the nature of the partymembers.

Then, armed with this knowledge, dungeondenizens are dispatched to encounter the partylater, utilizing their knowledge to the fullest. If someone has a  flaming burst  weapon, for example, they may have prepared with potionsof resist elements (fire). Many similar strata-gems are possible.

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

"

Page 16: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 16/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

The fact that there is even a trap to detect issomewhat difficult to ascertain. A rogue with alevel or two of wizard or one or more ranks inKnowledge (arcana) might notice an odd pat-tern in the gems, or might feel a faint magicalstirring in the room. A successful Scry check (DC 15) allows a character to notice that he is being magically scanned, but he cannot discern

the nature of the effect. Disabling the trap is amatter of smashing the appropriate gems inorder to disturb the matrix. Of course, duringeach round that this is going on, the trap stillfunctions.

The Grove of Woodland Insight is a similar concept, but placed, as the name implies, in awoodland grove. The gems are hidden careful-ly among the trees and the watcher is usuallystationed nearby. This setup is popular amongelves, fey, and other woodland races, but evilhumanoid races sometimes produce wizards or sorcerers, and they can build this spy station aswell. Since a grove cannot delay a party theway a locked room can, this trap is usually builtin a place ideally suited for a quick rest stop. Inthe case of benign races, an emissary may besent out to meet the party in the grove and keepthem engaged long enough for the scan to becompleted.

Ruby Flower  Trap Type: Explosive Trap

Construction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: ChemicalEffect: InjuryAttack Bonus: No attack roll necessaryDamage: 2d6Save: Reflex save (DC 18) avoidsSearch DC: 21Disable Device DC: 21Challenge Rating: 1Construction Time/Cost: 1 week; 1,000 gp

Using two relatively inert chemicals thatexplode when mixed, the Ruby Flower is a trap particularly suited for use outdoors. The lid of the trap is strong enough so that it breaks onlywhen something at least as great as a humansweight presses against it. The lid then breaks,causing the contents to mix and explodeupward. Most animals are unable to trigger itdue to their small size. Some traps are specifi-cally designed for the step of a horse, which is

useful if friendly forces have no horses and potential invaders do.

The design of this trap is fairly simple. Theswitch is a metal rod with side flanges.Ceramic lids are baked onto the flanges.Ceramic pots are then filled with the firstchemical. The containers are set under the lids

and lashed tight, at which time a sealant isapplied to the pottery. This whole assembly isthen lowered and rotated into a lead-lined boxwith bars extending from the corners. The barsthen rest under the containers, supporting themand suspending the assembly within the box.The box is filled with the second chemical,then the lid is attached and sealed. The deviceis then ready, and may be buried wherever desired.

When someone breaks the lid, it drives the cen-tral rod down, along with the flanges. Thisaction squeezes the ceramic containers between the flanges and the crossbars, shatter-ing them and mixing the chemicals quickly.The resultant reaction explodes upward.Though the chemicals cause some harm, the projected debris of the lid and box deals the pri-mary damage.

After two years in the ground, the trap has agood chance of failing. Water leaches the leadfrom the container, letting the second chemicaldrain away.

The trap is normally not hard to pick out; a sus- picious dip in a roads surface or a strangesquare panel in the floor can be telltale signs.The Ruby Flower is much more effective when placed along natural trails by a character withWilderness Lore, as per the outdoor trap rules.

Disarming the Ruby Flower can be as simple as placing a flat, unyielding plate over the trap.With some flat stones as legs, a basic bridgecircumvents the trap. Alternately, the lid of the box can be carefully pried off and the entire

trap disassembled. A character may simplyleave a visible marker or flag to warn others of the danger.

This trap sees significant use in warfare. Whilerelatively expensive for killing a single soldier,the demoralization of random deaths of thisnature can be quite significant. To this end,they are usually planted in roads, particu-larly if designed to be triggered only by

#

Page 17: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 17/178

horses. There are more deadly versions, someusing elaborate designs to spread the explosion(2d6 to everyone within 5 feet, CR 2; 2d6 toeveryone within 20 feet, CR 4).

Slippery Stairs Trap Type: Stair TrapConstruction Type: Simple mechanical, magicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: HindranceAttack Bonus: No attack roll necessaryDamage: See belowSave: Reflex save (DC 18) avoidsSearch DC: 26

Disable Device DC: 26Challenge Rating: 1Construction Time/Cost: 1 day; 1,000 gp; 20XP

The Slippery Stairs trap sends a wave of slick oil down a flight of stairs to slip up and washaway anyone who triggers it. This trap works best on a staircase of at least 30 or more stairs

with few handholds or railings. Setting up anasty surprise at the bottom of the stairs

such as a trap door or empty suits of armor withweapons pointed upwards increases the deadli-ness of the Slippery Stairs.

The trigger is magical and activates when

someone treads upon a specific stair designated by the traps creator. Usually this trapped stair is situated halfway up the staircase for maxi-mum effect. If the trapped stair is within 5 feetof the staircase top, a successful Reflex savenot only avoids the trap, but also allows a vic-tim to reach the top untouched. Otherwise, asuccessful saving throw implies that the victimhas run down the stairs and gotten off in timeor grabbed a handhold such as a railing to avoid being swept away.

The flow of oil follows the staircase regardlessof design but must always travel with gravity. Itcannot go uphill. At the bottom of the stairs, theoil abruptly stops flowing and leaves a slick residue that remains for 15 minutes before itmagically dissolves.

A character who wishes to traverse the slick stairs must make a Climb check (DC 20) and aReflex save (DC 20). Anyone on the stairs thatmanages to grab a handhold does not have to

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

$

Page 18: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 18/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

make the Climb check. Victims of this trap take1d6 points of damage for every 10 feet fallen.A Tumble check (DC 18) halves the damagetaken in this manner.

The oil is magical and does not stain. It dissi- pates when removed from the stairs, so a char-acter cannot collect any in a flask. Once the oil

completely dissolves, the trap resets itself andcan be triggered again.

Sprayed SurpriseTrap Type: Incapacitation TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: Hindrance, identificationAttack Bonus: No attack roll necessary

Damage: NoneSave: Will save (DC 11) negatesSearch DC: 26Disable Device DC: 26Challenge Rating: 1Construction Time/Cost: 1 day; 500 gp; 20XP

The intent of this trap is to disable potentialintruders while not hurting them in any perma-nent sense. It is combined with an alarm, sothat guards can subdue any remaining charac-ters. Once bound, the characters can be interro-

gated, jailed, or whatever is appropriate. Lessscrupulous types simply prefer the tacticaladvantage this trap gives them if sprung imme-diately before combat; those who escape theeffects of the trap can be targeted first, and thenthe other intruders dispatched.

This spell trap is normally placed on a door atthe head of a corridor. The placement ensuresthat the intruders are lined up within the spelleffect. It casts color spray in a cone and soundsan alert for nearby guards. The trigger of thespell is based on darkvision, so invisibility or 

magical darkness can confound it. A key isusually set up, and the trap deactivates for 10seconds when someone presents a badge withthe key symbol.

Designs threaded into the surface of the door are, to a trained eye, clear indications of magic.A few simple applications with a chisel candestroy the trap and its magic trigger.

The False Door  Trap Type: Door TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; springMechanism: Chemical

Effect: Injury, hindranceAttack Bonus: No attack roll necessaryDamage: 2d6Save: Reflex save (DC 20) partialSearch DC: 20Disable Device DC: 20Challenge Rating: 1Construction Time/Cost: 1 day; 1,200 gp

The False Door trap is a simple mechanical trapused to teach unfamiliar visitors the dangers of snooping. It consists of a single oak door withnothing but a solid wall behind it. Some false

doors are armed with a small explosive trapthat deals 2d6 points of fire damage to anyonewithin 5 feet of the door when it is opened.Other false doors are sealed so that no amountof force will open it, confusing door-breakersto no end.

The explosive trap consists of two vials of chemicals, one on top of the other. When thedoor opens more than an inch, the top vial pours its contents into the second vial causinga chemical explosion. In addition to the simpleexplosive trap, the false door can be equippedwith almost any other door trap available,although this will adjust the cost and time of construction accordingly.

The benefits of investing in a False Door trapare twofold: the costs and time involved aresmall and it is hard to accidentally set the trapoff. Since the door doesnt go anywhere, theowner has no reason to ever touch it.Particularly clever trapmakers will installsecret doors behind these false doors, expectingtrespassers to overlook them in frustration after 

setting off a trap.

The Good SamaritanTrap Type: Poison TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; creatureMechanism: MagicEffect: InjuryAttack Bonus: No attack roll necessary

%

Page 19: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 19/178

Damage: NoneSave: Fortitude save (DC 16) resistsSearch DC: 25Disable Device DC: 25Challenge Rating: 1Construction Time/Cost: 1 day; 60 gp; 10 XP

A favorite among goblins, the Good Samaritan

tricks travelers into handling a deadly viper, afrayed lizard, or some other poisonous crea-ture. The goblins first find the appropriate crea-ture, tie it to a hunters trap, cover it with theillusion of a harmless animal, and wait for akindly individual to try to free it. Victims areoften too surprised to even realize what hashappened before the poison kills them.

Goblins often set this trap near a road or other well-traveled area. They hammer a spike intothe ground and attach the poisonous animalwith a rope or wire leash. Snakes require ametal clamp. Next, the goblin shaman casts anillusion on the deadly animal, making it look like a fox, rabbit, raccoon, fawn, dog, cat, or similar creature. The illusion creates the imageand sound of the desired animal but cannot usu-ally falsify a scent.

A passerby merely sees a harmless animal,caught by some cruel hunter and wailing in pain. The poisonous creature attacks anyonewho tries to free it. Victims killed by the trapare plundered and then quickly removed from

the scene. When the poisonous creature dies of starvation or dehydration, the goblins leave andset up a new trap elsewhere.

Frayed Lizard

Tiny AnimalHit Dice: ½d8 (2 hp)Initiative: +2 (Dex)Speed: 20 ft., Climb 20 ft.AC: 15 (+2 size, +2 Dex, +1

natural)Attacks: Bite +4 melee

Damage: Bite 1d23 + poisonFace/Reach: 2 ft. x 2 ft./0 ft.Special Attacks: PoisonSpecial Qualities: Low-light visionSaves: Fort +2, Ref +4, Will +0Abilities: Str 5, Dex 14, Con 10, Int

2, Wis 6, Cha 8Skills: Climb +8, Hide +6, Move

Silently +4, Spot +8Feats: Weapon Finesse (bite)

Climate/Terrain: ForestOrganization: SolitaryChallenge Rating: 1Treasure:  NoneAlignment:  Neutral

Poison (Ex): The bite of the frayed lizardinflicts a deadly poison that deals 1 point of 

temporary Constitution damage each rounduntil the subject dies. A Fortitude save (DC 12)resists the poison.

Turn the Invader  Trap Type: Charm TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: Hindrance

Attack Bonus: No attack roll necessaryDamage: NoneSave: Will save (DC 12) negatesSearch DC: 26Disable Device DC: 26Challenge Rating: 1Construction Time/Cost: 1 day; 500 gp; 20XP

This is a favorite trap of enchantment sorceryguilds, one they are paid well to place in other guildhalls. It is effective in catching burglars ina rather peaceful way. The spell trap can also

 be cast on items, and is sometimes used thisway as a cheap form of  geas.

The trap casts charm person when touched.The target feels an obligation and allegiance tothe owners of the building. The effect may not be immediately obvious. If the target is infil-trating, either by guile or moving unseen, shewill alert guards and try to turn herself and anycompanions in to the authorities. The charmedcharacter will be smart about it, however, andchoose a good opportunity. The trap has 50charges, so it is quite possible that a large group

can be affected.

A guard or visitor who activates the trap maynot be noticeably affected. In several halls,guildmasters have their guards walk throughthese traps on occasion, as a cheap way of test-ing loyalty. New guards will typically own upto cheating at cards or other minor infractions.Guards soon learn to keep their relations withthe guild proper, or become experienced

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

&

Page 20: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 20/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

enough to resist the magic.

The trap is pretty easy to spot and identify.The symbols are intended to blend into the patterns of the flooring, but the colors and precision of lines are somewhat obvious.Rubbing several of the lines with a metalimplement disables the spell trap and the

magic trigger.

Alcoves Trap Type: Chute and Slide TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; counterweightsMechanism: CounterweightsEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 1d3

Save: Reflex save (DC 25) avoidsSearch DC: 20Disable Device DC: 21Challenge Rating: 2Construction Time/Cost: 2 weeks;2,000 gp

Alcoves is a mechanical trap with anillusionary component to fool adventur-ers into triggering it and a monster com- ponent to deal damage.

This trap is placed in a straight corridor 

as it approaches a T-junction or an inter-section. Sixty feet from the intersectionare two alcoves, one on either side of thecorridor. If any creature comes within 5feet of the alcoves, an illusion is created atthe intersection depicting two bow-wieldinggnolls shouting in their native language.

The actual trap is hidden in the alcoves, andmoving into either alcove causes the trap to besprung. The rear wall of the alcove falls back-ward and the floor pivots upward. The counter-weights that cause the trap to spring are sensi-

tive, so anything over 20 lb. triggers the trap.

The victim slides down a slick, 10-ft.-longchute and into a chamber 15 ft. square. The fallcauses only 1d3 subdual damage as the cham- ber contains foul and murky water to a depth of three feet. Once the victim is in the chamber,two zombies (MM 191) rise from the water andattack until destroyed.

The chute is quiteslick, and requires a successful Climb check (DC 25) to negotiate. The alcove wall is easy toopen, but only from the outside. Trapped char-acters cannot open the pivoting wall from their side. With help from the other side, escape is

quite easy, as one person can hold the trap openand lower a rope to any victims.

'

Page 21: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 21/178

Collapsing Ladder  Trap Type: Pit TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; switchMechanism: Gravity, gear 

Effect: InjuryAttack Bonus: No attack roll necessaryDamage: 4d6Save: Reflex save (DC 22) avoidsSearch DC: 20Disable Device DC: 20Challenge Rating: 2Construction Time/Cost: 2 weeks; 2,000 gp

The Collapsing Ladder trap is meant to injureunsuspecting adventurers. The trap is in theguise of a 15-ft.-tall ladder leading up to a sim- ple wooden trapdoor in the ceiling of an alcove.

The ladder itself is iron and quite sturdy; it isattached to the wall by thick metal rods. A rung12 feet up the ladder is the trigger. Pulling that particular rung acts as a lever, which pulls on asteel pole running behind the wall. The steel pole holds the floor beneath the ladder and therods that secure the ladder in place. The rungmoves down slightly, triggering the releasemechanism and prying the steel pole back andaway from the ladder.

The floor beneath the ladder drops out whilethe ladder is released from the wall, droppingthe ladder and any person on it into the 40-ft.-deep pit. Characters on the ladder can make aReflex save (DC 22) to jump off and awayfrom the pit before falling. Those who fail suf-fer 4d6 points of falling damage.

The trap is difficult to detect because of thecleverly disguised rung. Disabling theCollapsing Ladder involves propping up thelever rung so that when pressure is placed on itthe rung does not release and trigger the trap.

Careful characters can also merely avoid thetrapped rung, assuming the first climber spot-ted the deception.

FlashblindTrap Type: Item TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: Counterweight, gear 

Effect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: Reflex save (DC 21) avoidsSearch DC: 21Disable Device DC: 21Challenge Rating: 2Construction Time/Cost: 2 weeks; 2,000 gp

This trap sprays a fine magnesium powder andthen ignites it, causing an intense flash of lightand heat. The heat is enough to singe and pos-sibly ignite paper within a foot or so of the trap.

Also, anyone looking in the general vicinity of the trap must make a Reflex save (DC 21) or be blinded for 1d3 minutes.

Flashblind is a popular trap for chests, but itcan be arranged for other containers or evendoors. Item versions are usually one-shot traps,while those in more elaborate arrangementsmay work multiple times. In the latter case,Flashblind traps require a great deal of work tokeep in proper working order.

The simple form of Flashblind is relativelyeasy to notice and disarm. A hook set near thelocking mechanism of the trapped item triggersthe trap. When the lock is opened properly, it blocks the hook. Otherwise the hook is free todrop when the chest opens. This motionengages gears near the hinge on the lid.Opening the lid now releases a counterweight,which drives the trap mechanism to fling out powder and sparks.

 Noticing and pinning the hook in place can dis-arm this whole system. Another method is to

simply turn the chest on its back and carefullyopen it. This prevents the counterweight fromexerting any force. Item versions of the trapoften use springs, and are not as vulnerable.

Combined with an alarm or placed near a pres-sure plate, Flashblind can lay the groundwork for more deadly responses such as guardianmonsters.

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

Page 22: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 22/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Hall of Daggers Trap Type: Animated Blade TrapConstruction Type: Simple mechanical,magicActivation Type: InstantTrigger: Local; switch

Mechanism: CounterweightEffect: IdentificationAttack Bonus: No attack roll necessaryDamage: NoneSave: NoneSearch DC: 20Disable Device DC: 20Challenge Rating: 2Construction Time/Cost: 2 weeks; 2,000 gp

Hall of Daggers is a simple trap that makes fulluse of sealed-trigger mechanisms and severalsilos of animated knives designed to attack 

curious trespassers.

This trap appears as an intersection in a net-work of passages or tunnels. The ceiling of theintersection is typically several feet higher thanthat of the connecting passages. This higher ceiling is supported by four large pillars, withone pillar placed in each corner of the intersec-

tion chamber. The pillars themselves serve nostructural purpose and are merely storage silosfor the 4d6 animated daggers.

A character who attempts to open one (or all if the DM chooses) of the chamber doors a seriesof counterweights activates to open severalconcealed trapdoors within the chambers sup-

 port pillars. As mentioned, once the pillarshave opened, 4d6 animated flying daggersspring forth to attack any characters within thechamber and connecting halls. The daggers donot stop until destroyed or otherwise incapaci-tated. The daggers are treated as Small animat-ed objects (MM 17) and possess a flying speedof 60 ft.

Several popular variations on this trap are theadditional use of other lock-based traps tofoil escape attempts and the use of several pittraps, as fleeing characters more easily over-look secondary hazards.

An especially curious or cautious rogue maynotice the faint crevices created by the trapdoorscarved within each of the pillars. Other warningsigns may be traces of dried blood on the cham- ber walls or pillars.To disarm the trap, a roguemust jam the individual trapdoors on each pillar.

Page 23: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 23/178

Hidden Door MisdirectionTrap Type: Pit TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switch, trapdoor Mechanism: Gears, gravity

Effect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 2d6Save: Reflex save (DC 20) avoidsSearch DC: 21Disable Device DC: 25Challenge Rating: 2Construction Time/Cost: 2 weeks; 2,000 gp

This trap consists of a featureless stone door tothe left of two levers. Each lever is in the up position, and has five marked positions.

Above the levers is engraved the followingmessage:

There is both a key and a door. The levers areneither.

If the levers are moved at all, a trapdoor opens,requiring a Reflex save (DC 20) to avoidfalling into a 20-ft. deep pit. The 10 ft. by 5 ft.trapdoor is placed right below the levers. Itshuts one round after opening, making egressmore difficult. Once the door is opened again,climbing out of the pit requires a successfulClimb check (DC 20) as the walls are quitesmooth.

The solution to the trap is to press against thedoor, causing it to depress to a depth of twoinches before locking into place with an audi- ble click. Doing so requires a successfulStrength check (DC 14). At this point, movingthe levers in any way causes the wall section of the levers to slide in, revealing an archway.Moving either lever in the space beyond resetsthe wall and mechanisms.

Searching can be done on the area, the levers,and the door. A successful search of the wall or the area around it detects the outlines of thetrapdoor. Searching the wall may reveal that itmight be moveable, from the scoring and sus- picious gaps in the wall. The door is the mostrevealing, as a rogue will recognize attributes

similar to pressure plates, based on the simpleconstruction and a slight give to the door.

The trap is easy to disarm by wedging the trap-door closed. Since the trapdoor does not acti-vate unless the levers are moved, there is nodanger of the trap activating while a disarmattempt is underway.

The Hidden Door Misdirection, as a somewhatcomplex door trap, is suited for a variety of 

 purposes. It is not quite deadly, although the pitcould be filled with monsters of some kind.The mechanism requires a manual reset after 15 uses, as well as periodic maintenance tokeep the panels moving smoothly.

Jump Trick Trap Type: Invisible WallConstruction Type: MagicActivation Type: InstantTrigger: Local; magic

Mechanism: MagicEffect: Injury, hindranceAttack Bonus: No attack roll necessaryDamage: See belowSave: NoneSearch DC: 30Disable Device DC: 30Challenge Rating: 2Construction Time/Cost: 10 days; 10,000 gp;400 XP

This is a relatively simple magic trap. On thefloor is a permanent image depicting a 20 ft. by

20 ft. by 50 ft. deep pit, with what appears to bethe broken remains of a bridge that onceextended across. The gap of the bridge appearsto be about 8 feet across. A wall of force blocksthe corridor just in front of the pit. The fact thatsuch walls are invisible is key to this trap.

Characters attempting to jump across the gap inthe bridge are in for a big surprise, slamminginto the wall of force and taking 1d3 points of subdual damage per 5 feet indicated on theJump check.

Anyone that tests the sturdiness of the bridgefeels a nice, solid surface. A rogue searching for traps has a slight chance of noticing the invisi- ble wall by subtle distortions in the air wherethe wall of force  blocks the passage. A pebbleor other object tossed across the space bouncesoff the wall, assuming it travels far enough, andstops at floor level even over the pit. This spellcannot be disabled, per se, as the trap simplyconsists of a pair of permanent spells.

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

Page 24: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 24/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Once identified, it take a powerful spell to actual-ly remove the wall, as dispel magic will not affectit. The wall does have a suppression contingencytrigger. If someone mutters the word alfrazuwithin sight of the wall, the wall becomes insub-stantial for two rounds. It becomes substantialimmediately if the word is repeated, allowing an NPC to run through and evade pursuers.

Characters may attempt a Listen check (DC 20),success indicating they hear something muttered.If the check exceeds the DC by 5 or more, the PChears the specific word used.

A Search check (DC 30) may find the spelltrigger. If found, it becomes clear that it is atrigger to deactivate or modify the effect, not aconventional triggered spell. A successfulDisable Device check (DC 30) destroys thetrigger, but this merely makes the wall harder to bypass rather than bringing it down, sincethe command word no longer functions.

This trap is suited for a range of levels. Itserves as a fairly simple, though expensive,front door to a mages lair, or to the headquar-ters of an organization. Higher level parties cansimply force their way through, by using div-inations to figure out how to get through, or bydestroying the wall of force. Lower level par-ties can still do quite well, generally by interro-gating NPCs. They could go to a nearby townand gather information on the area, get a for-mer guard drunk, or something similar.

An option more suited for tombs and uninhab-ited locations is a one way wall . The spell trig-ger in this case is a proximity switch. It allowsthe PCs in, but when they try to leave, the force blocks them. In this case, low-level parties may be forced to chip around the magic barrier.

One Way Wall

Evocation [Force]Level: Sor/Wiz 8Components: V, S, M

Casting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Effect: Wall whose area is up to one 10-ft.square/level or a sphere or hemisphere with aradius of up to 1 ft./levelDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: No

This spell is identical to wall of force, exceptthat the caster can designate one side of the

wall as passable. In effect, this creates a one-way barrier through which creatures on oneside may walk or cast spells freely. The spell isoften used to trap intruders in an area, or to cre-ate a near-impervious barrier through which amage can launch attacks at his enemies.

 Arcane Material Component : One powdered

gem of at least 100 gp value.

Leg Shredder  Trap Type: Barbed Leg TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; trapdoor Mechanism: GravityEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 1d6

Save: Reflex save (DC 20) avoidsSearch DC: 20Disable Device DC: 20Challenge Rating: 2Construction Time/Cost: 2 weeks; 2,000 gp

The Leg Shredder is a trapdoor disguised as astep, which opens into a 24-inch deep compart-ment lined with flexible metal barbs. Generally built at the midpoint of a stone staircase, thetrapdoor blends almost seamlessly among theother steps.

Creatures of small, medium or larger size thatstep on the trapped stair must succeed at aReflex save (DC 20) or have one of their legsslip through the trapdoor and become anchored by the downward pointing barbs. A creaturestuck in the compartment suffers a 2 penaltyto attack rolls, suffers a 4 penalty to effectiveDexterity and cannot move. Creatures taking afull-round action to make a Strength or EscapeArtist check (DC 20) to pull free from the trapsuffer an automatic 1d6 points of damageregardless of success or failure. A successfulDisable Device check (DC 20) takes 1d4

rounds to complete and allows a creature towithdraw from the compartment without takingdamage.

A successful Search check (DC 20) allows acreature to recognize the step as being a hiddentrapdoor. If the Leg Shredder was added into anexisting stairway instead of being built intothe stairway as it was constructed, theSearch DC is only 18 due to variations in

!

Page 25: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 25/178

stone color and craftsmanship. Disabling theLeg Shredder is a simple matter of jamming thetrapdoor or filling the compartment beneath thestep with rubble or garbage.

Personal Darkness Trap Type: Blinding Trap

Construction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: Fortitude save (DC 12) negatesSearch DC: 27Disable Device DC: 27Challenge Rating: 2Construction Time/Cost: 1 day; 1,000 gp; 40

XP

This trap is usually crafted as part of a larger design. It is frequently placed midway along anarrow ledge or unstable bridge. Blinding trapsof all kinds are popular, as they can haveimmense tactical and psychological impact ontheir targets.

The spell trap casts blindness on the target. If the save is failed the effect is permanent,requiring magic to cure. One effect of blind-ness is a 4 penalty to Dexterity-based skills.

This becomes quite significant on a narrowledge or bridge, where Dexterity-based skillsare going to be used at least a few times. TheCR of the bridge is considered separately fromthe Personal Darkness trap.

The Personal Darkness spell trap is fairly easyto pick out, as far as magical traps go. The linesand symbols forming it are small but distinct.They are clearly different from natural patternsof stone or wood. Once spotted, the trap can bestepped over with a successful Dexterity check (DC 12). Disarming it requires chiseling two

lines into the area of the trap, breaking thespells magic and ruining the magic trigger.

Scarlet Howler  Trap Type: Mark and Alarm TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; light sensor Mechanism: Chemical

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

"

Page 26: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 26/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Effect: IdentificationAttack Bonus: No attack roll necessaryDamage: NoneSave: NoneSearch DC: 21Disable Device DC: 25 (spray nozzle only)Challenge Rating: 2Construction Time/Cost: 2 weeks; 2,110 gp

In many cases, killing anyone who enters thewrong room of your castle is excessive.Curious children or youths, lost servants, andunwise but otherwise harmless villagers beingtorn to ribbons by deathtraps can be a politicalnightmare in some societies. The Scarlet

Howler trap generates a loud alert and sprays tres- passers with a dye. It is fairly harmless, and eventhe scarlet dye is only a mild irritant if it gets in theeyes. The mechanism is sophisticated, however.

A continual flame is set in one wall. The lightshines through a hole in the wall and crossesthe space. A material that changes shape due toexposure to light is the heart of a small lightsensor in a hole in the opposite wall. Under normal circumstances, the light crosses fromone wall to the other, lighting the sensor andkeeping it in an off position. If something blocks the light the sensor goes dark, andthe switch is engaged.

#

Light Sensor Tools 

Many of the traps in these pages use complex mechanisms that employ light-sensitive materials andlight sensors to activate and deactivate their devices. Over the years many devices have been designedto help a rogue overcome these tricky mechanisms. Three such devices are presented below.

Mirror armature: This device is a telescoping pole set with a number of small arms and mirrors. It

can be adjusted to stretch across up to 12 feet of space, allowing rogues to examine suspicious areasfrom afar or disable light-based traps more easily. Though it exerts little power, it is designed to min-imize vibration and can be adjusted with great precision, as can each of the crosspieces. It can han-dle up to three separate light trails, assuming they cross within two feet of one another.

The mirror armature can be used to assist in Disable Device checks on traps using light-basedswitches, giving a rogue a +2 equipment bonus to such checks. It also allows a rogue to examinetraps and suspicious areas from afar, meaning that even if she somehow triggers the trap, she might be out of its range of effect.

It requires a Craft (trapmaking) check (DC 22) to make this device. It is hardness 2, hp 5. Note thatif the mirror armature takes damage it requires a successful Craft (trapmaking) check (DC 15) toadjust it into working order.

Cost: 200 gp; Weight: 10 lb.

Mirror frame: A much larger version of the armature, the mirror frame consists of four adjustablesides. It functions in much the same way as the smaller version, and still has a reach of 12 feet.However, it can handle up to 10 light trails that do not even approach one another. This is usuallyoverkill, except in regions where light sensors are used quite frequently.

The Craft (trapmaking) check to create the mirror frame is DC 24, and the final product has hard-ness 2, hp 15. If damaged at all, it requires a Craft (trapmaking) check (DC 18) to get into workingorder. Unless otherwise noted, it provides the same benefits as the armature.Cost: 800 gp; Weight: 30 lb.

Smoker: This device is a simple ceramic smudge pot, wrapped in rope to keep it from breaking. Byusing a slow match and a bit of charred wood, a rogue can create a decent amount of smoke usefulfor several purposes, from smoking out bees, checking for light sensors, or sending signals. A smok-er produces less smoke than a smokestick, but it lasts for up to two hours before needing to berefilled. Additionally, with a little practice, anyone can properly char the wood pieces needed torefuel it (Wilderness Lore check DC 10).Cost: 10 gp; Weight: 3 lb.

Page 27: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 27/178

The first stage of the trap is the mixing of twochemicals. The reaction expands rapidly and isused to propel the scarlet dye out of a sprayer in the ceiling. The escaping gas then goesthrough a whistle, producing the alarm. Thesound draws guards, while the dye makes itclear who triggered the alarm. With a bit of ingenuity, it is also possible to determine what

 people were up to or where they were standingfrom the patterns of the ink marks around theroom.

The dye sticks to clothing and flesh for a day or two, but is relatively easy to wash off. The trapmust be reset with more chemicals and dyeafter each use. Designing the trap to be auto-matically reset is difficult, as the dye tends toclog the light sensor after a short time unless itis regularly cleaned.

Experienced thieves wary about light sensorscan use fine flour or smoke to look for them.This light system lacks the concave and flatlens combination that more sophisticatedmechanisms use. There is a telltale pinpoint of light around the light sensor, a clear indicationof its presence. There may also be signs of ink residue. The head of the sprayer in the ceilingis a strong hint as to the nature of the trap.

Once identified, the simplest way of avoidingthe trap is crawling under the thread of light.This requires a Dexterity check (DC 16) to per-

form without triggering the trap.

Actually disabling the trap is impossible with-out either a mirror armature (see sidebar) or inventive use of magic. The sprayer is difficultto jam properly, and difficult to access withouttripping a switch. In addition, there is no wayfor an observer to know about the alert noise.Even if the nozzle is disabled, activating thetrap still produces the alert.

The trap as presented is a rather high-end ver-sion of the mechanism. Though traps like this

are not dangerous, they can be vital in protect-ing secure areas. Given the difficulty of acquir-ing light sensors, pressure plate versions arealso common (Search check DC 22, DisableDevice check DC 23, CR 3). Those uninterest-ed in avoiding bloodshed may substitute poisonor acid for the dye, making a particularly dead-ly trap (CR 4+).

Slide Room Trap Type: Slide TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; trapdoor Mechanism: Counterweights

Effect: InjuryAttack Bonus: See belowDamage: See belowSave: Reflex save (DC 20) avoidsSearch DC: 21Disable Device DC: 21Challenge Rating: 2 or 6Construction Time/Cost: 2 weeks; 2,000 gpor 6 weeks; 6,000 gp

Slide Room is a simple trap that takes advan-tage of an unprepared or inattentive party by providing an ordinary scene to hide its dangers.

A Slide Room appears to be a simple bedroom,and is most effective when placed near other such rooms in a dungeon or castle so as to hideits true purpose. Simple furnishings fill theroom, though all sit against the walls.

The trap is sprung as soon as a creature weigh-ing at least 100 lb. steps halfway into the room.Once this happens, the floor tilts forward rapid-ly due to the counterweights underneath theroom. The pivot point is along the wall wherethe PCs entered. The rooms furnishings, how-ever, do not fall because they are bolted to thewalls.

PCs at least halfway into the room must makea Reflex save (DC 20) to avoid sliding into thewaiting pit. The DC is reduced to 15 for thoseless than halfway into the room.

There are two variations of the Slide Roomtrap: a 20-ft.-deep spike trap (CR 2) and a shal-low acid pit (CR 6). The spiked pit deals 2d6 points of damage for the fall and the character 

falls on 1d4 spikes, each having a +10 meleeattack bonus and dealing 1d4+2 points of dam-age. Being immersed in acid deals 10d6 pointsof damage per round.

The floor springs back up after 1d4 rounds,resetting itself and trapping characters in the pit. A short ledge rings the pit, allowing thosewho fall in to climb out fairly easily (Climbcheck DC 15). However, they must still find away to lower the floor before they can escape.

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

$

Page 28: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 28/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Observant adventurers candetect the trap because thefurniture is not flush againstthe floor. Disabling the trap isdifficult, though, because allof the moving parts are belowthe room.

Seeper TrapTrap Type: Item TrapConstruction Type: SimplemechanicalActivation Type: ExtendedTrigger: Local; heat activat-edMechanism: SpringEffect: Injury, hindranceAttack Bonus: No attack rollnecessary

Damage: FatiguedSave: Fortitude save (DC 17)resistsSearch DC: 25Disable Device DC: 20Challenge Rating: 2Construction Time/Cost: 2weeks; 2,000 gp

This ingenious trap employs arather basic design. The han-dle of a sword or other weapon is crafted with small

gaps and spaces within. Thesespaces have a poison-ladenwax carefully worked intothem. To all appearances, itlooks to be an elegantly craft-ed wooden handle.

Thereafter, anyone using the item for more thanone round warms the wax sufficiently to causethe poison to seep out of the wood and into thehand that wields it. This process is nearly unde-tectable, requiring a Spot check (DC 25) by thewielder to notice.

A leather gauntlet or wrapping over the gripwill slow the seeping of the poison to four rounds of combat. But once soaked into thegauntlet or wrapping, the poison takes effectwithin a round of further use.

The trap is detectable in the unusual construc-tion of the grip. A character taking time toexamine it carefully may suspect something is

up, as the wood appears oiled or waxed morethan one would normally expect.

Disarming the trap is rather easy. The grip can be replaced, or heat can be carefully applied todrain all the wax from the wood.

Alternately, the grip can be sealed under either a coating, more wood, or well-designed leather wrappings. These are a bit more difficult to pulloff than merely melting the wax from thewood, and may require a Craft (weapon-smithing) check (DC 20) to perform.

The save listed is for bearmad poison, but anycontact poison can be substituted.

%

Page 29: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 29/178

Snap TrapTrap Type: Glyph Egg TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: SpringEffect: Varies

Attack Bonus: No attack roll necessaryDamage: VariesSave: VariesSearch DC: 21Disable Device DC: 25Challenge Rating: See the Glyph Eggs side- bar Construction Time/Cost: 2 weeks; 2,000 gp

Building protective traps into chests andstrongboxes is an expensive process requiringthe services of skilled specialists. For thosedesiring a less costly alternative to a custom-

 built mechanical trap or hiring someone to casta fire trap spell, and for those who may wish totransfer traps from one enclosure to another from time to time, the Snap Trap is a viablesolution.

The Snap Trap is a powerful mousetrap-likedevice set in a metal frame that may be adjust-

ed to fit snugly within the lids of rectangular chests of up to three feet in diameter. Once

installed, the trap may be armed by placing a glyph egg  (see sidebar) in the receptacle andwinding the spring that powers the drive bar.Closing the lid sets the trap.

There is no way of detecting a Snap Trap byexamining the outer surfaces of the chest, mak-ing it a subtle trap for those unfamiliar withsuch designs. It may be possible to detect a sus-

 picious weight in the chests lid by manipulat-ing it, but this is difficult to do with heavychests and in any case wont reveal the natureof the trap.

Adding to the traps utility, physically disarm-ing the trap is nearly impossible since openingthe lid more than a hairs width sets it off.Extremely skilled thieves may be able to runwires into the innards of the chest and knock the egg out of its socket, but those capable of such feats are rare. Those in the know maysafely open the chest by uttering the eggs com-mand word, which renders it inert. The egg isstill lost when the trap goes off, but no harmcomes to the opener.

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

&

Glyph EggsGlyph eggs are inexpensive spheres that release arcane or divine spells when shattered. They arecovered in detail in Fantasy Flight Games Spells & Spellcraft .

The advantage of the Snap Trap over hiring a mage to imbue a trap with magic is flexibility. A trapseffect may be altered (rendered more or less deadly or to deliver a different brand of inconvenience)

merely by exchanging one egg type for another. Some devious trap maintainers may even vary a spe-cific traps effect from one encounter to the next, which could take characters by surprise.

For those who do not have access to Spells & Spellcraft , a few sample  glyph eggs are presented below. Use the attendant CRs for determining the appropriateness of the trap and add the price of theegg to the trap price.

Spell Effect CR PriceShatter (area affect only) 2 300 gpSound Burst  2 300 gpWeb 2 300 gp Fireball  3 750 gpSpike Growth 3 750 gp

Stinking Cloud  3 750 gp

Page 30: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 30/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Sticky SituationTrap Type: False Floor and Alchemical GlueConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; pressure plateMechanism: Gravity

Effect: Ensnarement; alarmAttack Bonus: +12 meleeDamage: NoneSave: Reflex save (DC 20) to avoidSearch DC: 20Disable Device DC: 20Challenge Rating: 2Construction Time/Cost: 2 weeks; 2,000 gp

This is a very basic trap, one that is easily con-structed even by technically inept beings. Sincethe trap is not directly lethal, it is very suitablefor low-level adventurers. It consists of a fairly

small pit, perhaps a foot deep or so, dug into asection of corridor (usually a 5 ft. by 5 ft.square), and covered with a weakened layer of the same material used as flooring elsewhere inthe corridor. The pit is then filled with alchem-ical glue very similar to that used in tanglefoot bags (PHB 114). The underside of the coveringis lined with tiny bells.

When a person walks across the covering, it breaks, causing the trespasser to become stuck in the glue while the bells ring to alert nearbyguards or monsters to the intruder. In somecases, this will cause guards to be summoned todeal with the interlopers; in others, wild beastswill be unleashed to run down the corridor. Insome cases the guards might just line up 20 feet

away from the victim and engage in a little tar-get practice.

If the trap location has been abandoned for awhile, then new inhabitants might have learnedabout the gluepit and set it up for their own use.It is possible that a particularly strong or potentcreature might react to the chime, causing someinteresting tension as the players attempt tofree a stuck comrade while they hear some-thing large and dangerous lumbering towardsthem.

A rogue may spot a slight discoloration or gapwhere the weaker floorboards join the strongones. Small gobs of dried glue may be seen onthe walls near the trap. There may be a distinc-tive, but faint, odor to the glue that a trainedrogue can detect.

'

Page 31: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 31/178

The Crypt Trap Type: Monster TrapConstruction Type: Simple mechanicalActivation Type: ExtendedTrigger: Local; switchMechanism: Gravity

Effect: IdentificationAttack Bonus: No attack roll necessaryDamage: NoneSave: Reflex save (DC 22) avoidsSearch DC: 24Disable Device DC: 20Challenge Rating: 2Construction Time/Cost: 2 weeks; 2,000 gp

The Crypt is one of the numerous, even classic,traps that utilizes the simple elements of hiddencompartments, tripwires, and monsters toinjure trespassers or the overly curious.

The Crypt (or variations of such) may be foundin all manners of dungeon complexes, strong-holds, castles, or subterranean networks. Inmost cases, the trap is placed within a well-worn hall or passage. The passage may be anysize the builder chooses, but with the nature of the mummies effectiveness depending onclose-quarters combat, a smaller, more narrow passage is preferred.

The first step of this trap is activated when acharacter breaks the tripwire that extendsacross the length of the passage. A successfulReflex save (DC 16) allows a character toavoid the tripwire without breaking it, as longas he noticed it before he tripped it. If the trip-wire is broken, a series of simple latches isreleased, allowing four inset stone slabs to fallinto storage areas beneath them.

Behind the four slabs await four mummies. Naturally, the mummies attack anyone in the passage once they are released. For many builders, undead creatures are ideal guardians

 because of the low cost of maintenanceinvolved in their upkeep.

It is important to remember that the listed chal-lenge rating is for this trap only, not for themummies described above. DMs using this trapmay choose to modify the creatures used toadjust to her players average party level.

A keen-eyed rogue may notice the tripwirethat extends across the passage floor. Other 

signs of foul play may be the stench of themummies rot that hangs in the stale passage-way air. To disarm the trap, a rogue need onlyavoid the tripwire or secure the tripwire with asuccessful Disable Device check (DC 20).

Trick CoinTrap Type: Deadfall TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; tripwireMechanism: GravityEffect: InjuryAttack Bonus: No attack roll necessaryDamage: 4d6Save: Reflex save (DC 15) avoidsSearch DC: 20Disable Device DC: 20Challenge Rating: 2

Construction Time/Cost: 2 weeks; 2,000 gp

A single silver piece carefully positioned onthe floor and attached to a thin wire acts as thetrigger for this trap. Picking up or moving thecoin pulls the wire and opens a sliding gate inthe ceiling, which dumps stones on everythingwithin 15 ft. of the coin.

Victims caught by the falling stones take 4d6 points of damage, with a Reflex save (DC 15)avoiding damage altogether.

The victim can keep the coin as long as he sur-vives the trap. This trap can be set in a dungeonhallway, a room, or basically anywhere with aceiling. If the trapped coin is hidden amongst a pile of other coins, the Search DC increases to26 due to the challenge of locating such a well-hidden trigger.

 Blackstones Chain Fist Trap Type: Net TrapConstruction Type: Complex mechanicalActivation Type: Instant

Trigger: Local; switchMechanism: Gravity, counterweightEffect: Ensnarement, injuryAttack Bonus: +8 meleeDamage: 2d6Save: SpecialSearch DC: 21Disable Device DC: 21Challenge Rating: 3Construction Time/Cost: 3 weeks; 3,000 gp

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

 !

Page 32: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 32/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Blackstones Chain Fist is typically constructedin a room with few furnishings and roughlyequal dimensions; to work properly the trapmust have four walls. In the temples, palacesand mausoleums where the trap is most oftendeployed, such spartan anterooms are not at alluncommon.

The trap consists of a series of verticallyaligned chains anchored in the center of theceiling, fanning outward along the ceiling,down the walls, and running back to a central point beneath the floorwhere they areattached to a very heavy counterweight. Alarge pressure plate in the center of the roomreleases the weight, activating the trap.

Detecting the trap is difficult, because thechains are hidden from sight, usually beneath athin layer of plaster matching the surroundingsurface or behind breakaway wood veneer.Unsprung traps are very difficult to detect, asare expertly reset traps, but clumsily reset trapsmay be betrayed. Poorly applied plaster maynot quite match the walls texture or coloration,revealing thin discolored lines running downthe walls. Wood veneer may be crudely appliedor its varnish could imperfectly match the sur-rounding wood. In such caseswhich usuallyarise when humanoids are maintaining a trapdesigned by more skilled or careful folktheSearch DC is reduced to 15.

The pressure plate is the most likely aspect of the trap to be detected. Disarming the trap is amatter of disabling the pressure plate.

The trap is activated when someone steps onthe pressure plate, dropping the counterweight.Chains burst from the wall with great speed,gathering people (and objects) within their steely meshes, and mashing them into a painfulvise of flesh at the center of the room. With asuccessful Reflex save (DC 20), people posi-tioned at the outer edges of the trap can escapeits clutches by twisting through the chains as

they fly past, because the gaps between thechains average seven to 10 inches in width.Those standing just within an opening to theroom escape with a successful Reflex save (DC15). The unfortunate people standing within 10ft. of the trigger do not receive a saving throw; by the time the chains reach them, there areonly four-inch gaps between them.

 !

Page 33: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 33/178

The counterweight exerts considerable pres-sure on those caught within the trapthe dam-age inflicted is due to constriction within thestout chains. Additional damage might resultfrom self-inflicted wounds; those who fail to

drop sharp weapons or lanterns as the chainssweep them up may find cause to regret it.There is a 50% chance that any piercing or slashing weapon deals its damage to a randomtrapped character on the round after the trap issprung.

If allies remain at large, escaping BlackstonesChain Fist is a matter of snapping a few chainlinks with a small pry bar or saw (readily avail-able in any thieves kit), or of detaching thechains from the anchor in the ceiling by loos-ening the now-exposed bolts. Escaping fromwithin the trap is a bit more difficult.Movement is severely restricted, and getting attools or weapons might well be impossible.The Chain Fist is a Large net with a Strength bonus of +2, so the traps Grapple DC is +14.

Variations: More deadly versions of this trapmay be created by placing items in the room

that will inflict damage on anyone who iscaught in the chain vice along with them.

Possibilities include heavy iron spheres, largespiked caltrops and terra cotta bottles of deadlyacid. Such additions do make the presence of atrap a good deal more obvious.

 Bookcover Blade TrapTrap Type: Item TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: SpringEffect: InjuryAttack Bonus: No attack roll necessaryDamage: 2d6Save: Reflex save (DC 15) avoidsSearch DC: 21

Disable Device DC: 27Challenge Rating: 3Construction Time/Cost: 3 weeks; 3,000 gp

A popular item trap, this thick book cover con-tains numerous sharp blades that are secretedaway in thin slots arranged on all sides of the book. A particularly common design uses twovertical and two horizontal bands of iron, joint-ed carefully and bolted to the wooden cover.The metal lock is arranged in such a way that

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

 !

Page 34: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 34/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

the application of acid is likely to burn throughand damage the book itself. The cover design,even without a trap, makes the book extremelydifficult to open; doing so requires a successfulCraft (bookbinding) check (DC 24) or OpenLock check (DC 21).

Once unlocked or picked, a bar is slid into the

lock, letting the band around the cover swingfree. Moving the bar also uncovers a small bitof light sensitive material. When exposed tolight, it releases the mechanism and various blades all over the cover snap out, causing 2d6 points of damage to anyone holding the book.This can be averted by carefully covering thelight sensitive area with a hand or cloth beforesliding back the bar. Once the bands blockingthe cover swing open, the bar can be slid back into place, blocking the sensor. The book cannow be used normally.

If the trap is sprung, the blades remain protrud-ing from the book until a mechanism on theinside of the cover is turned. This pulls the blades back in and winds the spring. While the blades are protruding, handling the book (pick-ing it up or moving it) requires another Reflexsave (DC 10) to avoid 1d6 points of damage.

 Noticing a Bookcover Blade trap is relativelysimple, as the slots for the blades are difficultto conceal. Examining the lock itself shows nosign of a trigger, which is a strong indication

that the trigger can be found in another part of the mechanism.

There are several ways to disable this trap.Careful application of acid or cutting tools cancut the arm that holds the cover closed, avoid-ing the lock entirely. This is not a simple or easy process, taking 1d4 hours to completewithout damaging the book inside. Trying toaccess 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 lightsensors are in some way involved. Such a suc-cess means the lock can be opened withoutactually breaking the mechanism, by either covering the sensor with wax in the dark, or using a cloth. This level of success takes a nor-mal length of time.

Although not as common as other traps due tothe complexity of the mechanism, light sensors

are particularly popular with dwarves, as theyallow mechanisms to be used safely with littleeffort. Though easy to disarm, light sensorswear slowly and are harder to tamper withdirectly than switches or other activation meth-ods. The blade mechanism can also be usedwith other items, such as thrones, chests, or theshafts of weapons. In these cases, activation is

more commonly based on a pressure switch.

Cats ClawTrap Type: Spike PitConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; pressure plateMechanism: GravityEffect: InjuryAttack Bonus: No attack roll neededDamage: 4d6

Save: Reflex save (DC 23) avoidsSearch DC: 21Disable Device DC: 24Challenge Rating: 3Construction Time/Cost: 3 weeks; 3,000 gp

Cats Claw is a deadly trap designed to injureunwary adventurers. The trigger is a hidden pressure plate on the floor. Should a character step on the plate, two metal trapdoors on theceiling, colored to match the surroundingstone, are released and the ceiling panels 10feet ahead and 10 feet behind swing out away

from the trigger plate. In the ceiling behind the pressure plate is a row of spikes, previouslyhidden.

Loaded in the ceiling cavity ahead of the pres-sure plate is a scooplike mechanism shaped likea cats paw. After the plate is triggered, gravitytakes hold and the scoop swings down and liftsthe character that triggered the trap unless hemakes a successful Reflex save (DC 23).Should the save fail, the paw lifts the character into the spikes in the indentation in the ceiling,which are curved in the same shape as the scoop

for maximum effect. The spikes deal 4d6 pointsof damage to anyone trapped in the scoop.

Anyone in the corridor 10 ft. behind the char-acter who triggers the trap must also make aReflex save (DC 17) to avoid being hit by themetal trapdoor that drops open to reveal thespikes. If the character fails this save, hetakes 1d6 points of damage as the trap-door smashes into him.

 !!

Page 35: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 35/178

Disabling the trap requires someone to either  jam the pressure plate in the floor or jam theceiling panels by placing a 10-ft. pole or simi-lar item between the ceiling and floor.Resetting the trap is difficult. The pressure plate must be reset, but only after the scoop has been set back into the ceiling. Clever trapmak-ers attach the scoop to a winch that can be

turned to draw it back into its resting position, but this adds an additional layer of complexity(as well as an additional 1,000 gp) to the trapsconstruction. Otherwise it takes a Strengthcheck (DC 25) to reload the scoop.

 Door Jam Trap Type: Crushing TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switch

Mechanism: GearsEffect: InjuryAttack Bonus: No attack roll necessaryDamage: 4d6Save: Reflex save (DC 22) avoidsSearch DC: 23Disable Device DC: 21Challenge Rating: 3Construction Time/Cost: 3 weeks; 3,000 gp

Door Jam is a clever trap designed to crushunwary thieves and trespassers.

The trap involves an ordinary door, which mayor may not be locked depending on the whim of the traps creator. The trap itself is not in thedoor or lock, but behind the door. A flat metallever sticks out of the floor to a height of eightinches immediately behind the door. Openingthe door more than a few inches causes thelever to move backwards, triggering the trap.

Once the lever is pushed, it pulls a wire that istightly wound around a series of pulleys under-neath the floor. The other end of the wire isconnected to a metal bar that holds a stone

 block, behind which is a tightly wound spring.The metal bar stops the spring from shootingout, but when the bar drops, the stone shootsforward and strikes those within 5 feet of thedoor, dealing 4d6 points of damage to anyonethat fails a Reflex save (DC 22).

Disabling the trap can be a problem; the door must be taken off its hinges so that it does notstrike the trigger. Otherwise, any Small

character can squeeze through the door with asuccessful Escape Artist check (DC 15). Onceon the other side, the wire can be disabled withrelative ease. If the trap is noticed before it trig-gers, the door can be pushed open with a poleand the trap triggered harmlessly. Discoveringthe trap can be accomplished by seeing a faintoutline of the stone or noticing the trigger 

 before the door opens too far. Resetting the trapis a difficult and frustrating task, as the bar thatholds the stone in place is very difficult to lineup since it locks into place under the stone. Itusually takes multiple attempts by severalworkers, one pushing on the stone and another  jiggling the lever.

Fellbanks Deadly Instruments 

The half-mad gnome bard Fellbank was a mas-

ter craftsman of musical instruments, but histwisted nature led him to create trapped instru-ments for clients, primarily bards, who hadoffended him in some way. Most of hisunpleasant creations were destroyed by the vic-tim or his family members after doing their  bloody work. Alas, more than a few found their way into estate auctions or into the hands of eccentric collectors of the macabre. In thesecases, the dangerous instruments were therebyunleashed on an unsuspecting public.

Bards and musicians who know of Fellbankslegacy are always just a little hesitant when picking up a superb instrument of unknownorigin; for the unwary player, his next perfor-mance could be his last. A successful BardicLore check (DC 30) reveals the origin of anyinstrument examined, and a Knowledge or Craft (musical instruments) check (DC 25)reveals the same information.

 Note: Under ordinary circumstances, onlyrogues may use Search to detect complex traps.However, because of their great familiarity

with musical instruments, at the DMs discre-tion bards may also detect Fellbanks traps witha Search check.

Two of Fellbanks most deadly and notable cre-ations are detailed on the opposite page.

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

 !"

Page 36: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 36/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Fellbanks Dulcimer of Doom 

Trap Type: Item TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: Gear Effect: Injury

Attack Bonus: No attack roll necessaryDamage: See belowSave: See belowSearch DC: 25Disable Device DC: 21Challenge Rating: 3Construction Time/Cost: 3 weeks; 4,000 gp

This magnificent trapezoidal wooden zither isgilt with gold and etched with artful scenes of fauns reclining on the banks of sylvan lakes.The two hammers used to play the instrumentare silver. Fellbank presented this dulcimer as awedding present to a court bard who wooed alady of the court away from him. The bardnever triggered the trap and it remains dormant,a work of rare but deadly beauty.

The dulcimer may be played safely for extend-ed periods of time. Indeed, it can be used forev-er by those who know the secret of avoiding itsdeadly features. Attached to a number of itsstrings are tiny toggles keyed to a small mecha-nism box buried within the instruments interi-or. When a trapped string is struck by one of the

hammers, the toggle flips a minute switch with-in the box. When the wire stops vibrating, theswitch clicks back to its original position. Thetoggling of switches does nothing until a specif-ic chord is struck and all the switches are tog-gled at once. When this occurs, a coiled springdrives a small steel rod into a pressurized glassvial, shattering it and releasing a cloud of ungoldust. The dust cloud fills one cubic foot of spacein a round and has the following statistics:magic poison, inhaled DC 15; 1 Cha; 1d6 Cha +1 Cha (permanent loss). Each time the dulcimer is used in a performance, there is a non-cumu-

lative 5% chance that the deadly chord will bestruck, causing the trap to be sprung.

A person using and caring for the instrumentwill not detect the trap; it is too subtle to be dis-covered by accident, even when changing thestrings. Disarming the trap is a matter of open-ing the dulcimer and removing the mechanism(opening the instrument will deface it, sadly).Avoiding the trap is as simple as declining to play the chord that activates it.

Fellbanks Loathsome Lute

Trap Type: Item TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: Injury

Attack Bonus: No attack roll necessaryDamage: CurseSave: Will save (DC 16) negatesSearch DC: 29Disable Device DC: 29Challenge Rating: 3Construction Time/Cost: 4 days; 3,500 gp;140 XP

Unlike most of the trapped instrumentsFellbank chose to inflict upon others, theLoathsome Lute was one of his favorite per-sonal instruments. He magically trapped it to punish any apprentice or fellow musicians withthe gall to play it without his leave.

Fellbanks Loathsome Lute is, in spite of itsname, a masterwork lute of rare beauty andelegance, one of Fellbanks masterpieces. It israther small, to accommodate Fellbanks slightframe, but produces a surprisingly rich sound.

The magic trigger is activated when someonestrums the lute for more than five minutes with-out a break. The lute discharges a bestow curse

spell upon the player that inflicts an effectivesix point decrease in Charisma. Uttering theword cherub in Gnome disarms the trap for asix-hour period; uttering the Gnome word for harpy rearms it.

Detecting the trap will prove to be a challengefor most rogues. There are no visible physicalcomponents to betray the lutes pure magicalnature, and the lutes construction is, if any-thing, even more luxurious than the compo-nents of the trap itself.

The traps magic is contained beneath the lutesfrets; prying them up reveals minute runes setin silver, each making up a portion of the curse.Carefully filing or cutting away the runes andreplacing the frets with new ones destroys thecurse, allowing Fellbanks lute to be playedsafely. An unsuccessful attempt to disable thetrap sets it off.

 !#

Page 37: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 37/178

Frodericks Illusory Floor  Trap Type: Illusion-Covered PitfallConstruction Type: Simple mechanical,magicActivation Type: InstantTrigger: Local, trapdoor 

Mechanism: GravityEffect: Injury, movementAttack Bonus: No attack roll necessaryDamage: 4d6Save: Reflex save (DC 20) avoidsSearch DC: SpecialDisable Device DC: 25Challenge Rating: 3Construction Time/Cost: 3 weeks; 3,500 gp;20 XP

 Not all traps with magical elements involvecomplicated enchantments and the Craft Magic

Trap feat. Frodericks variation on the all-too-common illusory floor is one example of thisfact. Instead of simply covering a hole with a permanent illusion, a trick too easy to defeatsince illusions do not have actual substancewith which to thwart tapping or gravity,Froderick covered not only the hole but also 15feet of collapsible floor on either side of thehole with a permanent illusion.

As a result, poking and prodding ahead does notreveal the illusion, for it covers solid material.Once more than 50 lb. passes more than 5 feetacross a collapsible section, the floor gives way, pivoting sharply down. The trespasser plungesthrough the permanent illusion into a steeplyangled funnel that leads to a 40-ft. drop into alower dungeon level. The collapsible floor sec-tions spring back into place once there is nomore weight on them, although they are some-times set to delay for several rounds in case atrapped characters friends wish to follow him.

A Search check cannot reveal this trap, butinteracting with the floor in this manner does

 permit a Will save (DC 20) to notice that thefloor is an illusion. If this saving throw fails, noSearch check, no matter how high the result,detects the trap. The simple act of probingahead with a staff or pole, for example, is notsufficient interaction to allow the Will save tonotice the illusion. A falling character canattempt a Reflex save (DC 20) to halt his drop

into the vertical shaft. In most cases, he stillfalls through the floor, but halts hisdescent in the funnel.

Disabling the collapsible floor sections is diffi-cult. It requires the rogue actually entering thefunnel without falling into the pit and then wedg-ing the sections in place from the underside.

Impaling TreeTrap Type: Impaling Defense Trap

Construction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: InjuryAttack Bonus: +8 meleeDamage: 4d6Save: Reflex save (DC 17) partialSearch DC: 28Disable Device DC: 28Challenge Rating: 3Construction Time/Cost: 1 week; 2,500 gp;

100 XP

This trap is usually worked into the trunks of trees that hold elven scouts or lookout posts.Such trees are found scattered throughout mostforests with a large elven population, and can be identified by the keen-eyed by the small platforms built into the upper layers. Such plat-forms often hold supplies and ammunition, sothey are ideal targets for bandits.

Unfortunately for those who would rob theelves, even an abandoned tree is not unprotect-

ed. A fairly simple ritual creates an ImpalingTree. Anyone climbing it without first speakinga safeword finds the tree sprouting long, lethalspikes from the trunk and branches. A Reflexsave halves the damage, but the sudden shock can cause even a skilled climber to fall. AClimb check (DC 28) is required to avoid plunging from the tree. The spell usually doesnot activate until a climber is at least twentyfeet up, so the fall often finishes what thespikes began.

Should a climber survive the spikes and retain

their grip, there is a slight boon. The now-spikytree is much easier to climb, reducing theClimb check DC for the remainder of theascent by 5.

Possible means of detecting this trap includenoticing odd lines carved very subtly in thetrunk of the tree, flowing along the lines of  bark but glistening with eldritch power. Theremay be odd distortions in the bark where the

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

 !$

Page 38: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 38/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

spikes had previously erupted, or a character might notice a corpse riddled through withwhat at first seem to be arrow wounds, butwhich on closer examination were clearlymade by something else.

Disarming the trap can be accomplished bymaking careful incisions in the bark in order to

disrupt the spell.

Infectious Melody Trap Type: Enchantment TrapConstruction Type: MagicActivation Type: InstantTrigger: Remote; magicMechanism: MagicEffect: EnsnarementAttack Bonus: No attack roll necessaryDamage: None

Save: Will save (DC 17) negatesSearch DC: 30Disable Device DC: 30Challenge Rating: 3Construction Time/Cost: 3 day; 3,100 gp;150 XP

The Infectious Melody trap can be placed on amusic box or a musical instrument to preventtheft. A command word, which usually onlythe owner knows, activates and deactivates thetrap. When deactivated, the magically trappedobject can be handled normally. When activat-

ed, merely touching the object triggers the trap,causing the musical object to begin playing amagical tune that compels anyone who hears itto dance.

Only those who hear the first few notes of themagical melody are so affected, and they danceas long as they are physically able to hear themusic. A Will save (DC 17) negates theenchantment. The song ends in five rounds if the one who triggered the trap made her savingthrow. Affected victims enjoy the music somuch that they have no desire to leave the area.

An affected individual suffers one point of tem- porary Constitution damage for each 10 min-utes spent dancing. When the victimsConstitution reaches 0, he drops to the floor dead.

The musical instrument plays until deactivatedor no victims remain within its area.

Lightning and Mirrors Trap Type: Lightning MagicConstruction Type: MagicActivation Type: InstantTrigger: Local; tripwireMechanism: Magic

Effect: InjuryAttack Bonus: No attack roll necessaryDamage: 5d6Save: Reflex save (DC 12) partialSearch DC: 21Disable Device DC: 28Challenge Rating: 3Construction Time/Cost: 2 days; 250 gp; 10XP

The Lightning and Mirrors trap is a simple trip-wire that activates a lightning bolt and fools thevictim into walking straight into it. The bolt

deals 5d6 damage and hits all targets in its path.The trap is set at a point in a hallway wheretravelers are approaching a T-junction.

Two mirrors, one carefully placed on the walldirectly across from the approaching corridor and the other on the left corridor create the illu-sion of a four-way intersection. Travelers com-ing from the southern corridor will think thatthe passage branches to the right, to the left,and continues straight ahead.

A Spot check (DC 25) allows a character to fig-ure out that the northern corridor is merely anillusion. A victim activates this trap by step- ping on a tripwire placed at the end of the cor-ridor so that the trap goes off just as the char-acter reaches the T-junction. A wand on theeastern corridor made to look like a torch hold-er immediately fires a lightning bolt  towardsthe junction and the unfortunate victim.However, the mirrors reflect the bolt, givingthe victim the impression that the lightning iscoming from the north passage.

The victim can try dodging down any of thefour passages. If the victim chooses south, thedirection he just came from, he will dodge thelightning bolt altogether. If the victim choosesnorth, he slams into the mirror, shattering it andstunning himself, and takes full damage fromthe lightning bolt . If the victim chooses east or west, he may make a Reflex save (DC 14) totake half damage.

 !%

Page 39: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 39/178

Magnetic WallTrap Type: Arrow TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; switchMechanism: Spring

Effect: InjuryAttack Bonus: +4 rangedSave: NoneSearch DC: 20Disable Device DC: 28Challenge Rating: 3Construction Time/Cost: 3 weeks; 3,000 gp;250 XP

The Magnetic Wall trap not only harms intrud-ers, it also pins them to a wall. A 10 ft. by 10 ft.stone-tiled room with one entrance and one exithouses the trap mechanism. The doors to the

room are made completely of wood with stonehinges. On the rightmost wall, several dozenarrow tips lie in notched holes. A large stoneenchanted with a strong magnetic property onone side lies hidden behind the opposite wall.Before activation the enchanted side of the stone

faces away from the room. Stepping on a specif-ic tile in the center of the room triggers the trap.When the pressure plate below the tile isdepressed, a series of ropes spins the enchantedstone 180 degrees so that the magnetized sidenow faces the wall with the arrows. All metal isimmediately drawn to the leftmost wall. A vic-tim carrying a metallic object, such as a sword

or bag of gold, can make a Reflex save (DC 16)to drop the object before getting dragged along.Victims wearing metallic armor receive nosave and are automatically thrown against thewall (armor crafted partially of metal, such asstudded leather, allows a Strength check (DC15) to act normally for the round). The arrowtips, all 24 to 36 of them, fire from their holes.Victims pinned to the wall are consideredstunned for the purposes of the arrow attack.The arrows deal 1d4 damage each and the DMcan roll 1d10 to determine how many arrowsstrike a single target.

Freeing magnetized objects from the wall by pulling requires a Strength check (DC 22).Sliding an object along the wall to free it requiresa Strength check (DC 16). Individuals in metalarmor can free themselves by slipping out of the

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

 !&

Page 40: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 40/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

armor with a successful Escape Artist check (DC18). Victims hit by an arrow and pinned againstthe wall must remove each arrow with a Strengthcheck (DC 16) before they can be freed.

Mogros Spring-LoadedSlayer  

Trap Type: Pit TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; trapdoor, gear Mechanism: Gravity, springEffect: InjuryAttack Bonus: No attack roll necessaryDamage: 2d6 falling and 2d6 spikesSave: Reflex save (DC 22) avoidsSearch DC: 21Disable Device DC: 21Challenge Rating: 3

Construction Time/Cost: 3 weeks; 3,000 gp

Mogros Spring-Loaded Slayer is an insidiouscreation of the mad archpriest Mogro. The dun-geon levels beneath his temple have quickly become the stuff of legend and traps such asthis are but one reason why. The Slayer uses acombination of a simple pit trap, a spring-loaded platform, and a set of concealed ceilingspikes to foil the efforts of trespassers or aspir-ing dungeon crawlers.

This trap is found within dungeon complexes,castles, or strongholds of the wealthy or mad. Itis generally placed within a simple stonework  passageway, so as not to attract suspicion. Thetrap is activated when a trespasser steps ontothe trapdoor placed over a 20-ft.-deep stone pit.A character who makes a successful Reflexsave (DC 22) avoids falling into the pit. Thosewho fail their save fall into the pit and suffer 2d6 points of damage. Additionally, when thetrapdoor is opened, a series of gears activates arelease mechanism that is situated over the pit.The gears open a storage compartment that

releases a set of metal spikes that drop and lock into place 5 feet above the open pit.

The final step of this trap is activated when acharacter lands at the bottom of the pit trap.The pits floor is actually a spring-loaded plat-form that is released when a character lands onit. The platform springs upward, launching thevictim towards the ceiling spikes. A character that is launched into the spikes suffers an addi-tional 2d6 points of damage.

Surviving characters have another problem: the passageway is now blocked. The only methodsof continuing involve climbing either down the pit and back up or over the platform. Doingeither has dire consequences. The trap is craft-ed to respond to any weight, either below or above, that is placed on it before it resets. If anycharacter attempts to bypass it before this hap-

 pens (20 minutes after it is initially set off), the platform lurches to crush them. If the character is climbing over the platform (Climb check DC10), it presses up once again, forcing the char-acter into the spikes for 2d6 points of damageunless a Reflex save (DC 22) is made.Characters climbing down into the pit are fineuntil they reach the bottom, at which time the platform falls down on them for 5d6 points of damage with no save. In addition, the character is now pinned beneath the platform and trappedwithin the pit.

A sharp-eyed rogue may notice the contours of the hidden trapdoors on the floor and ceiling of the passageway. To disarm the trap, a rogueneed only jam the trapdoor in the floor or cover it with a large object.

While Mogro originally conceived the Slayer,the design has slowly slipped out across thefree lands (distributed typically by rogues whohave survived forays into the famous lower temple levels). As such, the design has seenmany creative and sadistic variations, with poi-

sons and spell additions being the most popular.

No Fly ZoneTrap Type: Dispel MagicConstruction Type: MagicActivation Type: InstantTrigger: Local, magicMechanism: MagicEffect: InjuryAttack Bonus: No attack roll necessaryDamage: See belowSave: Will save (DC 18) negates

Search DC: 28Disable Device DC: 28Challenge Rating: 3Construction Time/Cost: 3 days; 2,500 gp;100 XP

Rumor has it that this trap was first commis-sioned, believe it or not, by a rogue; if this istrue, however, the rogues name is nowlost to history. The legend has it that the

 !'

Page 41: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 41/178

rogue fell in with a party of adventurers andhad a profitable, if risky, career for a time.After a year or two of skulking around forgot-ten tombs and abandoned castles, he found a lotof his utility wasting away. The party wizardcasually tossed around knock  spells to openchests and, especially annoying to the nimblerogue, used  fly spells to make the need for 

climbing skills superfluous. Thus it was thatthis trap was conceived, and a cunning planhatched to lure the entire party into the dun-geon where it had been placed. The final fate of the party is unknown; sages suspect that thetrap worked well, and then, without a wizard,the party was destroyed by a demon or similar creature that is immune to non-magical attacks. No one knows for sure, but the mechanism of the trap has spread to many lands.

This trap is usually baited thus: a valuable trea-sure or important passageway is placed high off the ground (at least 60 feet) but in such a posi-tion as to be visible from below. The wallsleading up to the area are especially smoothand slick, making passage by climbing verydifficult.

About 50 feet up, or 10 feet below the goal, adispel magic (5th caster level) is triggered. Thewizard has just enough time to yelp before she plummets toward the ground. Particularlynasty variants of this trap have additional dis- pel magic spells set to trigger incrementally

down the wall, so that even a  feather fall spellwill be negated.

Detecting this trap requires sensing the odd aurasurrounding the walls, having some foreknowl-edge of this sort of trick, or seeing an oddlymangled skeleton in the center of the room.

Pit Gallery Trap Type: Pit TrapConstruction Type: Complex mechanicalActivation Type: Instant

Trigger: Local; tripwireMechanism: CounterweightEffect: InjuryAttack Bonus: See belowDamage: See belowSave: Reflex save (DC 23) avoidsSearch DC: 21Disable Device DC: 21

Challenge Rating: 3Construction Time/Cost: 3 weeks; 3,000 gp

Pit Gallery is a complex mechanical trapdesigned primarily to injure, but also to cap-ture, intruders. The room is designed to appear as a small art gallery with six paintings signed by Claus De Vonn, an obscure artist possiblyknown to the viewer (Bardic Knowledge check DC 23 or Knowledge (art) check DC 28). Astone table stands on a mosaic pattern in the

center of the room. The paintings are all poor-ly rendered portraits of well-known nobles.They would not fetch a worthy sum on the openmarket, but the sculpted frames are made of  pure silver and could be sold fairly easily (45gp each).

Pulling any of the frames causes the trap tospring. The floor collapses, its pivot point at thecenter of the room, sending all viewers tum- bling into a pit trap. Anyone standing next tothe table or doorway receives a +2 bonus to hisReflex save. Those who fail the save tumbleinto the 20-ft.-deep spiked pit trap, taking 2d6 points of damage from the fall as well as possi- bly impaling themselves on several spikes. 1d4spikes strike each character for 1d4+2 points of damage per spike. The spikes have a +10 meleeattack bonus.

After it is sprung, a series of gears, pulleys, andcounterweights are set to immediately close theapparatus. The process is fairly quick, requir-ing only six rounds to reset. Only pullinganother picture frame or destroying the gears

from below can stop the reset mechanism.

The only way to disable the trap from above isto cut the wires behind each picture frame.Each picture requires a separate DisableDevice check in order to completely neutralizethe trap. It would be easy to sabotage the trap by destroying the mechanisms that release andreset the floor, but this can only be accom- plished after the trap is sprung.

Sower of Chaos Trap Type: Charm TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: Will save (DC 13) resistsSearch DC: 28

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

"

Page 42: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 42/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Disable Device DC: 28Challenge Rating: 3Construction Time/Cost: 4 days; 2,000 gp; 80XP

This can be quite a deadly trap, depending onthe party, using magic to turn them against each

other. The sigil can be on a door, a chest, or along the floor; it also works quite well as anitem trap.

The trap itself combines message and  sugges-tion to silently tell the triggering character oneof two messages, depending on how it was setup.

The first message is straightforward: These people you are with, they are working against  you. You must destroy them soon.

The second is subtler and works well for gamesin which characters have a lot of depth. Themessage is You can really trust your friends.You should tell them your deepest, darkest  secrets, now.

There are obviously many other messages thatcan be crafted to suit each particular party.Items with such magic on them may provoke paranoia or protectiveness of the item, at least

until the spell trap runs out. Such magic mayalso work as a kind of  geas.

Spider on the BridgeTrap Type: Bridge TrapConstruction Type: Magic

Activation Type: InstantTrigger: Local; magicMechanism: MagicEffect: EnsnarementAttack Bonus: No attack roll necessaryDamage: See belowSave: Reflex save (DC 13) avoidsSearch DC: 24Disable Device DC: 24Challenge Rating: 3Construction Time/Cost: 1 day; 1,500 gp; 60XP

Spider on the Bridge is a magic trap designedto both entangle and possibly kill intruders. It is best placed on a narrow bridge that runs next toa wall, ideally over a body of water that ishome to aquatic dangers such as snakes or sharks. Halfway across the bridge is the trigger for a web spell: an arrangement of smooth black rocks arrayed upon the ground toresemble the eyes of a spider. Any crea-ture walking past the stones without

"

Page 43: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 43/178

mouthing the password triggers the trap.

Should the trap be set off, a web spell fires fromthe wall, causing all within 20 feet of the trig-ger to make a Reflex save (DC 13) to avoid

 being entangled in the spell.

Those who make their initial save are subject tothe second portion of the trap. Due to the nar-row footing, those dodging the web must suc-ceed at another Reflex save (DC 20) or plungeoff the bridge. They take no damage from thefall (2d6 if there is no water) and must swim to

safety while dealing with the creatures in thelake.

As the trap has no mechanical portion,detection is difficult. A rogue mustmake a successful Search check (DC24) to detect the active magic. He maysense an odd energy in the area of thetrigger or notice a sticky residue onthe ground just before the stones.Disabling the trap is equally difficult;

it would be easier to simply avoid thetrap by leaping over the trigger.Climbing to the point at which thespell is cast requires a successfulClimb check (DC 15), and disablingthe trap requires a successful DisableDevice check (DC 24) while clingingto the wall.

Step In Blast Trap Type: Fire Trap

Construction Type: Magic, simplemechanicalActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: InjuryAttack Bonus:  No attack roll neces-saryDamage: 5d6Save: Reflex save (DC 13) partialSearch DC: 28Disable Device DC: 28Challenge Rating: 3

Construction Time/Cost: 2 days;1,500 gp; 60 XP

This lovely little trap combines misdi-rection, magic, and side effects tothrow a party into chaos. The layout isa corridor 40 ft. long, 20 ft. wide, and6 ft. high. The floor is set a few inch-

es lower than the preceding and following area,and is covered with several inches of tar, thesurface almost level with the floor outside thecorridor. A series of flat stepping stones are setacross the way, inscribed with a variety of sin-

uous patterns. Each is a 2-ft.-diameter disk extending up an inch out of the tar. One is setabout 3 feet from the previous, making 15 inall. The design is meant to suggest the tar isdeep or might conceal dangers, encouragingthe characters to stay on the stones.

Jumping from stone to stone requires a suc-cessful Jump check. Characters taking a run-ning jump must also make a Balance check 

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

"

Page 44: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 44/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

(DC 12) for each stone or fall into the tar.

The eighth stone has the spell trap on it, andtriggers any time more than 50 lb. is placedupon it. Activating the trap releases a  fireball ,dealing 5d6 points of damage to anyone within20 feet. The fire ignites the tar within 20 feet of the trigger point, creating an area of flame.

Characters within this 20-ft. radius must moveout of the corridor or take an additional 1d6 points of damage per round in which theyremain inside the flames. Movement out of thearea can be along the stepping stones or direct-ly through the tar. If the character movesthrough an area of burning tar, his feet becomecovered in the stuff. He takes 1d4 points of damage per round until he can scrape the burn-ing tar off his feet, a standard action.

On the second round, the fire begins to spread,filling the entire 40-foot length of corridor.This is otherwise like the first round for anyonein the area of fire. In addition, on this roundanyone within the corridor or up to 10 feet beyond is subject to smoke inhalation (DMG89). Each subsequent round the area of smokeexpands 20 feet in each direction.

The smoke and the flames last another 3 rounds(5 in all). At the end of the fifth round, the fire burns out, and the smoke extends 70 feet beyond the corridor in both directions. In two

rounds the smoke clears enough so that thereare no further smoke inhalation checks.

The design certainly encourages characters toinspect the area carefully. One commonassumption may be that one of the stones isloose, causing someone to slide into the dan-gers of the tar. Poking at the tar near one endshows it to be shallow, but intruders are unlike-ly to conclude that it is safer to cross throughthe tar. The patterns of the middle stone aresubtly different and more intricate than the rest,a hint of something unusual. Careful chiseling

 breaks the pattern, destroying the trap andallowing safe passage over the stones.

The Grinning SkullTrap Type: Gas TrapConstruction Type: Simple mechanicalActivation Type: ExtendedTrigger: Remote; lever Mechanism: Pressure

Effect: EnsnarementAttack Bonus: No attack roll necessaryDamage: PoisonSave: Fortitude save (DC 18) negatesSearch DC: 20Disable Device DC: 25Challenge Rating: 3Construction Time/Cost: 3 weeks; 3,350 gp

The Grinning Skull trap is designed to incapac-itate victims for later disposal by guards or wandering monsters. A silver-inlaid etching inthe shape of a skull with a tiny hole in the lefteye socket hides the trap. This etching could beon a wall, alcove, door, pedestal or floor, andserves as the center point for a cloud of sleep-ing gas. Contained in a pressurized tube, thegas erupts from the trap when a specific lever isdepressed.

The gas cloud has an initial 10-ft. radius burstand quickly spreads an additional two feet per round for five rounds. The gas remains in thevicinity for one minute before dispersing.Victims that are caught in the cloud and fail aFortitude save (DC 18), fall into a deep slum- ber for 1d4x10 minutes. Waking a sleepingcharacter counts as a standard action andrequires loud shouting or slapping.

Pouring water down the left eye socket clogsthe tube and renders the gas harmless.

The Poisoned StoneTrap Type: Needle and Deadfall TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; switchMechanism: Pressure, gravityEffect: InjuryAttack Bonus: +10 rangedDamage: 1d4 (needles) plus poison and 4d6deadfallSave: Reflex save (DC 22) avoidsSearch DC: 20

Disable Device DC: 20Challenge Rating: 3Construction Time/Cost: 3 weeks; 3,000 gp

The Poisoned Stone trap utilizes two simpleelements, a poisoned needle trap and a largedeadfall, to severely punish the curious.

Placed within narrow corridors in dun-geon complexes and underground cav-

"!

Page 45: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 45/178

erns, the first stage of this trap is activatedwhen a character steps on a concealed pressure plate within the trapped passage. The pressure plate triggers two different effects, which acti-vate simultaneously. First, a pressure-loaded poisoned needle gun is fired into the area of the pressure plate. The needle is coated with poi-sons that slow or paralyze the victim (DMG

80). A wounded character suffers 1d4 points of damage as well as the poisons effects.

As the needle is fired, a second mechanismreleases a large stone deadfall from above the pressure plate area. A character in this narrowarea must make a successful Reflex save (DC22) or suffer 4d6 points of damage. The char-acter is also considered pinned. A successfulStrength check (DC 20) is required to escapefrom the weight of the stone block.

A rogue may notice either the slightly discol-ored pressure plate in the floor or possiblysmell the odor of the poison within the gun. Arogue need only jam the pressure plate with adagger or climbing piton to diffuse this trap.

Times UpTrap Type: Item TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; chemicalsMechanism: Gravity

Effect: InjuryAttack Bonus: No attack roll necessaryDamage: 5d6 plus poisonSave: Fortitude save (DC 20) resistsSearch DC: 20Disable Device DC: 22Challenge Rating: 3Construction Time/Cost: 2 weeks; 5,000 gp(includes cost of chemicals and hourglass)

This trap is a simple design that takes advan-tage of a violent alchemical mixture to slaythose who cannot leave well enough alone. An

ornate brass hourglass lies on its side on top of a chest, table, or on the floor of a room full of other items. A casual glance at the hourglassreveals that the sand is all on one side of thetwin glass globes, filling it half way. In reality,the sand is a dry chemical mixture, and theempty globe is half full of a clear liquid thatreacts violently with the contents of the other 

globe. As long as the hourglass is left on itsside, nothing happens. Once it is tilted so

that the sand and liquid begin to mix, the trap issprung in one of two equally deadly ways.

Examining the hourglass carefully reveals twoclues that indicate that all is not as it seems.The liquid is the first clue, while the second isthat there are tiny holes drilled in the glass near the middle of the item, allowing air to enter as

the chemicals mix and poisonous gases to ventfrom the item.

If the hourglass is tipped so that the dry chem-icals sift into the clear liquid, the resulting reac-tion is vigorous, but not explosive. In this case,a clear, odorless poison gas vents from thehourglass filling a 10 ft. by 10 ft. area in tworounds. The poison typically causes weaknessand nausea in its victims unless the character makes a successful Fortitude save (DC 18).

If the hourglass is tipped so that the liquidflows into the powdered mixture, the reactionis much faster and much more spectacular.After one round the hourglass explodes vio-lently, spraying the room with glass and metalshards and dealing 5d6 points of damage tothose within 20 feet of the explosions point of origin. This is also the result of smashing thehourglass, whether deliberately or by accident.

If the hourglass is carelessly picked up andthrown into a backpack or other container, theDM should assign a 50% chance that either 

event results and proceed accordingly.

Varlet ViseTrap Type: Net TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: Gravity, counterweight, gear Effect: EnsnarementAttack Bonus: No attack roll necessaryDamage: NoneSave: Reflex save (DC 22) avoids

Search DC: 22Disable Device DC: 25Challenge Rating: 3Construction Time/Cost: 3 weeks; 3,000 gp

Blackstones Chain Fist pioneered the idea of concealing chain net traps within walls, but hisdesign had a major flawit could only be placed in symmetrical rooms. Other trapdesigners adapted his concept to corridors, giv-

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

""

Page 46: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 46/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

ing rise to the Varlet Vise.

The Varlet Vice consists of two chain nets,cross-woven with five-inch openings, con-cealed in facing walls and attached to counter-weights via a pulley system. The most commonmanner of concealing the nets is running theminto grooves in the walls and covering them

with plaster. Some variations nestle the chain beneath the mortar of decorative tiles withwide, deeply recessed grooves. As withBlackstones Chain Fist, the pressure plate isthe most exposed aspect of the Varlet Vise, andthe easiest place to disarm it. Detecting a resettrap where mortar has not been reappliedrequires a simple Search check (DC 15). The blackened chains may be glimpsed within their niches if a light is shone directly into therecesses.

When the pressure plate is set off, the counter-weights pull the chain nets out of the walls atgreat speed. The nets meet in the middle of theroom, trapping whatever they caught up alongthe way in a new vertical chain link fencestanding lengthwise along the corridor.

The trap inflicts no damage, but those caught init are considered pinned. Victims making a suc-cessful Escape Artist check (DC 20) can wormtheir way free. Releasing people from the traprequires an outside ally to cut the chains run-ning along the ceiling and floors. Once free of 

the weights, the chain walls can be pulled apart.It is also possible to cut a hole in the net, butthis takes a good deal longer.

Variations: Builders occasionally place theVarlet Vise near arrow slits or within bowshotof an emplacement or guardpost. Riddling anenemy with arrows while she is caught fastusually makes short work of her.

Vengeance UnleashedTrap Type: Item Trap

Construction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: Will save (DC 13) negatesSearch DC: 28Disable Device DC: 28

Challenge Rating: 3Construction Time/Cost: 2 days; 1,500 gp; 60 XP

Many relics and important items have cursetraps on them. The specific curse depends onthe item and the intent of the curse layer. Thesacred book of the god of Trickery might optfor an amusing comeuppance, while a dagger 

consecrated to the Mistress of Plagues willhave a darker effect.

The activation of a trap can also be specific. A books trap could be triggered when opened, or when it is read. A daggers trap may springwhen drawn, used, or when it first spills blood.The spell trap can also be set to activate with amere touch. Once in operation, the curseremains on the character regardless of what isdone with the item.

A trap typically has 50 charges, ready to curseanyone that tampers with the relic. Note thatonce a curse is set on someone, the trap will notaffect that person again unless the curse is lifted.

Possible curses include:

The character has a 4 penalty to all Charisma- based checks when dealing with people of authority.

When entering a town for the first time thecharacter must roll a Charisma check. If the

check result is less than 15, townspeople will be convinced that the character is a hated vil-lain. A character already openly hated can still be inconvenienced when entering the town indisguise.

6 to all attempts to Hide, Move Silently, or otherwise evade attention.

6 to all attempts to Bluff, Diplomacy,Disguise, Forgery, Intimidate, or otherwisemanipulate others.

The character cannot heal naturally, even withapplication of the Heal skill.

When first entering combat, the character hasa 50% chance of dropping held weapons andshields. During combat, any time he draws or  picks up a weapon or shield, he has a 50%chance of dropping it. This happens after the character attempts to use it, so heloses whatever action he was about to

"#

Page 47: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 47/178

take and must use an additional action if hewants to pick it up again.

Whenever the character goes to sleep, there isa 25% chance that any sleep in the next 24hours will be plagued by nightmares. Either normal or restless sleep applies to naps or peri-ods of rest the character attempts for this entire

 period. A nightmare result means the character has not rested and cannot regain arcane spells.

Animals react poorly to the character, includ-ing mounts. Any Animal Empathy, HandleAnimal, Ride, and similar skill checks aremade with a 6 penalty. This has little effecton familiars or a paladins mount, other thanmaking them a little touchy with the character.

The character is at 8 when making Fortitudesaves against disease.

The character becomes paranoid. He is con-stantly spotting NPCs and PCs out of the cor-ner of his eye rifling through his things, look-ing at him cruelly, or otherwise acting suspi-cious. Characters that are already paranoid areinspired to extremes.

The character becomes blind to threats. As aresult he suffers a 6 penalty to all Listen,Search, Spot, and initiative rolls.

The markings of the trap are hard to make out.

A rogue is most likely to notice the trap whenappraising the item, or otherwise examining itclosely. Obscured by whatever artwork is onthe item are characteristic runes and markingsoutlining the trap. Dripping sealing wax in justthe right spot disperses the curse magic.

Vermin Pit Trap Type: Vermin-Filled Pit TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magic, switch

Mechanism: Gravity, magicEffect: InjuryAttack Bonus: No attack roll necessaryDamage: 4d6 fall plus spellSave: Reflex save (DC 20) avoidsSearch DC: 20 (27 for magic)Disable Device DC: 27Challenge Rating: 3

Construction Time/Cost: 3 weeks; 3,500gp; 100 XP

The very simplicity of pit traps makes themless usefuleveryone knows about them,expects them, and takes steps to avoid them or minimize the damage from them. Thus, theevolutionary cycle of traps continues, witheach new design trying to prove itself superior  by finding variations on a theme. This is onesuch variation.

A simple panel, which opens up when pressureis placed on a switch, usually covers the pititself. The pit is fairly deep (40 ft.) and thusrequires some effort to escape. The walls of the pit are smooth, making climbing difficult(Climb check DC 23) unless someone lowers arope down. Unfortunately for the person or per-sons stuck in the pit, there is more to this trapthan a simple pitfall.

One round after the trap is activated, a summon swarm spell is cast. The swarm so summonedwill be fixed at the time of casting, but is usu-ally something quite nasty. Each round, anoth-er swarm appears, filling another 5 ft. cube of the pit, until the entire pit (usually 5 ft. wide by40 ft. high) is completely filled with writhingvermin. Anyone in the pit must climb throughthe swarms, suffering all effects as described inthe spell. The spells reset when the trap is reset.

Anyone trying to help the person trapped in the pit must consider the effects of the swarm.Forcing a rope down to the victim exposes

them to the ravening insects. A  fireball  canclear away most of the swarms, but if it is cast before the entire cycle of summoning is com- plete, the caster will most likely need to castagain. Vermin-affecting spells are the most use-ful. Anyone in the party who can cast  summon swarm can attempt to counterspell the spellscast by the pit.

Detecting the magical nature of the pit involvesrecognizing the arcane symbols that line the upper surface of the pit, or noticing the odd, eldritchsparkle that comes from the crystals placed at

strategic locations along the inside of the pit.

Veshers Killing CubeTrap Type: Monster TrapConstruction Type: Complex mechanicalActivation Type: ExtendedTrigger: Local; switchMechanism: GravityEffect: Ensnarement, injury

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

"$

Page 48: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 48/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Attack Bonus: No attack roll necessaryDamage: 2d6 plus 1d6 acidSave: Reflex save (DC 16) avoidsSearch DC: 21Disable Device DC: 25Challenge Rating: 3Construction Time/Cost: 3 weeks; 3,000 gp

Veshers Killing Cube is a creation birthed inthe mind of the lich trapsmith, Vesher. Knownfor his talents in trapsmithing as well as hisruthless reputation (cultivated by such cre-ations as the Terrible Tumbler and the ViciousGrinder), each new trap that Vesher creates isunleashed upon a terrified world. By using aseries of simple switches, a falling stone barri-cade, and a gelatinous cube (MM 145),Veshers Killing Cube has quickly become the bane of many inexperienced dungeon crawlersacross all of the free lands.

This trap may be found in dungeon complexes,castles, wizards towers, or the strongholds of  paranoid nobles. It is generally placed within a10-ft.-wide stone passageway, although alter-native mediums may be used. It is recommend-ed that the materials used to create this trapmatch those used to build the area in which it is placed (such as iron, wood, or marble). Doingso will decrease any cause for added suspicion.

The trap is activated when an unsuspectingcharacter steps upon a simple floor switch (a

stone or wood panel, for example). Steppingonto the switch releases a series of three trap-doors. The first two trapdoors release the stone barriers that are held within the ceiling of the passageway. These barriers are 10 feet wide,generally 2 feet thick, and cover the entirewidth of the passageway. Any character direct-ly underneath a falling barrier must make a suc-cessful Reflex save (DC 16) in order to avoid being hit by it. A character that makes hisReflex save may choose to move onto either side of the barrier. Characters underneath afalling barrier who do not make a successful

Reflex save suffer 2d6 points of damage andare considered to be pinned (DMG 85) by the barrier. A successful Strength check (DC 20) isrequired to lift the stone barrier and free a pinned character.

Characters who are trapped between the wallsexperience this traps final step as the falling barriers trigger the release of a 10 ft. by 10 ft.trapdoor that is placed over the area. A gelati-

nous cube (MM 145) falls out of the trapdoor,automatically engulfing all those trapped with-in. Engulfed characters must make a successfulFortitude save (DC 16) or be paralyzed for 3d6rounds by the gelatinous cubes acidic slime.Additionally, engulfed characters suffer 1d6 points of acid damage each round whiletrapped within the creatures body.

A rogue who is searching for traps may noticeseveral clues that lead him to discover this dan-ger. One sign may be the slight difference inheight of the loose panel in the passagewayfloor. Also, a rogue may notice one (or all) of the trapdoors hidden within the passage ceiling.Due to a lack of maintenance, a tiny amount of the gelatinous cubes paralyzing slime may

secrete through the trapdoor and onto the pas-sageway floor.

There are several ways to disarm or avoidVeshers Killing Cube. The rogues first optionis to simply avoid the pressure plate in the pas-sage floor that activates the trap. Other optionsfor disarming this trap are jamming the pres-sure plate with a climbing spike (or similar item) or jamming the trapdoors in theceiling of the passage.

"%

Page 49: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 49/178

 Black GardenTrap Type: Grappling TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 1d6 per attack Save: NoneSearch DC: 29

Disable Device DC: 29Challenge Rating: 4Construction Time/Cost: 2 days; 2,000 gp; 80XP

A Black Garden turns the target area into amajor obstacle for a significant length of time.The trap can be used at entrances in landswhere large animals are rare. Otherwise it is setup within a complex, placed to prevent accessto important rooms. The tentacles created are potentially deadly, throttling characters thatcannot evade them.

The Black Garden is popular with particularlyunpleasant gnomes, especially those who liveunderground. Neither the trigger nor the spellreacts to creatures smaller than Medium-size.This allows gnomes and other small races to dartin and attack freely even while the trap is active.The spell trap casts  Evards black tentacles inthe surrounding area. 1d4+7 tentacles are creat-ed within a 15-ft. radius. Each tentacle is 10 ft.long, has saves of Fort +2, Ref +2, and Will +5,AC 16, 7 hit points, +7 attack bonus, Strength

19, and is immune to spells that do not causedamage (except for  disintegrate). The spelleffect lasts seven hours.

There is a slight smell of fish accompanyingthe traceries that make up the spell trap, whichcould be a clue to an observant rogue. A smalldrop of acid or some other solvent poured ontothree faint symbols disrupts the trap and

destroys its magical trigger.

 Bragos Anger  Trap Type: Monster TrapConstruction Type: Simple mechanical,magicActivation Type: ExtendedTrigger: Local; switch, magicMechanism: Magic, counterweightEffect: Identification, injuryAttack Bonus: No attack roll necessaryDamage: NoneSave: Fortitude save (DC 18) negates

Search DC: 29Disable Device DC: 29Challenge Rating: 4Construction Time/Cost: 1 day; 2,350 gp; 14XP.

Bragos Anger takes a simple polymorph other spell and combines it with the trained fury of ahill giant to place a greedy character in a poten-tially fatal situation.

This trap is placed in a large stronghold, dun-geon, or underground passage, as it should beable to accommodate the size of Brago (whostands 12 feet tall). It should be placed in alarger room, typically an audience chamber or trophy room of some sort. The trap itself is trig-gered by a large gem of any type placed intothe chest of an ornate statue of a wizard or other adversary of the DMs choosing. A suc-cessful Appraise check (DC 15) values the gemat no less than 2,000 gp. This will typically beenough to lure a greedy character into the trap.

When touched, the gem casts a specific  poly-

morph other  spell onto the character. AFortitude save (DC 18) allows a character toovercome the spells effects. If a character failsthe saving throw, she is  polymorphed  into aform identical to that of the statue, dependingon the adversary the DM has chosen. The onlyrestriction is that the adversary must be aMedium-size humanoid, must meet the specifi-cations of the polymorph other spell, and musthave performed the acts that have trainedBrago to react as he does today.

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

"&

Note on Monster Trap CRs 

Many of the traps presented in this book feature monsters as part or all of the actual danger involvedin a trap. In such cases, the CR listed in the stat block does not take into account the CR of the mon-ster involved. Experience should be awarded separately for the trap as well as the monsters.

Page 50: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 50/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Once the gem has been touched (regardless of the spells outcome), it sinks slightly into thestatue, activating a series of counterweightsthat rings a bell in Bragos chamber locatednearby. Once Brago hears the bell, he flies intoa rage and charges into the trapped chamber to

attack anyone in the room. If a character has been  polymorphed  by the gem, Brago attacksthat character directly and without hesitation,only stopping when the character is dead or escapes, no matter what actions other charac-ters may take against him.

The reason for this is that the adversary depict-ed by the statue killed Bragos wife severalyears ago, only weeks after he began the con-struction of this lair. For several years, theadversary would tease Brago with beatings,

spells, and the use of a simple bell. Now after years of abuse, Brago identifies the sound of the bell with the adversary and attacks him onsight. The fact that Brago has killed the adver-sary (or someone who looked like him) hun-dreds of times over the years means nothing ashe has gone quite insane. Instead he takes thereverted corpses of his victims and eats them,waiting for the real adversarys return.

A simple detect magic spell enables a character 

to identify the magic on the gem. A keen roguemay notice the groove that allows the gem tosink into the statue, which activates the bell inBragos chamber. She may also detect the fainttrails of dried blood that lead from the hall intothe passage that leads to Bragos chamber. To

disarm it, she need only jam the mechanismwith a dagger or similar object.

 Breathtaking Corridor  Trap Type: Poison GasConstruction Type: Simple mechanicalActivation Type: ExtendedTrigger: NoneMechanism: Poison gasEffect: InjuryAttack Bonus: No attack roll necessary

Damage: Pooling breathtaker poisonSave: Fortitude save (DC 12) negatesSearch DC: 30Disable Device DC: NoneChallenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

This is a fairly basic trap that relies on theundetectable nature of a poison gas. Thetrap begins with a corridor that slopesdownward and leads to a door. Beyond

"'

Page 51: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 51/178

the door the corridor extends for around 100feet, continuing to slope downward slightly. Itthen slopes back up at its midpoint, eventuallyleading to another door. The corridor betweenthe two doors is filled with pooling breathtaker  poison. Though this poison is not particularly potent, the advantages of transparency, longlife, and lack of odor are significant.

Since the corridor is tilted, the party enters the poison as if entering pooled water. The firstindication of trouble will be from the shortestmembers then up to the tallest. Also, regular torches and lanterns (but not continual flame)will gutter out once they are immersed in thegas. Undead or other beings that do not requireoxygen are unaffected.

Torches may be the first signs of trouble if theyare held low and thus encounter the gas first.Familiars and other animals close to the groundare also affected before humanoids.

Once immersed in the gas, the initial effect isshortness of breath. The first Fortitude save and poison effect kick in at this point. If the char-acter retreats to fresher air and takes deep breaths, the gas can be cleared from the lungs.If a character passes out while in the gas, suf-focation effects proceed.

There is no distinct way to disable this trap. Thelocked door has three good locks on it, each

requiring a successful Open Lock check (DC 30)to bypass. Once open, a character can simply holdher breath and run through. An easier methodwould be two applications of  knock , cast whileoutside the effect of the poison. The boundaries of the gas can be determined with a flame.

When the door is open, a  gust of wind can beused to push the gas out and dilute it. After afew minutes, the gas pools again, but only athalf the length it covered before. Another gust brings the distance to a third of the original. Nofurther gusts significantly disperse the gas.

There are magic sigils near the door that, whenthe gas is diluted, open valves near the ceiling,replenishing the trap automatically. This is not aquick process, and the reservoir of gas is limit-ed. Filling the hall from one-third length to fulltakes about a day. Though these sigils mayalarm characters who notice them (Search DC

30), this is their only function. If dispelled, thecorridor simply does not refill with gas.

The Breathtaking Corridor is most effectivewhen combined with undead guardians. With aturn in the hallway below the gas line, undeadcan also be protected from ranged attacks.Combined with a permanent animate dead andmagic mouth (such as in the Tomb of PerennialGuardians trap from Traps & Treachery), thesystem can function for quite some time.

Tombs or lairs of undead are both useful loca-tions for such a trap. Dwarves may also set upthese corridors as access tunnels, relying onhearty constitution and their innate resistanceto poisons. A dwarf may be able to hold her  breath a long time while passing through theseareas, and is unlikely to be carrying an openflame because of his darkvision.

DMs gathering information on the height of  party members might want to make a point of doing so well before the party encounters thistrap. Another trap that seems height relatedcould misdirect suspicions about the intent of gathering such information.

There are other variations using different gases,though the design relies on the substance beingheavy and inert. One form in dwarven minesuses the corridor as a metalseep gas catch basin.There is no middle door in this version. Air flows through the bent corridor, warm from pas-sage through concentrated amounts of firemet-al. Airflow is sluggish, allowing the heavier 

metalseep gas to sink into the corridor. Thoughnot always intended as a trap, it can be placed toinduce such an effect. There is no obvious effectof gas exposure, making this a particularly sub-tle attack. Only one Fortitude check is required per visit unless the character dawdles. Such atrap has a Challenge Rating of 3.

 Darkmetal ClawtrapTrap Type: Bladed Snare TrapConstruction Type: Complex mechanicalActivation Type: Instant

Trigger: Local; switchMechanism: Spring, gearsEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 2d6Save: Reflex save (DC 25) avoidsSearch DC: 25Disable Device DC: 25Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

#

Page 52: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 52/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

The Darkmetal Clawtrap appears as an ornatedoorlock. Bands of metal radiate from it alongthe door. One piece of the lock is made of ametal that changes shape in the presence of light.Anyone attempting to operate the lock, whether to pick it open or even using a proper key, acti-vates the trap if light is hitting this sensor.

The door requires a Strength check (DC 35) to break down. Disabling the lock is difficult, butnot impossible (Open Lock check DC 25). It issomewhat easier if the character knows of the properties of light sensors (Craft (trapmaking)check DC 29), making it DC 21.

The radiating metal bands snap out and close like jaws when the trap goes off. A character gets aReflex save to pull his hand away in time. Failurecauses 2d6 points of damage, and leaves his handcaught by the jaws. Harmlessly extricating ahand from the claw requires an Escape Artistcheck (DC 30). The check succeeds with a resultof 20 or more, but the character takes 1d6 pointsof damage when freeing his hand. Failure resultsin 1d6 damage without extrication.

In total darkness, the key operates normally.Failure to properly open the lock still triggers thetrap, however. Note that once activated, the trapis manually reset. In addition, the lock cannot beaccessed without resetting the mechanism.

The trap requires some maintenance, both to

fix any damage to the mechanism and toremove any victims that did not survive it.

Field of RuinTrap Type: Siege TrapConstruction Type: MagicActivation Type: MagicTrigger: SpecialMechanism: MagicEffect: HindranceAttack Bonus: No attack roll necessaryDamage: None

Save: NoneSearch DC: SpecialDisable Device DC: 31Challenge Rating: 4Construction Time/Cost: 6 days; 3,000 gp;120 XP

It is said that an army travels on its stomach.Supply lines make or break an army whether itis on the move or encamped for a siege far 

away from home, especially in the winter months when foraging yields poor results.

The Field of Ruin is a large-scale magical trapthat strikes at the belly of an invading force. Itconsists of four large standing stones, posi-tioned in a rough square centered on an area a passing army is likely to march through, such

as a road, ford, or mountain pass. The stones, perhaps a mile from one another, are often dis-guised in some way to mask their functionwhen examined by enemy patrols and advanceskirmishers. The stones are often disguised asthe centerpiece of a shrine, hidden inside barnsor caves, or secreted in thickets or bogs.

Detecting the trap is more than a matter of dis-covering a single stone; the runes engraved ona lone stone suggest merely that those whoerected it were seeking some magical effect. Asmore stones are unveiled, however, a clearer  picture of their function emerges. The Searchdifficulty for locating and identifying this traptherefore decreases as more of the stones arefound: the Search DC for one stone is 40; for two stones 35; for three stones 30; and for allfour it drops to 25.

The trap is magically attuned to some attributeits constructors fear in a likely enemy. When asufficient number of beings with that attributeenters the circle of stones, the trap triggers,magically befouling all food and water carried

 by the offending beings. Food decays or  becomes inedible slime, while water turns toseawater.

The Field of Ruin continues to function until itno longer detects the requisite number of enemy, then goes dormant once again. In thisway, an entire army might pass through thestone circle over a two-hour period and lose itsentire food and water supply. It could be hours before company commanders become aware of the problem, increasing the difficulty of deter-mining where the army encountered the trap.

Those who erect the trap set the attribute towhich the trap is attuned and the number of  beings bearing that attribute that must enter theField of Ruin to trigger it. A small kingdom plagued by goblin attacks may set their trap toactivate when a group of 40 or more goblinsenters the Field of Ruin. A large kingdomfearing attack by a neighboring empiremay set it to activate only when a group

#

Page 53: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 53/178

of 300 or larger enters, regardless of their raceor composition.

Disarming the Field of Ruin requires locatingat least three of the stones and chipping therunes and sigils away. The stones then losetheir potency and the trap is ruined. Casting purify food and water restores spoiled supplies

within the range of the spell.

The Field of Ruin is obviously most devastat-ing in areas where replacing spoiled food andwater is difficult. Deserts, tundra, and desolatesteppes all make excellent choices. Most settle-ments using the Field of Ruin are careful not to place it too close to its farms and villages.Doing so would only encourage enragedinvaders to take it out on their people and stripthem of the resources they need to survive.

The Field of Ruin is not merely a defensivetrap. One creative team of clerics mounted adaring expedition to plant a Field of Ruin onthe bottom of an enemys harbor just before acritical grain shipment arrived, plunging thekingdom into famine and forcing it to sue for  peace.

Flip Corridor  Trap Type: Pit TrapConstruction Type: Complex mechanicalActivation Type: Instant

Trigger: Local; pressure, switchMechanism: Counterweight, gear, gravityEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 3d6 or 5d6Save: Reflex save (DC 26) avoidsSearch DC: 22Disable Device DC: 22Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

This 20-ft. section of corridor is actually a sep-arate structure, set up on an axis. It is locked in

 place with a relatively simple two-step mecha-nism. Each end of the corridor has a trigger  based on weight. If an end receives 150 lb. or more, the trigger is released. The trap is sprungwhen both triggers have opened.

The corridor moves only slightly during trig-gering, but it is perceptible (Spot check DC

15). Due to the design of the trigger, a char-acter could step into the corridor, back off,

and step back in again without having anyobvious effect.

Once the character reaches the opposite side, even by moving a small distance from the midpoint,the second trigger is released. A single individualweighing at least 150 lb. needs to reach the oppo-site end of the corridor for this to happen.

Each trigger releases a ratchet holding the axisin place. When both are released, the weight of its occupants swings the corridor to a verticalalignment. Once this happens, another mecha-nism slowly pulls the corridor back to a hori-zontal position and locks it in place.

The corridor is bare and with a surface of solidmarble. Magic combined with expert crafts-manship provides a surface with no features onwhich to hold. It is somewhat slick, though it provides decent footing when walking throughit. Once the corridor is vertical, however, thesurface provides insufficient friction for any-thing short of magic.

A character may only take free actions beforethe room spills onto its side, and it requires aConcentration check (DC 20) to cast quickenedspells. If the character is within a few feet of either end, he may make a Reflex save (DC 26)to escape the corridor; otherwise no save isallowed.

The pit is 30 ft. deep and has a locked serviceentrance. That door requires a Strength check (DC 30) to batter down, as it has no visible lock mechanism on the pit side.

Damage from the fall depends on where thecharacter is when the corridor goes vertical.Base damage is 3d6 points for falling into the pit, +1d6 per 10 feet of corridor through whichthe character falls. Note that the corridor canswing in either direction, depending on whichdirection the characters were traveling whenthey triggered the trap.

The corridor may have an external lock mech-anism in a remote location so that inhabitantscan use the corridor without trouble. This lock simply bolts the corridor in place, so the mech-anism does not register any pressure.

A perceptive character might note the slightgap along the ceiling and walls at either end of the corridor section. Furthermore, the gap

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

#

Page 54: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 54/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

along the walls is distinctly curved, giving thecharacter a possible clue as to function. A char-acter with Knowledge (mathematics) or a sim-ilar skill can calculate the probable length of corridor that is mobile. Similarly, once the cor-ridor is actually entered, the corridor movesslightly down under the pressure.

Disarming the trap is a simple matter of care-fully spiking the gap along the floor and ceil-ing. If only the floor is spiked, the far side of the corridor still triggers, but without any visi- ble result. The danger is that at this point, thewedges have been worked loose, so when the party returns in the other direction, the other trigger activates when they cross back over themidway point. If only the ceiling is spiked, thewedges work themselves loose once the partyenters the corridor. This will be rather obvious, but may have no visible result.

This trap is useful in lairs and fortresses of var-ious kinds, not only underground. It has a num- ber of mechanical parts that need attention. Thereset mechanism is a little delicate, and mayrequire parts to be replaced or greased to work  properly. The Flip Corridors largest advantageis that there is no need for a source of energy,as motion ultimately comes from the victims.Though the trap can get stuck open, under rarecircumstances, its mechanism is at rest whenready to be triggered.

Access tunnels and rooms flank the corridor soartisans and trapmakers can access the parts. If the corridor does not have a normal lock to boltit in place, the system can be locked downmanually in these side rooms.

Fragmentation Book Trap Type: Item TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; light sensor Mechanism: Spring

Effect: InjuryAttack Bonus: No attack roll necessaryDamage: 4d6Save: Reflex save (DC 20) avoidsSearch DC: 27Disable Device DC: 21Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

This is a popular way to trap books that does

not involve magic. Light sensitive metal iscrafted into numerous slivers and affixed to athin sheet of vellum. Another sheet is thenglued to the surface, forming a new sheet onlyslightly thicker than usual. This page is com- bined with others to be bound in the final book.The entire process is completed in darkness toreduce the risk of mishap.

When anyone opens the book to that page in litsurroundings, the trap goes off. Light pene-trates the thin surface of vellum. The metalsnaps into new shapes because of the light,causing an explosive effect. Numerous sharp bits of metal are thus sprayed into the face of the reader, dealing her 4d6 points of damage. Asuccessful Reflex save halves this damage.

This trap also deals some damage to the pagesabove and below the trapped page, so ownerstend to place unimportant text on the pages bracketing the trap. This is one of several pos-sible clues to the presence of the trap. Another  potential clue is that users of such books oftenuse weak glue to keep the page from beingaccidentally exposed during normal use.Characters familiar with traps should under-stand what these clues signify.

To disarm the fragmentation trap, a character must first identify the likely page or pages to betrapped. They can then be examined by touch, but only while in darkness. The stiff outlines of 

the metal in the page are obvious, and serve toconfirm the nature of the page. All that remainsis to cut out the page in question, or to seal the pages around it more firmly.

Some variants of this trap keep thieves guess-ing. One in particular uses a spring design, sothat the effect is triggered by cutting the pageor bending it more than 20 degrees from its nat-ural direction in the book. Since bending a pageis a common way of checking to see if it has aBook Blade trap, this mechanism particularly preys on thieves only familiar with the normal

version of the trap.

Mages often use this trap in combination with amore conventional magic trap. The logic is thatanyone capable of detecting and dispelling thefirst trap will not expect a non-magical trap.Since this trap has become common in someregions, this expectation is no longer the case.Still, it is difficult for any one person tohandle both a magic and mechanical trap.

#!

Page 55: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 55/178

Fragmentation book traps have also seen usewith other items, often placed on the inside of some container. These trapped items are placedspecifically to harm thieves, as the presence of the trap pretty much precludes normal use of the item. It can also be used as a method of assassination, such as affixing these fragmentsto the inside of a gift box.

Have a Seat Trap Type: Teleport TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: MovementAttack Bonus: No attack roll necessaryDamage: NoneSave: Will save (DC 19) negates

Search DC: 30Disable Device DC: 30Challenge Rating: 4Construction Time/Cost: 4 days; 4,500 gp;120 XP

The magus Therimin never cared much for guests of any sort and devised dozens of fiendish ways to deal with them. One of hisfavorite tricks involved a comfy chair and anearby swamp. Therimin liked to think aboutthe dawning moment of confusion his victimsfelt just before they took a bath in the grimy

waters.

Just touching the chair does not activate thetrap. A victim must completely sit down andrest against the back of the chair to trigger it.Anyone sitting in the chair when the trap trig-gers must make a Will save (DC 19) or thechair  teleports the unwanted loafer severalmiles away and approximately 5 feet above thewaters of a swamp.

Jaw GateTrap Type: Siege Spike TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Remote; switchMechanism: Counterweight, gearsEffect: Hindrance, injuryAttack Bonus: +15 meleeDamage: 4d6

Save: Reflex save (DC 16) avoidsSearch DC: 24

Disable Device DC: 24Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

Battering rams are the bane of every besieged cityand keep; once the settlements gate doors are breached, defending it becomes much more diffi-cult. Jaw Gate is a siege trap designed to confound

the battering ram before it can do its damage.

Built around an opening that is located within agate tower, the Jaw Gate consists of a cluster of huge iron spikes that slide from holes withinthe walls of the gate tower to catch the batter-ing ram as it strikes the gate (the spikes hit theram five to 10 feet behind its tip). Guards with-in the tower activate the trap by pulling a lever.The lever releases a series of massive counter-weights hidden within the walls of the gatetower. Driven by the counterweights, a network of gears propels the spikes out from the wallsof the gates interior, causing them to bite deepinto the ram or other war machine.

Since the guards wait until the ram has struck the gate itself, there is no opportunity for thosehandling the ram to steer it clear of the trap; thespikes are too quick for that. Freeing a spikedram requires its wielders to hack away thewood surrounding the spikes and wrest the ramfree. The counterweights can be reset and thespikes retracted in 15 rounds, allowing them tomenace invaders again; but defenders rarely

retract the spikes when a ram is caught fast.

Though not intended to target individuals, thespikes inevitably impale some of the soldiersmanning the ram. While there are a dozenspikes on either side, they are spaced out con-siderably, and no more than two can strike asingle person.

The spike holes are sealed with wooden plugsin peacetime, though no effort is made to con-ceal them. Deducing the presence of the trap istherefore not all that difficult for someone, as

long as they are given a few moments to exam-ine the inner walls of the gate tower. The trapmay be activated with the plugs in, but it dealsonly half damage in this case.

Disarming the trap requires access to the trapmachinery located in the bowels of the gatetower. (Note that there are two trap mecha-nisms, one for each inner wall of the gatetower, and they are often located in separate

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

#"

Page 56: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 56/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

rooms.) A would-be saboteur must bypass boththe gate and its guards to get to the trap mech-anisms. Smashing the gear assemblies or cut-ting the chain connecting them to the counter-weight is the easiest way of disarming the trap.There is no way of disarming the trap from thegate area itself.

Though city officials frown on the casual use of the Jaw Gate, they are equally effective in stop- ping wagons and carriages barreling throughthe gate; more than one fleeing noble or crimi-nal has been stopped by this trap.

Paladins BaneTrap Type: Corrosive Dust TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switch

Mechanism: PressureEffect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: Reflex save (DC 20) avoidsSearch DC: 22Disable Device DC: 25Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

This trap uses a pressurized blast of air to dis- perse a cloud of alchemical dust from a dis-guised nozzle when a switch is triggered. The

dust, created from the antennae of a rust mon-ster, cause metal to dissolve into rusted flakes.

This trap is most commonly built into a basrelief sculpture above a wood or stone door thatacts as the switch. Opening the door, evenslightly, releases a cloud of dust that fills a 5-ft.space on each side of the door. Creatures with-in this area must make a Reflex save (DC 20)to escape the dust as it hisses from its hiddenoutlets. Any creature that fails its Reflex save iscovered in dust, causing exposed metal to cor-rode and fall to pieces, becoming useless

immediately. Magic armor, weapons, and other items made of metal must succeed at a Reflexsave (DC 20) or be dissolved. Wood, stone, andother nonmetallic materials are unaffected.

A successful Search check allows a perceptivecreature to notice the nozzle hidden within theintricate sculpture. Further investigation identi-fies the door as the switch that pulls a hidden pin when opened. Disarming the trap requires

the pin to be disconnected from the door beforeopening it. Jamming the nozzle only disablesthe traps effects on one side of the door.

Creating the corrosive dust used in this traprequires a pair of rust monster antennae thathave been separated from the aberration for less than two days and a successful Alchemy

check (DC 35). Some alchemy shops in larger cities may have, or be able to create, this sub-stance at a market price of 550 gp. The price of the corrosive dust is included in the initial con-struction cost.

Perivaxs Crushing Bands Trap Type: Spring-Loaded Door TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; switch

Mechanism: SpringEffect: InjuryAttack Bonus: No attack roll necessaryDamage: 4d6Save: Reflex save (DC 20) avoidsSearch DC: 22Disable Device DC: 22Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

Perivaxs Crushing Bands is a simple door trapthat is used by nobles to punish trespassers andmeddlesome thieves.

This trap can be found in any type of strong-hold, dungeon complex, or crypt. Although theoriginal design came from the mad trapsmithPerivax, this trap has made its way across sev-eral continents, along with several variationsthat have been developed over the years. One popular variation for this trap is the use of odor-less contact poisons coating the iron bands.

The trap itself appears to be a large, reinforceddoor. The materials used to construct the door are left to the builder , the only similarity being

the use of four heavy iron bands that are joinedtogether by a central band on the door. Whileappearing as reinforcement for the door, the bands serve a more sinister purpose.

Any character attempting to open the door acti-vates the trap. As the doorknob is jarred, aseries of simple mechanisms within the door activate to release all four of the highlytensioned, spring-loaded iron bands to

##

Page 57: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 57/178

crush the unsuspecting character. A successfulReflex save (DC 20) allows a character toavoid the four bands as they crash together. If acharacter fails to avoid the iron bands, she suf-fers 4d6 points of damage and is considered

 pinned within the bands. A successful Strengthor Escape Artist check (DC 20) is required toescape the bands. For every round a character is trapped within the iron bands she suffers anadditional 1d6 points of damage.

This is a one-use trap and must be reset manu-ally with a successful Strength check (DC 22).

An observant rogue may easily notice the sub-tle latching on the outer rim of the door thatholds the iron bands in place. Additional signsmay be the faint smell of the oil used to keepthe iron bands at their peak performance, or thefaint traces of blood on the iron bands from animproper cleaning.

Razor MeshTrap Type: Door TrapConstruction Type: Complex mechanical

Activation Type: InstantTrigger: Local; switch

Mechanism: Pressure, gear, counterweightEffect: InjuryAttack Bonus: No attack roll necessaryDamage: 4d6Save: Reflex save (DC 20) partial

Search DC: 25Disable Device DC: 25Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

A fancy door trap, the Razor Mesh has twocomponents. The first is a simple locked door.Whether it is unlocked or picked open, openingthe door triggers the second stage. As the door opens, machinery causes razor-sharp thread tospool through the doorway at increasingspeeds. By the time the door is fully open, thetiny threads are moving too quickly to see, sothe only clue that something is going on is afaint whirring and then whining sound.

Anyone entering the doorway takes 4d6 pointsof damage, 2d6 if a Reflex save (DC 20) ismade. In either case, the character is assumedto withdraw from the doorway. If the character is pushed forward or otherwise unable to moveaway, the character takes 8d6 additional pointsof damage per round until he can back out of 

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

#$

Page 58: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 58/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

the door. After one minute, the device runs outof power and the threads go slack, becomingvisible and easily bypassed.

Sticking an iron bar or similar implement intothe doorway while it is running will cause thedevice to break. It requires a Strength check (DC 20) to keep a hold on the bar. If failed, a

Reflex save (DC 18) is needed to avoid taking2d6 points of damage as the bar jerks out of thehand.

When the mechanism has wound down, an iron bar or weapon can be used to break the strands.

The key to deactivating the trap is a pressureswitch in a nearby wall. When pressed, themechanism either fails to begin spooling or, if already activated, deactivates and resets. Whileinactive, the threads move out of the doorway,leaving it open to be walked through.Disarming the trap merely requires the thief towedge the pressure plate in, preventing the trapfrom activating.

Once the door is closed again, the mechanismresets. It requires a fairly sophisticated mecha-nism to function, usually treated through acombination of alchemy, craft, and magic.Ultimately it relies on a counterweight to pro-vide the drive for each cycle. Particularlyadvanced mechanisms may use a power sourceto provide longevity to the trap without requir-

ing regular maintenance

Snare Toss Trap Type: Snare TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; tripwireMechanism: Counterweight, springEffect: Ensnarement, injury, movementAttack Bonus: No attack roll necessaryDamage: 4d6Save: Reflex save (DC 16) avoids

Search DC: 22Disable Device DC: 22Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

Effectively using a catapult as a trap, the major difficulty encountered by users of the SnareToss is in hiding the arm of the device. Thereare several versions, following along the linesof various designs of catapult. The version pre-

sented uses a counterweight as the primarymechanism.

A snare is set near the tripwire, some distancefrom the arm of the device. When the wire is pulled, the arm is released. The loop of thesnare catches the character if he fails a Reflexsave (DC 16) and the rope closes around his

leg. A slipknot helps secure the loop as thecharacter is yanked through the underbrush andup into the air. The character arcs over thedevice and then slams into the ground on theopposite side. Though still caught in the snare,it requires no roll to loosen the loop and getfree. The character takes 3d6 points of damagefrom a combination of the initial acceleration,collisions with bushes and other growth, andthe final impact.

The Snare Toss is a simple and deadly device,though not built on the same scale as siegeengines. A war-quality catapult built in thisway would kill just about anyone it caught, and probably rip the victims leg off in the process.This version is much smaller and not nearly aslethal. However, being smaller, it is significant-ly easier to hide than a towering war machine.

Spotting the tripwire is fairly easy for a skilledthief, though in overgrown areas it may become harder (as per the outdoor trap rules).The arm can be disguised as a dead log and placed a distance away, but the deception is

tricky. Once identified, the design of the switchis fairly obvious through direct examination.The tripwire is fairly simple, requiring a pulling action to release the switch. Thoughthere are sophisticated designs that keep a trip-wire under tension and cause it to fire when itis cut, such designs work poorly in the wild.Simply cutting the tripwire foils this design, but care is needed to avoid pulling at the stringwhen doing so.

Despite the term tripwire, this trap can bemade without any metal parts. Since it does not

need to be taut, the tripwire can be made out of coated string or other materials. The primarycomponents can be designed from bone, treat-ed wood, and rope.

Resetting the trap is a fairly simple matter of  pulling the arm back into place. This can beaccomplished with a draft horse or ox, a fewmen, or a winch. Outdoors, this activitynegates the benefits of Wilderness Lore in

#%

Page 59: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 59/178

hiding an outdoor trap. Scarejuice is normallyapplied to prevent animals from triggering thetrap. The rope and other materials require main-tenance every few months, and an outright over-haul after six months, due to exposure to ele-ments. In particularly dry and mild climates,the short-term maintenance is required everyfour months, and an overhaul once per year.

The Snare Toss can be modified in a number of ways to make it significantly more deadly.Spikes placed in the drop location can increasedamage. Poison may be interesting, but is a bitimpractical for long term outdoor use. A catchcan be employed to release the victim at theheight of the arc, making the device more likea siege engine. This will normally do less dam-age, but can be used to toss a character off acliff.

Spiked Stairs Trap Type: Impalement TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: LocalMechanism: Gravity

Effect: InjuryAttack Bonus: No attack roll necessaryDamage: 6d6Save: Reflex save (DC 23) for half Search DC: 24Disable Device DC: 20Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

This is a fairly simple trap that is usually set upin likely avenues of exploration, and in areasthat the inhabitants of the complex know toavoid. Built into staircases, this trap offers con-siderable pain to those who blindly rush aheadwhen they see a staircase.

The mechanism is simple. Weakened boards or stones held together with weak concrete are setin the center of a staircase. When someonecharges up or down the stairs, the false stairs break, dumping the victim onto the spikes below.

Disabling this trap requires somehow reinforc-ing the weakened portion of the stairs, or build-ing a bridge over the trapped area.

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

#&

Page 60: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 60/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

 Noticing the weakened construction or hearingan odd hollowness upon taking a first step ontothe stairs can give away this trap.

Spindle Sprayer  Trap Type: Fountain Poison TrapConstruction Type: Complex mechanical

Activation Type: InstantTrigger: Local; magicMechanism: MagicEffect: Hindrance, identificationAttack Bonus: No attack roll necessaryDamage: PoisonSave: Fortitude save (DC 14) resistsSearch DC: 24Disable Device DC: 21Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

This trap is easily built into fountains and other ornaments. It consists of a rod over which afluid is poured. A pump, either conventional or magical, keeps the fluid circulating from thecatchbasin to the top of the rod.

One spectacular design involves a solid goldfountain, set with magic lights that projectthrough jewels set in the base. The jewels areset in the gold. Most thieves assume that one or more of the jewels are triggers, but actually thefountain base itself is a pressure plate. If some-one steps within 5 feet of the fountain, the trap

is triggered.

The mechanism is quite simple. The fluid pour-ing over the rod is mouthing eyes poison in awater solution. When activated, the rod startsspinning rapidly. The small bumps and ridgesof the rod serve as launching points, causingthe fluid to spray in all directions. Anyonewithin the area is likely to get a face full of the poison.

The trap also engages an alarm, letting nearbyguards know that someone approached the

fountain.

Observant characters may note that the areaaround the fountain shows little wear. In addi-tion, the block around the fountain shows sus- picious gaps in the stonework. A standard spik-ing along the pressure area, preventing thefountains base from lowering, can disable thetrap.

This trap requires a fair amount of care andmaintenance. Mouthing Eyes poison is fairlystable, but even so, it has to be refreshed everyfew days to keep the potency high. Other poi-

sons can be substituted, but some do not func-tion well in this design. Pumps powered bywaterwheels can be long lasting, but stillrequire periodic cleaning.

Stilted WallTrap Type: Siege Wall TrapConstruction Type: Complex mechanicalActivation Type: Instant, remoteTrigger: SwitchMechanism: SpringEffect: Hindrance

Attack Bonus: +8 meleeDamage: NoneSave: Reflex save (DC 20) avoidsSearch DC: 25Disable Device DC: 25Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp*

*Modifying an existing wall raises the price considerably.

#'

Page 61: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 61/178

The Stilted Wall is a siege trap designed to castdown the ladders of invaders seeking to scalethe walls of a castle or city. Like most siegetraps it is triggered by the wall guards, whospring the trap at the optimal moment.

The Stilted Wall is not difficult for the trainedeye to detect. Its outer component, an iron-

sheathed wooden crossbar that runs horizontal-ly along the length of the wall is in plain view.Those unfamiliar with the Stilted Wall trap maysuppose it to be mere ornamentation, of course.

A lever located in a secure guardhouse withinthe upper wall complex triggers the trap.Pulling the lever releases a series of powerfulsprings, which then drive the pistons that areattached to the crossbar out with great force.The crossbar springs 20 ft. from the wall, cast-ing down ladders, ropes, and the men on them.It can then be withdrawn and reset via a rotarywinch, ready to go again in 20 rounds.

Disarming the Stilted Wall involves infiltratingthe guardhouse and damaging the trap mecha-nisms from within. Scaling the outer wall andspiking the crossbeam shut, either physically or magically, is theoretically possible, though themeans of securing it would have to be quite powerful; the crossbar springs with a Strengthof 40 and counts as a Large creature. After thetrap is sprung it is more susceptible. The metal pistons, with 15 hit points and a hardness of 10,

can be hammered sufficiently out of shape tomake rearming the trap impossible. (Of course,those attempting such a feat must brave thearrows and other missile weapons that speedtoward them from all around.) A safer methodmight be to sling ropes and chains over theextended crossbeam and pull it down with menor horses.

Running a few slats of lumber across an openStilted Wall trap makes an excellent platformfor renewed assaults on the wall, which is its primary tactical drawback.

Sylvan SpringspikeTrap Type: Forest TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; tripwireMechanism: Spring, wire

Effect: InjuryAttack Bonus: +10 melee

Damage: 6d6Save: NoneSearch DC: 25Disable Device DC: 21Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

 Not all security measures are placed indoors.

Trapmakers may want to prevent intrudersfrom passing through an area, approaching asettlement, or escaping a territory. In addition,many races spend the vast majority of their lives outdoors, making the development of out-door traps a common affair.

The Sylvan Springspike trap can be built both by those who work with metal and those whodisdain it. The design is fundamentally thesame, regardless of the material used. Thedefault trap centers on a tree and a gap of about8 ft. on one side of the tree. It is ideal if a pathleads through the gap, or passage is somehowotherwise restricted to only it. At the sametime, it should not be too obvious that travelersare being directed in any way.

A tripwire is laid across the intervening space,connected to a panel on one side of the tree.The panel acts as a catch for the three woodenspring arms at the base of one tree. Pulling thetripwire yanks the panel down and releases thearms. The arms are each bent back under ten-sion, and move away from the tree with great

speed. Each is covered with a number of longteeth (either animal teeth or spikes of metal).Anyone in the gap is subject to the attack. If hit,a character takes 4d6 points of damage.

The metal version of this trap is somewhat eas-ier to notice (Search DC 22). The spikes attack with the same attack bonus, but the damage ishigher (increasing to 8d6) due to the material.Metal springspikes are CR 5.

The area around a springspike is usuallydoused with scarejuice to keep animals from

 blundering through the trap. This is a possibleclue that something unusual is going on. Thetripwire and mechanism are somewhat difficultto spot, as per the outdoor trap rules.

Disarming the trap is rather easy once themechanism is identified. The tripwire can sim- ply be cut, though care is needed to avoid acci-dentally pulling the wire when doing so.

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

$

Page 62: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 62/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

In addition, traps made of natural materialsmust be replaced every few months. If condi-tions are ideal (cool, mild, dry climate), it mayonly require maintenance once a year. Metaltraps are longer lasting. However, the major limiting factor is the scarejuice and the need toreset the trap after each release. The scarejuicelasts a month at most before animals begin

wandering through the area.

Poison, particularly foetid paste, is frequentlycombined with this trap to make it even dead-lier. These work best with slower moving arms(so the poison stays solidly on the spike), there-fore the damage is less (2d6) but the CR remains the same.

Tentacle Terror  Trap Type: Ensnarement Trap

Construction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: EnsnarementAttack Bonus: No attack roll necessaryDamage: See belowSave: NoneSearch DC: 29Disable Device DC: 29Challenge Rating: 4Construction Time/Cost: 1 week; 3,500 gp;175 XP

Those who dwell in the deep woods have a dis-advantage over those who dwell deep in theearth, since there are often many ways toapproach their home. However, there are usual-ly some avenues of approach which are morelikely than others. The smooth downhill pathfrom the mountain can be watched, the invitingglade can be fitted with snares, and the shallowriver crossing can be made much more difficultto cross.

This trap is usually set where a river narrows,

offering an obvious crossing point. As withmany outdoor traps, the trigger can be deacti-vated by speaking a passphrase loudly andclearly before crossing the river. Those who donot do so find that their transit is impeded. Assoon as one swimmer reaches the midpoint of the river, an  Evards black tentacles spell isactivated as if cast by a 7th-level sorcerer.1d4+7 tentacles appear, trying to snare as manyof the swimmers as possible.

Detecting this trap is difficult. A rogue mightrecall tales of such traps from his youth, or hemight notice that the stones of the river seem to be laid out in a pattern, as if inscribing a runeon the riverbed. Alternatively, a faint mysticalshimmer might hover in the water over the trap.

To disarm the trap, the rogue must dislodge the

stones in the riverbed enough to disrupt themagic without setting off the trap.

The Plummeting Room Trap Type: Falling Room TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: Spring, gravityEffect: Injury, movement, hindranceAttack Bonus: No attack roll necessary

Damage: 3d6Save: Reflex save (DC 20) avoidsSearch DC: 23Disable Device DC: 25Challenge Rating: 4 (+1 for identification fea-ture)Construction Time/Cost: 4 weeks; 4,000 gp(+1 week and +1,000 gp for identification fea-ture)

This relatively simple but effective trap is bestused to protect a tomb or similar area not sub- ject to a great deal of foot traffic. It consists of 

a normal seeming room, usually no larger thana 20-ft. square, with one other way out in addi-tion to the portal used to enter the chamber. Inactuality, the room is a freestanding structure built at the top of a 30-ft. deep shaft, and it isheld in place by eight strong beams that pro-trude from the walls of the shaft beneath thechambers floor.

Should the door leading out of the room beopened without first disabling the trap, eight powerful springs, each abutting one of the eightsupport beams, are released. This in turn fires

the beams into the shaft walls, leaving the roomunsupported and free to plummet 30 ft. to alower level of the dungeon. Anyone within 5feet of either door can make a Reflex save (DC20) to leap to safety. Otherwise, all in the roomsuffer 3d6 points of damage from the fall. Theonly way out of the room once it is at the bot-tom of the shaft is through the ceiling and upthe walls. The ceiling is hardness 10, 180hit points, and break DC 40. If the site

$

Page 63: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 63/178

has traditional guardians (golems or other con-structs, for example) or lurking undead (espe-cially incorporeal types), they may be alerted by the thunderous crash of the falling room or the shrieks of the characters trapped within.

Some variants of this trap are built so that thedoors of the room open up to passageways after the place has fallen to the lower level. In thisway intruders can be funneled to more deadlyareas of a dungeon or sent to specific guardianswho can deal with them before they cause toomuch trouble.

An alert rogue notices the trigger switch between the bottom of the door and the floor. Itis possible, though difficult, to jam the switchinto place in order to prevent the springs fromfiring.

Trap Key Trick Trap Type: Pit and Alarm TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Remote; trick lock 

Mechanism: Gravity, gear, light sensitivemetal

Effect: Ensnarement, identification, injuryAttack Bonus: No attack roll necessaryDamage: 2d6Save: Reflex save (DC 20) avoidsSearch DC: 20 (initial triggers), 24 (middle

triggers)Disable Device DC: 25Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp

One way to greatly increase the effectivenessof a trap is to play on the psychology of poten-tial intruders. In the Trap Key Trick, there arethree pressure plates. Two plates are dummiedup to look like traps, but actually disarm andrearm the real trap, which is located in betweenthem. The fake traps are pressure plates, rela-tively easy to spot. The walls facing the trappedarea are lined with small holes that look likeoutlets for poison gas or darts. The false pres-sure plates can be avoided by walking on theleft or right sides of the corridor, or a rogue cansimply disarm it. If the pressure plates aretripped, nothing obvious happens.

The middle trap is complex and has two trig-gers. The first is a simple spring trapdoor. Thesecond is a bell alarm that reverberates

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

$

Page 64: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 64/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

throughout the area, activated by a light sensi-tive metal trigger. The alarm rings when goingfrom light to dark or the reverse, and is alsoactivated whenever the trapdoor opens. Thetrapdoor is somewhat straightforward to dis-able and leads to a 20-ft.-deep pit requiring aClimb check (DC 25) to escape. Painting over or otherwise covering the activation sigil deac-

tivates the light trigger on the alarm.

When the next trap is triggered, it unlocks theentire system. This pattern works both ways.Whichever side is initially triggered becomesthe primer, and is unlocked only by the other side being triggered.

This system works well in moderately guardedareas. With heavier traffic and lack of disci- pline, NPCs frequently create small bridgesover the pressure plates to avoid inadvertentlytriggering the trap.

Turkey Shoot Trap Type: Bridge TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: Spring

Effect: InjuryAttack Bonus: +6 rangedDamage: 1d10 per hit; see belowSave: NoneSearch DC: 25Disable Device DC: 25Challenge Rating: 4Construction Time/Cost: 6 weeks; 6,000 gp

This fairly complex trap is often used bykobolds in deeper parts of their caves, as itrequires considerable maintenance. It also suitsthe kobold habit of inflicting damage from far away if at all possible.

The trap is set deep in a cave complex. A rope bridge is strung over a deep chasm. The ropesholding the bridge up are fastened to the rock ata variety of odd angles. The bridge seems to besuspended from a spiderweb, an image thatought to give cautious adventurers pause.

Initial steps on the bridge seem safe. It is notuntil the middle of the bridge is reached that thetrap is sprung. Placing pressure on a key rope pulls on other ropes, and, in seconds, dozens of crossbows (usually repeating crossbows)mounted around the cavern fire. The pressureon the rope, combined with intricate gearing

$!

Page 65: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 65/178

mechanisms, causes the bows to turn and aimtowards individuals walking on the bridge.Each time someone moves or runs, the contin-ual tugging of the ropes realigns the crossbows,causing them to track the victims.

On average, so long as anyone is on the bridgeafter the trap has been triggered, 1d4 crossbows

will fire at each person on the bridge, no matter where they move. When the bridge is com- pletely empty, the bolts stop flying.

Detecting the trap involves studying the way inwhich the ropes cross and intersect, and notic-ing that most of the ropes are not, in fact, fas-tened to the walls, but instead go into the walls.

Disabling the trap requires cutting one or twokey ropes, which triggers the mechanism.

On occasion, the crossbows are manned insteadof being automated. In such a case, use thekobolds skill to determine attack accuracy, butthe firing does not stop when the bridge isabandoned. So long as anyone is visible, thekobolds will keep shooting.

In order to make this trap more lethal for high-er-level characters, the crossbows can be mag-ical or loaded with magical (or poisoned) boltsof any sort. Furthermore, characters who takemore than 50% of their current hit points indamage from a single hit while standing on a

rope bridge might be required to make a Reflexsave (DC 15) or plummet to the cavern floor  below.

Wall Crawler Chaos Trap Type: Wall TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; switchMechanism: PressureEffect: InjuryAttack Bonus: No attack roll necessary

Damage: FallingSave: NoneSearch DC: 21Disable Device DC: 21Challenge Rating: 4Construction Time/Cost: 4 weeks; 4,000 gp.

Wall-Crawler Chaos is a simple yet effectivetrap designed to keep agile trespassers away.By making use of high walls, hidden trigger 

stones, and pressure-released sacks of oil, thistrap turns an easy climb for a would-be thief into a dangerous and slippery undertaking.

This trap has become very popular amongnobles and rulers of well-kept cities who wishto protect against unwanted visitors on their outer walls. This trap is frequently constructed

 just below the windows and roofs of the high-est towers or walls in exclusive manor homesand guildhouses.

The trap itself appears as a normal brick wall or tower wall with the exception of an ornateoverhang that protrudes close to one foot belowthe top of the wall (or window in some cases).Climbing the wall normally requires a success-ful Climb check (DC 15).

The design of the overhang varies from builder to builder, either reflecting a theme for decora-tion or simply appearing as some sort of raingutter. But no matter the appearance, the func-tion remains the same. Hidden within the over-hang are a series of wall-mounted wineskins(or similar storage vessels) that each hold sev-eral gallons of common oil.

The trap is activated when a character moreconcerned with scaling a wall than payingattention to details triggers one of the loosestone switches placed into the surface of thewall. The exact number of switches on a par-

ticular surface varies from one construction tothe next, but on average there will be oneswitch for every 15 ft. of wall. Once the switchis triggered, a simple pressure mechanismreleases the oil stored in the hidden wineskins.The oil cascades quickly down the wall, cover-ing its entire surface. A successful Climb check (DC 20) is required to stay on the wall (The oilincreases the DC of the original Climb check  by 5).

If a character fails this Climb check, she falls tothe ground if otherwise unable to avoid the fall

(such as through magic effects, climbing kits,and so on). The climber suffers 1d6 points of damage for every 10 feet she falls.

Several variants of this trap exist, crafted bythose who wish to do more harm to potentialtrespassers. Such notable variants include theuse of lantern oil or hot oil that can be ignited by a nearby guard or additional trap componentwhen the trap is activated. Other deadly varia-

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

$"

Page 66: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 66/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

tions include the use of chemicals such as acid,contact poisons, and alchemists fire. Any of these variations raise the CR of the trap by 1.

In terms of detection and disarming, a cautiousrogue may notice the carefully hidden switchstones placed into the stone wall. Severalthings might tip off an observant climber to thetrap that awaits her. The switch stones may bediscolored, as if they had not suffered the sameweathering as the rest, or perhaps they maystick out farther than those around them. Theoverhang along the top of the wall may serve asanother sign of suspicion as the occasional dripof loose oil may fall on a character as sheclimbs. A few final signs of danger may be thefaint odor of the oil that has stained the wall or the indication of discoloration caused by thecascading substances.

To disarm the trap, a rogue must either jam thetrigger stones that line the wall or possiblyreach the overhang and the wineskins that holdthe oil. By carefully cutting the connectingmechanisms that activate the oilskins, a roguemay successfully disarm the trap. Either method requires a Disable Device check (DC22), failure by 5 or more indicating that the trapis sprung as normal.

Which Way Trap Type: Teleport TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: Will save (DC 14) negatesSearch DC: 30Disable Device DC: 30Challenge Rating: 4Construction Time/Cost: 5 days; 4,500 gp;180 XP

Which Way is a magical trap designed to con-

fuse those wandering about dungeons or cas-tles. It is an octagonal room with four hallwaysleading into it. Every wall and passagewaylooks identical.

The trap has two stages. It is activated whenanyone enters the room from any of the four  passageways. At this time, there is no effect.Only when the intruders try to leave doesthe trap activate. As soon as an intruder leaves the room, a magically induced

$#

Page 67: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 67/178

darkness lasting for one round appears in theroom and each hallway. Those within mustmake a Will save (DC 19) to avoid being tele- ported to a different hallway. All affected char-acters are transported to the same hall. If theDM wants to be particularly nasty, several of these traps can be placed in the same area of theadventure, so the PCs are never sure of which

way they are headed. To leave the room in thedirection intended requires a trigger word,which intelligent dungeon inhabitants in thearea know.

Detecting the trap is extremely difficult (SearchDC 30); it has more to do with sensing thetraps presence than actually seeing it.Disabling it is also difficult, since no obvioustriggers can be found. To remove the trap, thestone around the archway must be chiseled off from both the walls and the ceiling at a depth of one-half inch. This must be done for each pas-sageway through which the characters wish totravel, and each attempt requires at least 30minutes of digging (likely attracting wanderingmonsters in the process).

ChokehallTrap Type: Poison Gas TrapConstruction Type: Complex mechanicalActivation Type: ExtendedTrigger: Remote; switchMechanism: Spring

Effect: Injury, hindranceAttack Bonus: No attack roll necessaryDamage: PoisonSave: Fortitude save (DC 12) resistsSearch DC: 22Disable Device DC: 35Challenge Rating: 5Construction Time/Cost: 5 weeks; 5,000 gp

A sophisticated and difficult trap to beat, aChokehall is designed to trap and possibly killintruders between two lockable doors.

Entering the hall without unlocking both doorssimultaneously triggers the initial phase of thetrap. Thus, it normally takes two guards to allowsafe passage through the hall, a very effectivesecurity measure. The initial phase of the trapinvolves a mechanism that bolts the unopeneddoor shut. The open door shuts two rounds later,and it too is bolted. Both doors remain locked

until keys are operated on the outside of bothdoors simultaneously. If this is done, the trap

is disarmed and it begins to reset immediately,ultimately unbolting the doors.

Once the doors both bolt shut, valves near thefloor of the corridor open, filling the space with pooling breathtaker poison. The space fills onefoot per round, until the eight-foot-tall ceilingis reached. The trap waits 10 minutes before

 pumping the gas back into the reservoirs. Thedoors then unbolt but remain locked.

A simple speakhorn allows guards on either side of the chokehall to communicate and coor-dinate their activities, though this also allowsthose using  gaseous form or similar magic to bypass the hall.

There are several clues as to the nature of thetrap. The first is revealed upon opening one of the external locks. In the process of opening it,the rogue may note a mechanism that hasanother purpose that is not immediately obvi-ous. Another clue, once the rogue has the firstdoor open, is the bolts in the floor and ceiling.The metal square ends of these are flush, butany rogue that detects them should certainly besuspicious. Additionally, the hall may have theremains of previous victims, depending on howoften the area is cleaned. If the first door iswedged or kept open, the keyhole on the oppo-site side can be accessed. A successful exami-nation (Search check DC 23) reveals it to haveno actual function.

The speakhorn, the small vents along the walls,and the revelation that the doors are airtightshould give a rogue all that he needs to figureout the nature of the trap. There is no trace of water or odors, which may actually give analchemist an indication of the gas used.

Disabling the trap is rather easy, in one sense.The initial door can be wedged open, thus dis-arming the trap. However, opening the other door, now bolted, requires a successfulStrength check (DC 35). Otherwise the charac-

ters must hack their way through it, which may be difficult depending on the material used.Additionally, carefully plugging all the ventsdisables the trap. This has the advantage that,once employed, the trap can cycle, allowing the party to simply use the far door as normal sinceit is now neither locked nor barred.

The reservoirs require basic maintenance,though judicious alchemy or magic can give

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

$$

Page 68: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 68/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

the mechanism a long life. The trigger and resetmechanism are powered by counterweights,which must be wound back up through physi-cal or magical means. The trap also works wellif a few undead are placed in the hall, provid-ing a useful distraction for those trapped with-in the hall. While the party can try to keep thedoor open while fighting, they may forget to do

so once proceeding. A DM should indicateearly on that the door has a tendency to swingshut when left on its own.

 Defense ArcanaTrap Type: Dispel Magic TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: Identification, hindrance

Attack Bonus: No attack roll necessaryDamage: NoneSave: NoneSearch DC: 23Disable Device DC: 28Challenge Rating: 5Construction Time/Cost: 4 days; 3,500 gp;140 XP

Flying spellcasters have long been the bane of any defensive position, be it a fort, castle, or series of barricades. Their ability to ignoreeven the craftiest of mundane defensive tactics

makes them invaluable to any attacking army.The ability to go invisible makes them valuableas spies as well as weapons.

The Defense Arcana trap was devised as a wayto detect and disable the magical protections of enemy spellcasters before they could causemuch damage to defending troops and defen-sive structures. A series of gems is placedalong the external walls of the fortification, asclose to the top as possible. Then, a continuousdetect magic effect is implanted within eachgem. The effect can be targeted in any direc-

tion, though most often it is aimed straight upto detect flying attackers.

The second part of the trap is triggered when amagical aura of any strength is detected. Theaura is then targeted with a dispel magic cast at7th level. The aim of this is to drop any magi-cal defenses and capabilities being used by theattacker, including invisibility, fly, and any oth-ers that may be active.

There are several variations of this trap, includ-ing one that hits the target with a  faerie firespell after detection. This allows the offender to be targeted by spells and attacks even if he isinvisible. Sometimes protection spells such as protection from chaos or minor globe of invul-nerability are triggered, especially where thetrap has been placed near important fortifica-

tions such as towers or command posts.

This trap is quite difficult to detect, not becausethe gems are difficult to locate but because theyare quite small relative to the areas in whichthey are imbedded. A rogue would have toclimb the outer walls of the fortification inorder to search the appropriate areas, an actlikely to get him killed before he reaches hisgoal. Disabling the trap requires the rogue tochip away the stone surrounding each gem, aswell as melting away the surrounding arcanerunes with acid or a similar tool. If the runesare not melted away, the trap continues to func-tion even without the presence of the gem.

The cost and construction time mentioned isfor each gem used to defend the fortification.This can be quite costly for large structuressuch as castles, but they also benefit the mostfrom such protections. The cost also includesthe cost of the gem, which must be worth atleast 100 gp.

Elf MireTrap Type: Outdoor EntrapmentConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: EnsnarementAttack Bonus: No attack roll necessaryDamage: NoneSave: Reflex save (DC 23) avoidsSearch DC: 30Disable Device DC: 30Challenge Rating: 5

Construction Time/Cost: 1 week; 4,500 gp;180 XP

This trap was first perfected by elves, hence thename. It has since been adopted by almost allof the woodland races, at least those who regu-larly produce druids. Centaurs, animen, andmany fey communities use this trap or sub-tle variants thereof.

$%

Page 69: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 69/178

The trap is set across a large area whereinvaders, or any visitors who are not fore-warned, are likely to travel. Likely targetsinclude an easy grade up or down a hill, a paththrough dense forest, or a rocky ledge thatcould provide a good view of the land beneath.A skilled druid places magical triggers in theground and the surrounding plants, which turns

the entire area (usually at least 50 ft. by 50 ft.)into a trap. Whenever anyone enters the regionwithout first speaking a safeword the trap istriggered, but the magic is not cast until oneround later, long enough for an entire group toenter the affected area.

The first spell to be triggered is transmute rock to mud . The entire region encompassed by thespell becomes a mire, dragging down men andanimals. Then, a round later, the second spell,transmute mud to rock, is triggered. Thetrapped invaders are now frozen in stone. If thearea where the trap was set is still inhabited,someone eventually comes along to determineif those trapped are hostile or not. Friendly or neutral beings are freed; archers shoot downevil beings. Of course, if this trap is set by evil beings, anyone caught in it is likely dead.

A Reflex save (DC 23) can be made to avoideither spell effect; those who fail the first maystill try to make the second.

Escaping from the stone requires dealing it 50

 points of damage. The stone has a hardness of 8. Area effect attacks aimed at the stone alsoimpact any beings trapped in the stone.Trapped beings suffer a 10 to any Reflexsaves to avoid such attacks. Spells with somat-ic components may not be cast by trapped beings unless prepared with the Still Spell feat.

Giants StepTrap Type: Poison GasConstruction Type: Complex mechanicalActivation Type: Instant

Trigger: Local; pressure plateMechanism: Gas, springEffect: InjuryAttack Bonus: No attack roll necessaryDamage: PoisonSave: Fortitude save (DC 21) to resistSearch DC: 23Disable Device DC: 25

Challenge Rating: 5Construction Time/Cost: 5 weeks; 5,000 gp

A number of traps, especially those built bysmaller races, are designed so that light beingscan scamper safely across them, while heavier  beings trigger them. Small races can, thus,move freely through a maze of traps to whichlarger beings then fall victim. It takes a bit of engineering and ingenuity to devise a trap thata giant can safely traverse while letting smaller 

creatures suffer the effects.

This trap is one such example. The original designwas probably commissioned by a green dragon, but it has since been adopted by many other drag-on species, as well as the more clever species of giants (especially cloud giants, who tend to buildlarge castle complexes).

The trap is often placed in a long corridor,which allows the gas to build up as trespassersmake their way down. A pressure plate at theentry of the corridor, which even a light beingcan trigger, activates a pump that begins to pump a deadly toxin into the air. The gas is pumped through a series of tubes drilledthrough the massive stone blocks that form thefloor of the corridor. These blocks, in turn, aremounted on thick, heavy springs, which requireconsiderable weight (at least 1,000 lb.) to pushdown. In their normal resting position, theholes in the block are perfectly aligned with thetubes leading out from the gas pump. Gas flowsinto the blocks first and then into the corridor.

When a large being (a giant or a dragon) walkson the blocks, the springs compress, so that thetube pumping the gas is blocked. The springsdecompress slowly, so that the giant has time towalk to the other end of the corridor and trigger a second plate, which resets the trap (this sec-ond plate also requires at least 1,000 lb. of pres-sure to depress). When a light being walksacross the blocks, though, they do not com- press, and thus, the gas is pumped.

The exact gas used is up to the DM. Good or neutral beings tend to use a crippling gas, caus-

ing initial and secondary damage of 2d6 tem- porary Dexterity. Evil beings generally use amore lethal poison, often one that causes 2d6 points of temporary Constitution on initial andsecondary damage. The traps CR as presentedassumes use of non-lethal gas, so DMs mayhave to adjust the CR if using a more deadly poison.

Clues that might indicate the presence of this

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

$&

Page 70: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 70/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

trap include the slight unevenness of the blocksthat compose the corridor, the small-but-visibleholes in their upper surface, or the initial trig-ger block. Disabling the trap will involve either 

getting 1,000 lb. of mass onto each block as the party moves, or, somewhat easier, sliding a block of some sort between the gas pump andthe first block. A thin piece of metal or woodwould do the trick. (Anyone who has minor creation could create such an item trivially.)

Jaw BoxTrap Type: Trapped Leg TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switch

Mechanism: Torsion, gear Effect: Ensnarement, hindrance, injuryAttack Bonus: +15 grappleDamage: 2d6Save: Reflex save (DC 16) avoidsSearch DC: 25Disable Device DC: 21Challenge Rating: 5Construction Time/Cost: 5 weeks; 5,000 gp

There are a number of variations of the legtraps that were originally used for trapping ani-mals. The Jaw Box has advantages over a num- ber of other designs. First, since it wasdesigned to be set underneath floor level, ituses the falling weight of the victim to wind themechanism. This gives it longevity. Using tor-sion, it eliminates the need for elaborate andexpensive springs. The design also allows thedevice to be relatively compact. Many other traps rely on counterweights, which require arather large amount of space underneath thefloor.

The lid of the box, flush with the floor, has four toothed rods extending downward. These areengaged with a series of gears. The gears leadto a spindle and rope. When pressure is applied

to the lid, it begins to drop. The gears turn,stepping down the one-foot drop to a few turnsof the spindle. Once the lid reaches the bottomof the box, the spindle is engaged with the jawsof the trap and disengaged from the lid. Thetorsion of the rope then drives the jaws togeth-er onto the targets leg.

A character stepping on such a plate has sometime to react, as the floor is felt to give way.The mechanisms use of the characters weightalso means it slows down somewhat as the liddrops, giving even more time to react. If the

Reflex save is successful, the trap has not com- pleted its process. The lid slides back up to anormal position, and the mechanism is still setfor activation.

Failing to evade the jaws results in 2d6 pointsof damage to the characters leg (the character is now considered lame, see sidebar). The char-acter is also trapped within the jaws, requiringa successful Escape Artist check (DC 18) to break free. Failure by 5 or more on this rollresults in an additional 1d6 points of damage tothe character. Alternatively, a Strength check (DC 22) allows a character to pull the jawsapart long enough for a trapped character toescape. Trapped characters receive a 4 penal-ty on any such checks due to their poor lever-age. After the character has been freed, the jaws come fully together and the gears reset.The jaws then immediately fall back to their original position. At this point the trap can be reset by pulling the lid back up into place.

$'

New Condition: Lame

Characters whose legs and feet are severely injured by traps or other dangers can become lame. Thiscondition reduces their movement rate by three-quarters and their Dexterity by 6 points for allactions in which legs and feet are vital (including combat). Ranged combat, spell use, and other attacks that do not require movement are not penalized. In addition, the character is always consid-ered flat-footed. If the character can fly, the penalty does not apply to melee and the character is not

flat-footed. The character may not run or charge.

This condition lasts until the character is tended overnight by someone who makes a successful Healcheck (DC 15) or the character is fully healed by magical or mundane means.

Page 71: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 71/178

The Jaw Box can be detected like other pres-sure plate traps, by the difference between itand the rest of the floor. Wear marks can also

distinguish the section of floor that the areasdenizens routinely avoid. Disarming the traprequires applying wedges to the lid.

Variations commonly use poison or barbedspikes for the jaws. The Jaw Box is also effec-tive for outdoor use, given its relatively smallsize (approximately 18 inches on a side).

Light Burst Trap Type: Flare TrapConstruction Type: Complex mechanical

Activation Type: InstantTrigger: Local; switchMechanism: Pressure, gear Effect: Hindrance, identificationAttack Bonus: No attack roll necessaryDamage: NoneSave: Reflex save (DC 20) avoidsSearch DC: 25

Disable Device DC: 28Challenge Rating: 5Construction Time/Cost: 5 weeks; 5,000 gp

One of the best ways to neutralize threats is notto attack them directly, but to hamper their abil-ity to respond to your guards. A light burst is anexcellent mechanical means for doing so.

A pressure plate activates the trap as well as analarm that alerts guards to the presence of tres- passers. A panel in the ceiling opens, releasing

a spray of alchemically treated metal powder that is then ignited. The ignited powder createsa quick, intense burst of light. The flash may blind anyone not specifically turned away or with a covered face.

Characters within 30 ft. of the pressure platemust make a Reflex save (DC 20). A success-ful save means the character was able to turnaway with closed eyes, or throw up an arm to block the light. Characters that make their saves are dazzled for 1d3 rounds by the brightlight, but suffer no further ill effects. Thosewho do not make their saves are blinded for 1d3 minutes and dazzled for an additional 2d6rounds thereafter. Characters with evasion areunaffected with a successful save, and thosewith improved evasion are merely dazzledeven if they fail their save.

The pressure switch is the most likely hint of the presence of a trap, followed by the ceiling panel. Small traces of ash might be noticed, butunlike a fire attack, there is no great amount of heat produced. Scorch marks on the ceiling are

faint at best. The presence of small amounts of fire byproducts warns of the traps function.

Disarming the trap is a straightforward spikingof the pressure plate. An ambitious character can spike the ceiling panel as well, but it is notnecessary to disable the mechanism.

A light burst works well for castles and other  populated areas. It can also be combined withthe release of undead or other guardians whocan take advantage of the characters tempo-rary blindness. The mechanism is charged, last-

ing so long as powder remains in the reservoir.Motion of the pressure plate provides all theenergy needed for the rest of the trap. Becauseof this, the other parts of the mechanism arefairly long lasting, requiring only a smallamount of maintenance if used over a period of many years.

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

%

Page 72: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 72/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Misdirected Mechanism Trap Type: Fire TrapConstruction Type: MagicActivation Type: InstantTrigger: MagicMechanism: Magic

Effect: InjuryAttack Bonus: No attack roll necessaryDamage: 2d6+9Save: NoneSearch DC: 30Disable Device DC: 25 (see below)Challenge Rating: 5Construction Time/Cost: 1 week; 9,000 gp;360 XP

This trap appears to be a featureless door, withno handles or hinges obvious in its construc-tion. Sixteen metal levers, numbered 116 in

four rows, cover the wall beside it. Each hasthree marked settings. The first and last rowsare all in the up position, and the middle tworows are in the down position. Inscribed abovethe levers is the phrase  I and myself and myself make four, but nothing is five and six.

Anyone reaching for a lever takes 2d6+9 pointsof fire damage. If a lever is actually grasped,the character doing so takes a further 1d6 points of fire damage.

There is a permanent wall of fire with a permanentinvisibility on it just in front of the levers. The heatside is aimed toward the levers on the wall.Anyone reaching for the levers must pass their arm through the fire. Furthermore, the levers arequite hot, causing additional damage if grasped.

The misdirection is that none of the levers actu-ally do anything. They can be moved into vari-ous positions and will make a variety of click-ing sounds. The phrase scrawled on the wallabove them is meaningless.

The door has a  permanent image  placed uponit, hiding a recessed handle two feet to the rightat a height of five feet. With a little bit of strength (Strength check DC 15), the door can be swung out into the room and passed throughwith no further trouble.

The wall and the door both detect as magical.Hitting the area with a dispel magic might dis- pel any or all of the effects present. The DC for such a check is 23.

A Disable Device check (DC 25), if successful,confirms the boundaries of the wall of fire, andthat there is no triggering mechanism. It is astationary, fixed effect and not a mechanism.This is a clue to what is going on.

This trap works well in protected interiors of organizations, like mage guilds. It is relatively

expensive, but it is long lasting and has provento be a useful method of keeping out even fairlystrong groups. The Misdirected Mechanismworks best if placed after a variety of lever-acti-vated mechanisms, some trapped but most not. Itis also suggested that traps with phrases beestablished as a test to be allowed to enter, either religious or intellectual. In this case, the testmeasures the partys lateral thinking capability.

Mogros Coop

Trap Type: Monster TrapConstruction Type: Complex mechanical,magicActivation Type: ExtendedTrigger: Local; switch, magicMechanism: Gear, magicEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 1d6Save: Reflex save (DC 15) avoidsSearch DC: 24Disable Device DC: 28Challenge Rating: 5

Construction Time/Cost: 1 week; 1,000 gp;10 XP.

Mogros Coop is an insane yet deadly trap cre-ated by the arch priest Mogro. Originally dis-covered deep within the dungeon levels belowhis temple, this trap combines a complex fenc-ing system, a series of hold person spells, anda small flock of cockatrices (MM 38) to punishnosy trespassers. It is well known that the arch priest valued his privacy and this trap is but onesmall example of the lengths to which hisinsane (yet brilliant) mind would go to protect

his valued privacy.

Until recently, this trap could only be found (or rather, triggered) within the dungeon levels below Mogros temple lair. However, in recentyears this trap has appeared in dungeon com- plexes, within the towers of powerful mages,and even in the vaults of some eccentricnobles.

%

Page 73: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 73/178

Mogros Coop is generally placed within alarge stone passageway (at least 10 feet wide)or within a chamber measuring no less than 20feet wide. This passageway or chamber almostalways carries a pungent odor from the nearbycockatrices. There are four holes in the area,typically one in each wall of the chamber.These holes are just big enough to allow the

cockatrices free movement. The holes are eachcovered by a small iron fence. A successfulListen check (DC 15) allows a character to hear the sounds of the cockatrices gobbling fromone or more of these holes.

This trap is activated when a character breaks athin tripwire that stretches across the chamber floor. Breaking this wire activates a series of complex gears hidden within the chamber walls. These gears quickly raise several ironfences from within the chamber floor, connect-ing them to locking mechanisms hidden withinthe ceiling of the chamber. Runes cover each of the fences. These fences divide the chamber into four equal sections, trapping each charac-ter within one of the areas. If a character isstanding on an area where the fencing is rais-ing, a successful Reflex save (DC 15) isrequired to avoid taking 1d6 points of damage.

Two secondary gear effects take place after thefences are raised. First, any doorways in thechamber close and lock. A successful Strengthcheck (DC 20) is required to prevent any open

doorway from closing. A successful OpenLock check (DC 20) unlocks the chamber door.Also, the small iron fences covering the holesin the walls raise, allowing one cockatrice toenter each section.

As mentioned above, the fencing itself is cov-ered with runes and magical inscriptions. If acharacter touches any part of a fence she mustmake a successful Will save (DC 16) or bestricken with a hold person spell with a dura-tion of five rounds. Each section of fence con-tains only one charge.

A rogue with an eye for detail may notice a fewsigns of foul play leading to the discovery of this trap. One such sign may be the discoveryof the thin tripwire that extends across thechamber floor. Among the more obvious signsare the noises made by the cockatrices and thesmall fenced holes in the walls.

There are several ways to disarm or avoid

this trap. The first option a rogue may have isto simply avoid the tripwire in the passage floor that activates the trap. Other options for dis-arming this trap are jamming the fence mecha-nism that rises from the floor with at least four daggers or climbing spikes.

Mud CollapseTrap Type: Collapsing CeilingConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: Gravity, magicEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 8d6Save: Reflex save (DC 15) avoidsSearch DC: 30Disable Device DC: 30

Challenge Rating: 5Construction Time/Cost: 5 days; 250 gp; 10XP

This is a simple, one use magic trap. A roughcorridor leads to an archway, perhaps beforethe central room in a crypt. The magical trigger is placed on the inside of the arch, activating if anyone that is not undead passes through it.

The effect is simply a transmute rock to mud aimed at the ceiling. This causes the ceiling tocollapse, dealing 8d6 points of damage to

everyone in the corridor. The collapse affectsthe alcove beyond the archway, out 20 feet, and back another 30 feet, with slide zones extend-ing out another 10 feet in each direction. Seethe core rules (DMG 114) for more informationon cave-ins.

This is a relatively simple trap to set up, but thedegree of structural damage incurred leavessomething to be desired. It is best within a larg-er complex, where casual annoyances havealready been weeded out, and the mud collapsecan thus serve as a last ditch protection.

One Rug, Slightly UsedTrap Type: Constriction TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: Injury, hindranceAttack Bonus: +10 melee

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

%

Page 74: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 74/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

Damage: 1d10 per roundSave: Reflex save (DC 20) avoids rugSearch DC: 30Disable Device DC: 30Challenge Rating: 5Construction Time/Cost: 3 days; 2,500 gp;100 XP

A magical booby trap that was bested years before by a clever rogue, this particular rug of  smothering  lies primed but impotent beneath atoppled bookcase. The rug had originally been placed in front of the upright bookcase by itsowner in order to protect his valuable booksfrom pilferers, but when he passed away andhis valuable stronghold fell into disrepair, trea-sure seekers invaded his home seeking their fortune. A particularly wily rogue figured outthat the rug would leap up and entrap anyonewho stood before the bookcase without know-ing the password. She decided that discretionwas the better part of valor, tipped the heavy bookcase onto the rug, and bypassed the con-tents of the shelves in favor of the contents of the rest of the room. The rug has lain here ever since, patiently waiting for someone to lift the bookcase and trigger the trap.

Because of the bookcase lying on top of therug, this is not an obvious trap. Studying theroom, it is apparent that someone has ran-sacked it looking for valuables. The onlyremaining items of apparent value are a few

 books scattered beneath a heavy wooden book-case. Lifting this massive antique requires acombined Strength of 30, and the individualslifting the bookcase must be standing in frontof it in order to raise it to a standing position.As a consequence, they find themselves stand-ing on the 10 ft. by 20 ft. rug when it is triggered.

The rug proceeds to enfold them in a constrict-ing, smothering mass of magical carpeting. Itdeals 1d10 points of constriction damage per round. Armor worn provides damage reductionagainst this damage equal to its armor check 

 penalty. So, a trapped character in full platemail would have damage reduction 6/ for pur- poses of the constriction damage.

Detecting this trap is difficultit is not obvi-ous at first unless a detect magic spell is cast.Even then, it will only reveal that the rug ismagic, not necessarily that it is a rug of smoth-ering . A successful Spellcraft check (DC 25)identifies the rug for what it is. The rug of 

 smothering  has an AC of 15 and 30 hp. It isimmune to blunt weapon damage, and anyattacks that deal more than 10 points of damagealso damage those trapped in the rug. Half of any damage beyond the first 10 points in a sin-gle hit is dealt to the person trapped within therug. So, if a trapped characters friend hit therug for 18 points of damage with a sword

strike, the character within would take 4 pointsof damage and the rug would take 14.

The rug can smother only one creature at atime.

Pulling the PinTrap Type: Sliding Rock TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switch

Mechanism: Pressure, gear Effect: Hindrance, ensnarementAttack Bonus: No attack roll necessaryDamage: NoneSave: NoneSearch DC: 26Disable Device DC: 30Challenge Rating: 5Construction Time/Cost: 6 weeks; 6,000 gp

This trap is best placed in multi-level dungeonsor very large castle complexes since it requiresat least two floors and a huge mechanism to

operate.

The core of the trap is a vertical shaft carvedinto an even larger block of stone that intersectsone corridor and ends just at the ceiling of asecond corridor, one that lies directly below thefirst. This creates a wall in the upper corridor,and a hole in the ceiling of the lower passage.Passage beyond the wall requires the trap to betriggered, lowering the shaft and stone block sothat the upper corridor is now unblocked. Thisof course blocks the lower passage and possi- bly traps an unwary character.

When encountered in the upper passageway,the shaft appears to be a stone wall that blocks passage. A Search check (DC 15) reveals abra-sions and cracks that indicate the wall movessomehow, but such examination does not offer any clues as to how (dwarves gain an automat-ic Search check to notice this if they comewithin 10 feet of the wall). Characters canattempt to break through the two feet of 

%!

Page 75: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 75/178

stone (hardness 8, hp 360) but doing so revealsonly the dark shaft and more stone on the other side (also 2 feet thick). The shaft goes up near-ly 10 feet before ending in solid rock, and itdescends as far as the next level of the dun-geon. If a character were to climb down and jump out into the lower passageway, he wouldtrigger the shaft to drop as normal.

When traveling through the lower passageway,a Spot check (DC 15) allows a character toSpot the shadowy shaft on the ceiling of the passageway before he steps underneath it. Arogue actively searching for traps might noticethe shaft or detect the pressure plate on thefloor beneath it (Search check DC 15). Either way, it is not immediately obvious that the twoare linked. At the DMs discretion, a soft or  breakable covering might be placed over theshaft entrance in order to hide it from casualview (the Spot DC increases to 25). As soon asa character steps onto the pressure plate beneath the shaft, the trap is sprung. Allow thecharacter a Reflex save (DC 18) to jump out of the way of the shaft as it drops into place.Failure means no damage, but the character istrapped in a prison whose walls are two feet of solid stone. The only means of escape isstraight up the shaft (Climb check DC 15),which could have its own problems, as shown below. The exact height of the shaft is left tothe DM, but at least 50 feet is recommended.

The contents of the shaft are also left up to theDM. One possibility is a stone block that is positioned within the shaft to fall when jarred by the traps operation. This stone deals 4d6 points of damage to any trapped character and pins them under a 300 lb. stone. Add 1 to theCR of the trap if this option is used. Creaturesthat would attempt to kill any trapped character could also populate the shaft; such beingsalmost always try to finish off any trappedcharacters before attacking foes thatapproached from above. Chokers, cloakers,darkmantles, and monstrous spiders all make

excellent choices depending on the capabilitiesof the characters involved and the surroundingsin which the trap is located. Such monsters arenot included in the CR of the trap, so experi-ence awards should be adjusted accordingly.

Once the trap has been activated, the lower pas-sageway becomes inaccessible except by breaking through the shaft or resetting the

mechanism. This can be accomplished by

finding the mechanisms control room androtating the winch that raises the shaft. Itrequires a Strength check (DC 20) to start themechanism moving, after which its gears and pulleys make finishing the job significantlyeasier.

Disabling the trap can be accomplished by

either spiking the pressure plate at the bottom,or by sabotaging the winch mechanism in thecontrol room. The latter requires a DisableDevice check (DC 26) and locks the shaft in itscurrent position permanently. Spells such as soften earth and stone or  stone shape on the bottom of the shaft while it is down cause it tocollapse, effectively shortening the shaft by 10feet but not destroying the mechanism. In thisway it is possible to slowly destroy enough of the shaft to cause the trap to be ineffective.Shortening the shaft in this manner combinedwith sabotaging the mechanism could lock theshaft in a neutral position that would block nei-ther the top nor the bottom corridor.

The Open GraveTrap Type: Burying Dirt TrapConstruction Type: Simple mechanicalActivation Type: ExtendedTrigger: Local; switchMechanism: SpringEffect: Ensnarement, injuryAttack Bonus: No attack roll necessary

Damage: 4d6Save: Reflex save (DC 20) partialSearch DC: 22Disable Device DC: 22Challenge Rating: 5Construction Time/Cost: 5 weeks; 5,000 gp.

The Open Grave is a simple trap used bygroundkeepers and gravediggers to punishwould be grave robbers. By using an enticingcoffin and a landslide of poisoned soil, this trapis not only designed to kill grave robbers, but tofill their own graves as well.

This trap is typically found within the groundsof a large cemetery that suffers from regular raids by grave robbers. In some cases, this trapmay be found within underground burial sitesas well, as it protects holy or family burial plotsfrom theft and vandalism.

The first step of this trap lies within the opengrave itself. At the bottom of a 10-ft.-deep

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

%"

Page 76: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 76/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

grave lies an ornate coffin, inlaid with gold and jewels. This richly decorated coffin is actuallya large percentage of this traps constructioncost, as the coffin is typically valued at no lessthan 2,500 gp. A successful Appraise check (DC 15) reveals the coffins worth, effectivelydrawing in potential thieves. Next to the graveis a large pile of soil (enough soil to fill the

open grave if necessary). The soil is laced withcarrion crawler brain juice poison (DMG 80).If touched, a successful Fortitude save (DC 13)is necessary or the victim is paralyzed.

The abnormal depth of the grave is intentional,as it increases the difficulty to escape from the pit and ensures that trapped creatures are prop-erly buried. If a character jumps or climbsdown onto the coffin, or attempts to move it inany way, a highly sensitive spring mechanismis activated. The mechanism triggers thespring-loaded platform at the top of the grave,dumping the pile of dirt onto the character within. She must make a successful Reflexsave (DC 22) or suffer 2d6 points of damageand be considered pinned. The pinned charac-ter suffers 1d6 points of subdual damage per minute while pinned. If she falls unconscious,she must make a successful Constitution check (DC 15) or take 1d6 points of normal damageeach minute until she is either freed or dead.

Once pinned by the soil, the victim must makea successful Fortitude save (DC 13) or suffer 

from the effects of the carrion crawler brain juice poison that laces the soil. She must makethis saving throw for each round she spends pinned beneath the soil. There is enough poisonwithin the soil to affect a trapped character for three minutes, after which time the character need not make any further saves.

Additionally, a successful Escape Artist check (DC 22) allows a pinned character to move twofeet closer to the surface. A successful Strengthcheck (DC 22) has the same result.

A rogue with an eye for detail may notice theadded depth of the grave, which could causeher to be wary. She might also detect the faintodor of the poison-laced soil. A final sign may be a slight exposure of the trapdoor used tolaunch the soil into the grave. Thegroundskeepers perform regular maintenanceon the trap, including making sure the door ishidden and the coffin clean.

To disarm this trap, a rogue need only avoidtriggering the coffin release switch or jam thetrapdoor under the soil with a Disable Devicecheck (DC 22). Of course on a failure of 5 or more the trap is triggered from the surface and proceeds as normal.

The Sinister Stairs Trap Type: Mechanical Stair TrapConstruction Type: Complex mechanicalActivation Type: ExtendedTrigger: Local; switchMechanism: Gravity, gear Effect: InjuryAttack Bonus: No attack roll necessaryDamage: 6d6 (3d6 for each cylinder)Save: Reflex save (DC 22) avoidsSearch DC: 22Disable Device DC: 22

Challenge Rating: 5Construction Time/Cost: 5 weeks; 5,000 gp

The Sinister Stairs is an insidious trap that uti-lizes the power of gravity and combines it withsimple mechanics to release large, metal-spiked cylinders. The origin of the trap designis a bit of a mystery, but many scholars placethe origins near (or possibly within) the ruins of the archpriest Mogros temple. This is merelyspeculation, but these rumors make this trap nomore or less effective as a deterrent to thieves,trespassers, or overly curious adventurers.

The placement of this trap is something thatmust be considered beforehand by the creator,as the architecture involved is somewhat con-fining. The necessity of the dual-staircases cancreate a problem in the location of this trap.With that said, this trap may be found in spe-cific locations within strongholds, castles, or elaborate dungeon complexes. In some cases,creators place a false door at the top of the sec-ond staircase to draw the curious in closer.Also, a second trap may be placed on the falsedoor to further punish persistent trespassers.

This trap is activated by two methods, either when a character steps onto the trigger platehidden in the floor at the bottom of one stair-case, or by triggering the second plate hiddenin the second staircase itself. Once triggered, aseries of gears releases a trapdoor concealed inthe ceiling over the staircase that swingsopen. With the trapdoor open, a largemetal cylinder covered with metallic

%#

Page 77: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 77/178

spikes falls onto the staircase and rolls downtowards the character that activated the trigger.A successful Reflex save (DC 22) allows acharacter to avoid the cylinder. A character struck by the cylinder suffers 3d6 points of damage and must make a Strength check (DC15) to avoid being pulled under the cylinder,suffering an additional 3d6 points of damage.

Ideally, characters should run away from thecylinder by moving towards the second stair-case. If not careful, characters may trigger thesecond falling cylinder, thus necessitating asecond set of saving throws and Strengthchecks for all in the cylinders path.

A rogue with an eye for detail may notice thecontours of the carefully hidden trapdoors insetinto the stairway ceiling. Also, she may noticethe slight raise of the trigger-plate within thestaircase or along the passage floor.

To disarm the trap, a rogue must either jam thetrigger plates on the floor and stairs or jam thetrapdoors in the ceiling with a large object.

The Spinning TunnelTrap Type: Acid TrapConstruction Type: Complex mechanicalActivation Type: ExtendedTrigger: Local; pressure plateMechanism: Gears

Effect: InjuryAttack Bonus: No attack roll necessaryDamage: 5d6Save: Fortitude save (DC 25) halvesSearch DC: 25Disable Device DC: 25Challenge Rating: 5Construction Time/Cost: 5 weeks; 6,000 gp

The Spinning Tunnel trap catches dungeoncrawlers by surprise with a rotating tunnel thatdumps a vat of acid on them. The trigger is a pressure plate under a stone tile that sets the

complex collection of gears in motion. Thegears turn a 20-ft. section of the tunnel 90degrees clockwise. Chains on the left wall,which becomes the ceiling as the tunnel turns,are designed to be grabbed for balance and sup- port. However, the chains are attached to stone

    C    H    A    P    T    E    R    O    N    E  :    N   e   w    T   r   a   p   s  :    C    R   1  -   5

%$

Page 78: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 78/178

 C H  A P T  

E  R  O   N E  :   N e  wT   r  a p  s  :  C  R 1 - 5 

 plugs that pop open and pour acid from a vathidden behind the blocks on the left wall. Asthe tunnel turns and the chains are pulled, acid pours on the victims.

The floors and walls of the tunnel must bestone-tiled. Anything else would melt under theacid. Twelve chains hang from stone hooks on

the left wall. When a victim steps on thetrapped tile, the whole passage begins to shakeand turn. All those within 10 feet of the victimmust make a Balance check (DC 15) to see if they can maintain their footing without grab- bing the chains. Failure means that the victimhas grabbed a chain out of reflex and opened ahole for the acid issue forth.

The stream of acid pours for four rounds andthe victim takes 5d6 points of damage for eachround spent under the flow. An additionalReflex save (DC 25) halves the damage. After the first round, another character can pull thevictim to safety with a Reflex save (DC 16). If the rescuer fails the save, he takes 3d6 points of acid damage but still pulls the victim to safety.A victim of acid suffers 1d6 points of damagefor three rounds after getting away from theacid stream. All equipment carried by a victimhas a good chance of melting under the acidstream, requiring a Fortitude save (DC 16) toavoid being destroyed. The DM should deter-mine what equipment was exposed and whatsurvived.

Waltzing Blades Trap Type: Blade-Loaded Pillar TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Remote; switchMechanism: Gear Effect: Ensnarement, injuryAttack Bonus: +10 meleeDamage: 1d6 per bladeSave: NoneSearch DC: 22

Disable Device DC: 24Challenge Rating: 5Construction Time/Cost: 5 weeks; 5,000 gp

Waltzing Blades is a manually operated trapthat uses a series of complex gears and mecha-nisms to rotate several large, blade-covered pil-lars around a grand hall. Whether it be for pro-tection, security, or punishment, this trap iseffective without being overly expensive.

Due to the complexities of constructing anddesigning this trap, it has limited use in tightquarters or in areas with little or no manualsupport. Large dungeon complexes, castles,and strongholds are among the most common,with subterranean caverns being more rare asthe pillars must be disguised as natural stonerather than support pillars.

At a casual glance, this trap appears as a largehall or chamber filled with ornate carvingsalong the walls, floor, and ceiling. Inside theroom are seven large stone pillars that appear toreinforce the halls high ceiling.

A guard who is stationed within the hollowstone pillar that sits at the far side of the hallactivates the trap. The guard, upon seeingintruders through the pillars eyeholes, canactivate the remaining six gear-driven pillars.Once activated, all doorways in the hall closeand lock. A successful Strength check (DC 20)allows a character to hold a closing doorwayopen. A successful Open Lock check (DC 20)allows a rogue to open the doors lock. Some builders have been known to place secondarytraps onto the additional door within the hall, ascharacters may scramble to escape once the pil-lars are set into motion.

 Next, two large blades extend from each of thesix remaining pillars and begin to spin androtate in a set pattern around the room. A series

of complex gears attached to the top of each pil-lar allows each pillar to follow a track that isconcealed by the engravings in the ceiling of thehall. A successful Search check (DC 22) allowsa rogue to notice the small, engraved tracks.

Once the pillars are in motion they each followa set track until they are either stopped by forceor by the deactivation of the control switchwithin the guard pillar. Each blade has a +10melee attack bonus and a speed of 10 feet per round.

An observant rogue with an eye for details maynotice the above mentioned ceiling tracks or spot the glint of metal concealed within the six pillars. To disarm the trap, a rogue would needto either ruin the gears in the guard-pillar or damage the gears within each pillar individually.

%%

Page 79: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 79/178

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

IntroductionThis chapter presents full descriptions, game sta-tistics, and illustrations of a variety of magicaland mechanical traps. The trap names and statis-tics, as well as rules and mechanics derived fromthe d20 SRD are designated as Open Game

Content. Background text and trap descriptionsare designated as closed content.

 Blind Mans Bluff Trap Type: Pit and Blindness TrapConstruction Type: Complex mechanical,magicActivation Type: ExtendedTrigger: Local; magicMechanism: Magic, gear Effect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 6d6Save: Fortitude save (DC 15) negatesSearch DC: 27Disable Device DC: 27Challenge Rating: 6Construction Time/Cost: 4 weeks; 4,150 gp;6 XP

Blind Mans Bluff is a complex pit trap thatis accented with a blindness spell. The use

of this spell adds to the traps effectiveness andincreases the difficulty for a trapped character who attempts to escape. This trap is used pri-marily to injure and detain curious trespassers.

The trap itself is typically found within largedungeon complexes and strongholds, as thesize of the pit itself and the gearworks used to

control the moving wall requires a greatamount of space to construct. It appears as a10-ft.-square room with only one visible door.A piece of unique art or an ornate carving of the creators choosing is typically mounted onthe rooms far wall. This is referred to as thetrigger item. A popular variation uses valuablegems or precious metals to lure the greedy. Asuccessful Appraise check (DC 15) allows acharacter to discern the value of the gems or  precious metals in question.

The Blind Mans Bluff is activated when acharacter moves within 5 feet of the trigger item. When she does so, a blindness spell istriggered. A successful Fortitude save (DC 15)is required to avoid the spells effect. The spellalways targets the character closest to the trig-ger item. If two characters are equally close,determine the target randomly.

A character that fails her save is stricken blindand thus suffers from the spells listed effects.

CHAPTER TWO

%&

Page 80: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 80/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

In many cases, a rogue will be the first into aroom, thus increasing the traps deadly effects if a groups only rogue is stricken blind. Once thespell is activated, a series of gears are set intomotion that perform several functions.

The first is the release of a mechanism thatcloses and locks the rooms only door. A suc-

cessful Strength check (DC 20) is required tohold the door open. If the door is allowed toclose, a successful Open Lock check (DC 22) isrequired to open the locked door.

 Next, a series of gears begins to move the door-way wall toward the trigger item, thus movingcharacters closer to the traps next step. Thewall takes only one full round to reach the edgeof the trapdoor described in the next step. Acharacter that attempts to stop the movement of the wall must make an opposed Strength check versus the traps gear mechanism. The gearshave an effective Strength of 30.

Finally, a 5-ft. by 10-ft. trapdoor is opened inthe floor, under the trigger item. This reveals a60-ft.-deep pit trap. The pit is constructed fromstone and is clean, containing no oil, spikes, or grinder blades. A character that falls into the pittakes 6d6 points of damage. Popular variationsfor this trap include the use of spikes or oozecreatures to further punish trapped characters.

Once inside the pit, a character must make a

successful Climb check (DC 20) to scale thesmooth stone surface.

With the trap activating by way of a magicaltrigger, it is considerably more difficult todetect than a conventional trap. The construc-tion quality of this trap also adds to the diffi-culty of its detection as the walls and gears arevirtually undetectable. A skilled rogue maynotice a few subtle signs when detecting thistrap. The first is possibly the faint smell of theoil used to keep the gears lubricated. The sec-ond sign may be a faint groove in the floor just

at the edge of the trapdoor under the trigger item.

To disarm this trap, a rogue must either disarmthe gears that close the chamber door or possi- bly disarm the release valve that is hidden near the top of the moving wall, just above the door-way. Again, popular variations are the additionof lock traps and other such traps designed tofoil a rogues disarming attempts.

%'

Page 81: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 81/178

 Burning BreathTrap Type: Spouting Flame TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: Pressure

Effect: InjuryAttack Bonus: No attack roll necessaryDamage: 6d6 plus burningSave: Reflex save (DC 24) avoidsSearch DC: 26Disable Device DC: 24Challenge Rating: 6Construction Time/Cost: 6 weeks; 6,000 gp

Followers of the god of the dead devised theBurning Breath trap and implemented it in astatue depicting the guardian of hell. The orig-inal guarded a grand temple to the deity, but the

trap has since been adapted by many trapmak-ers for use in a variety of situations. Whileespecially beloved of those who follow multi-faced deities, the basic mechanism works evenfor gods with only a single head, though someoverly prideful deities might take offense attheir icons spewing flames from their ears.

The appearance of the Burning Breath isstraightforward enough; a statue, usually Largeor Huge in size, of a deity stares down baleful-ly at supplicants, while treasure, jewels, or sacred relics are piled at the altar in front of him. Should the treasure be disturbed, howev-er, the trap is sprung. Specifically, a pumpmechanism in the statue begins to spew burn-ing liquid chemicals through the mouths of anyheads or faces the statue may possess. In thecase of multi-headed or multi-faced deities,each head or face is positioned so as to spraythe widest possible area. In the case of singleheaded deities, the designers either rig the burning spray to come out of other orifices,such as ears, or, somewhat more respectfully,design the head to pivot, spraying blazing

doom in a wide arc.

A successful Reflex save (DC 24) avoids thespray. Any creature within 20 feet of the statuemust make this save, although anyone within 5ft. of the statue gains a +2 circumstance bonuson her saving throw due to the nature of thetraps design.

The burning goop hurled by the statue is diffi-cult to remove. If a victim does nothing but try

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

&

Page 82: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 82/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

to doff their clothes or armor and wipe off thegoop, they take 1d6 points of damage per roundfor two more rounds. If a victim does anythingelse (casts spells, moves, etc.), they take 3d6 points of damage on the first round followingthe attack, 2d6 on the second round, and 1d6 onthe third before the goop burns itself out. A person can scrape the goop off another person

as a standard action.

Detecting the trap is not simple. The trigger mechanism is hidden under the bait, and thefire-spewing orifices are high up and not easilyinspected. Some possible clues include a faintline around the base of the altar, or the fact themouth of the statue seem to be lined with hardmetal and extend back much further than theyshould. Burned splotches on the floor or dis-colored patches on the statue where burningliquid splashed are other possibilities. The areaaround the statue will tend to be clear of furni-ture, scrolls, or other flammable objects for obvious reasons.

Fire Shower  Trap Type: Fire TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: Pressure, gear Effect: InjuryAttack Bonus: No attack roll necessary

Damage: 4d6 plus fireSave: Reflex save (DC 15) avoidsSearch DC: 22Disable Device DC: 28Challenge Rating: 6Construction Time/Cost: 6 weeks; 6,000 gp

A particularly nasty trap designed with groupsof trespassers in mind, the Fire Shower consistsof five pressure plates lined up in a row, each10 ft. by 10 ft. Above every plate is a recessed,hidden nozzle.

The central panel is the main trigger, makingthe trap equally deadly to trespassers approach-ing from either side. When it is pressed, a noz-zle in the ceiling fires a spray of burning oil. If any of the other plates are pressed when thetrap is triggered, the nozzles over them alsospray burning oil.

Once a character triggers the trap by steppingon the central plate, anyone within 5 feet of a

 plate must make a Reflex save (DC 15) toavoid being sprayed with burning oil from thenozzles on the ceiling above them. Anyonefailing the save takes 4d6 points of fire damageand is automatically considered on fire, taking1d6 points of damage per round until the fire is put out. For complete rules for being on fire,consult the core rules (DMG 86).

The effects of being on fire do not stack, butdamage from being on fire and damage from being hit by a continuing fire shower do. Thatis, a character in a fire shower takes 5d6 pointsof damage per round until out of the fire, andthen takes only 1d6 points per round for beingon fire if the character fails to put the fire out insubsequent rounds.

The trap is somewhat obvious, at least to expe-rienced adventurers. The nozzles are hard todisguise, as are the multiple pressure plates.Signs of scorching and oil are also hard toremove, giving clues as to the nature of thetrap. Disarming the trap is a little tricky, as each plate must be spiked. It is not immediatelyobvious why there are five pressure plates, anda thief may assume that there are simply fivemechanisms in a row to make running acrossthe area difficult. The fact that most of the plates do not move may confuse observers (atleast until they try the middle one), causingthem to carelessly trigger the trap.

A fancy trap requiring good maintenance and asource of oil, the Fire Shower requires the pres-ence of a minimal staff to keep in workingorder. Other versions use acid, usually dealing2d6 points of damage plus 1d6 points of dam-age per round for 1d3 rounds thereafter.

Frodericks Ensnaring Floor  Trap Type: Transformation TrapConstruction Type: MagicActivation Type: ExtendedTrigger: Local; switch

Mechanism: Spring, magicEffect: EnsnarementAttack Bonus: No attack roll necessaryDamage: NoneSave: Reflex save (DC 21) avoidsSearch DC: 25Disable Device DC: 30Challenge Rating: 6Construction Time/Cost: 2 days; 1,800gp; 72 XP

&

Page 83: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 83/178

Froderick the Uncanny, archmage and puzzle-master, had an inordinate love of constructingmagical nuisance traps. This one, which can be placed in any room or corridor with a stonefloor, is a simple but effective means to hinder trespassers. A section of the floor likely to bestepped on is actually a hidden pressure plate.When depressed, the plate breaks a magical

seal underneath the floor and activates the trap.

The first effect is a  stone to flesh spell thataffects the person who stepped on the trigger.Unless the character succeeds at a Fortitudesave (DC 19), he and his possessions areinstantly transformed into stone.

One round later, the affected character is tar-geted by a modified meld into stone spell thatcauses him to sink into the ground. If the char-acter made his initial Fortitude save, this spellautomatically fails. If not, he immediatelysinks into the floor where he remains for 110minutes.

Since the trap relies on a mechanical trigger, itis easy to find in comparison with most magicaltraps. Still, the pressure plate is cleverly builtand fits the pattern of the floor quite well. Sincethe pressure plate is also very sensitive, jam-ming it in place requires a great deal of finesse.Even slight pressure could be sufficient to break the magical seal. A rogue who fails his DisableDevice check by more than 5 may trip the trap.

This trap is often made more deadly by theinclusion of guardian monsters or even  sum-mon monster spells that trigger after the meld into stone.

Giant Sucking SoundTrap Type: Vacuum and BladesConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; pressure plateMechanism: Vacuum, spring

Effect: Movement, injuryAttack Bonus: +14 meleeDamage: 6d6Save: NoneSearch DC: 24Disable Device DC: 24Challenge Rating: 6Construction Time/Cost: 6 weeks; 6,000 gp

Gnomes are merry pranksters whose cun-

ning may embarrass, but very rarely kills.While gnomes who dwell near civilizedregions are seen as mostly harmless, gnomeswho live in the deeper parts of the world, wheretheir survival is earned by daily struggle, areknown to turn their keen minds more towardsurvival than games. Nothing demonstrates this better than this trap, which kills in a manner 

that is both inefficient and very unpleasant.This trap is difficult for non-gnomes to con-struct, but those who have conquered agnomish realm may find it possible to at leastkeep the trap maintained and functioning.

A standard floor trigger initially sets off thetrap. This activates a massive vacuum pump,which draws the person standing on the trigger upwards into a winding shaft. The same mech-anism that drives the pump also drives a largerotating fan blade, which is mounted at the endof the shaft. The victim is pulled onto the blade,which proceeds to slice and dice, with theresulting mess being dumped into a feeding pit.The animals in the pit are usually of a type usedas guard or hunting beasts. The trap is not their main source of sustenance, just the occasionaltasty treat.

Anyone dumped onto the blades takes 6d6 points of damage before being dumped into theroom beyond. The fan mechanism is fairlycomplex, and if the victim can deal 25 points of damage to it with a suitable weapon, it can be

stopped. Unfortunately, dealing 30 or more points of damage also drops the blade and pump mechanism down into the room below,where the beasts therein lunge to the attack.

The trap can only grab one victim at a time, andafter it spits the victim into the room beyond ittakes it one round to get back to speed. So,there is a two round gap after the trap hasclaimed its first victim in which characters cantraverse the shaft and sabotage the trap. Allchecks made on the second round, however, aremade with a 2 circumstance penalty due to the

suction created by the blades. On the thirdround and each round beyond, a Reflex save(DC 16) must be made to avoid being pulledinto the blades.

Detecting this trap usually involves noticingthe pressure switch located under the suspi-cious hole in the ceiling. Gnomes often dis-guise this with an illusion, however. Disarmingthe trap consists of disabling the trigger mech-

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

&

Page 84: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 84/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

anism, but, once the trap has been activated,disarming the trigger does no good. Anyonenot caught in the fan can attempt to disable thefan mechanism itself, but they suffer the dan-gers and penalties described above.

Gore-Eyes Elevator  Trap Type: Elevator RoomConstruction Type: Complex mechanicalActivation Type: ExtendedTrigger: Local; switchMechanism: Counterweight, gear Effect: Movement, identificationAttack Bonus: No attack roll necessaryDamage: NoneSave: NoneSearch DC: 30Disable Device DC: 35Challenge Rating: 6

Construction Time/Cost: 6 weeks; 6,000 gp

This octagonal chamber is best set in some cor-ner of a dungeon. It appears to be a solidly builteight-sided room with only one way in or out.The other seven walls have carved archwaysdecorating them, but only solid stone withineach arch. The trigger for the trap is built intothe entrance door, and it is both extremely wellconcealed and difficult to bypass.

When the door is opened a pressure switch between the door and jamb is released.

Moulding around the corridor side of the door (which opens into the room) makes it difficultto peer or probe between the door and the jamb,and also conceals the portals hinges. When pressure is removed from the switch, it opens a plug concealed in the wall that allows sand toslowly pour into a container attached to a lever.One minute after the plug is opened, the con-tainer holds sufficent sand to pull the lever down, activating the elevator and emptying thecontainer at the same time. This in turn acti-vates the complex of gears that lowers theentire chamber slowly down to the first stop.

The chambers descent is quite noticeable, butis not in and of itself dangerous as it movesdown at a leisurely pace. Observant charactersmay notice that the walls within the archwaysappear to be sliding upward.

Two rounds later, at the first stop, the sevenarchways open into small chambers. Withineach space is a single undead monster (DMschoice). The entryway is, at this point blocked

&!

Page 85: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 85/178

 by solid stone. The chamber remains at thislevel for five rounds and then descends again,taking two more rounds to reach the secondstop. Once again, the seven archways open intosmall spaces holding undead monsters. Thechamber lingers at the second stop point for another five rounds, and then completes itsdescent with another two round drop.

At the bottom of the shaft through which thechamber descends, the arch opposite the entry-way opens into a corridor leading into a lower,more deadly level of the dungeon complex.After five minutes, a series of counterweightsand gears slowly raise the chamber back to itsoriginal location. Unfortunately, the elevator cannot descend again until the sand and lever mechanism is manually reset.

Finding the trap involves noticing the con-cealed pressure switch before the door isopened so far that the switch is no longer heldin place, or else finding the concealed panelthat gives access to the lever and sand trapwithin the wall. The rogue must either success-fully jam the switch, or else open the panel(Open Lock check DC 28) and disable thelever. Against a party too proficient at turningundead, the DM may want to substitute con-structs for the characters to fight.

Gore-Eyes Piledriver  

Trap Type: Corridor TrapConstruction Type: Complex mechanicalActivation Type: ExtendedTrigger: Remote; switch, trapdoor, and pres-sure plateMechanism: Gravity, gear Effect: Injury, identificationAttack Bonus: No attack roll necessaryDamage: 6d6 piledriver, 1d6 pit, drowningSave: Reflex save (DC 20) avoidsSearch DC: 25 (door), 28 (corridor)Disable Device DC: 25Challenge Rating: 6

Construction Time/Cost: 6 weeks; 6,000 gp

Clan Gore-Eye, a devilishly clever extendedgoblin family, has for decades done one thingwell: crafted traps. They are highly regarded bythose wicked and rich enough to pay for their services; the Piledriver is just one example of their twisted imagination. This trap works bestin an underground corridor where it can protectingress to an area of special importance.

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

&"

Page 86: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 86/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

Guards posted in a nearby secret room add a fur-ther complication. The means to reset the trapare located in the wheelroom adjacent to thesecret guardroom. When activated, thePiledriver can damage and entrap party mem- bers, separating adventurers from each other,and alerting the guards that intruders are present.

The traps switch is the lock mechanism of thedoor at the end of the corridor. The lock itself is complicated (Open Lock check DC 25), andrequires the use of a specially designed key toopen without triggering the trap. The key istypically held by one of the nearby guards. Aniron spool wound with steel wire lies behindthe door. It is attached to a simple but sturdygear system within the corridor wall. If the trapis not disabled before the door is opened, theiron spool remains taut. Opening the door then pulls the gear trigger, which causes the

 piledrivers in the corridor to drop.

The piledrivers consist of two massive stone blocks, each positioned over a trapdoor thatcovers a 10-ft.-deep pit. The trapdoors aresmaller than the piledrivers, but still extendacross nearly the entire corridor. An exception-ally observant rogue (Spot check DC 25) maynotice the trapdoors and piledrivers, but littlecan be done to disable them. The piledriversare enormously heavy, and the trapdoors are

designed to open under no less than 750 lb. of  pressure. Of course, knowing the locations of the trapdoors makes avoiding them a snapshould the trap be triggered.

When the trap is triggered, the piledrivers areunlocked and they drop to the floor. A success-

ful Reflex save (DC 20) avoids the falling blocks completely, but those who fail suffer 6d6 points of damage and are thrown down intothe pits below. Regardless, the thunderousimpact of the piledrivers alerts the nearbyguards. The floor of each pit is a pressure plateconnected to the cistern in the wheelroom.When one of them is opened, it creates a rushof water into the pits through dozens of holes inthe walls. One foot of water enters the pits eachround, starting the round after the piledriversdrop.

The secret door to the guardroom (Search check DC 25) lies between the trapped door and theclosest piledriver. Adjacent to the guardroom,which is built about 5 ft. higher than the corridor,is the wheelroom. This room contains two stur-dy wheels that are used to pull the piledrivers back into their locked position in the ceiling, aswell as a pump that is used to drain water fromthe pits back into the cistern. Each wheelraises its respective piledriver one foot per round.

&#

Page 87: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 87/178

Disabling the trap requires somehow severingthe link between the door and the gear systemwithin the wall. Applying pressure to the locksinternal switch allows the wheel within thedoor to play out slack to the steel wire when thedoor is opened. This method does not perma-nently disable the trap, however. Once the door is open, the steel wire is visible between the

door and the jamb. At this time, the wire can besevered without activating the trap.

Guard Spoof Trap Type: Misdirection TrapConstruction Type: Magic, simple mechani-calActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: Hindrance, identification

Attack Bonus: No attack roll necessaryDamage: NoneSave: Will save (DC 16) to disbelieveSearch DC: 31Disable Device DC: 31Challenge Rating: 6Construction Time/Cost: 3 days; 3,000 gp;120 XP

The Guard Spoof is a simple trap that can causeconsiderable confusion. The design is suitedfor a wide range of environs, from forest pathsto dark tombs. Combined with an alarm, it can

work as a delaying factor, distracting intruderswhile guards approach from another direction.

The spell trap is triggered by pressure placedon a specific area, and it casts a  programmed image in addition to alerting nearby guards.The illusion creates sounds of voices around a bend. Then it creates a quick image of guardscoming into view, looking surprised, and thenducking back out of sight. In a crypt, it may bea sound of shuffling undead stepping into sightand then retreating.

In either case, characters can check for surpriseand roll initiative normally. Unless the charac-ters were somehow not surprised (a  foresight spell, for example) then the illusory creaturesshould have time to retreat before they can beinteracted with. If the characters get initiative,a successful attack quickly reveals the illusion.Regardless of what happens, the illusory

guards react in the same way and retreat.

A character placed far enough ahead of the restof the party can see things from a differentangle. It might be obvious that the guards or monsters appeared out of nowhere, and thecharacter may see them disappear once theyretreat. This could be a clue that it is merely anillusion.

The trap is quite hard to spot normally. The pat-terns of dots that make up the glyphs look muchlike normal spots along the walls. Disabling thetrap requires a delicate touch, applying careful-ly timed taps to set up a destructive resonance inthe magic of the trigger.

Jesters GameTrap Type: Magical Gas TrapConstruction Type: Simple mechanical,magic

Activation Type: ExtendedTrigger: Local; magicMechanism: MagicEffect: InjuryAttack Bonus: No attack roll necessaryDamage: Poison (1d4 Wisdom/2d6 Wisdom)Save: Will save (DC 16) negatesSearch DC: 30Disable Device DC: 30Challenge Rating: 6Construction Time/Cost: 4 weeks; 4,500 gp;180 XP.

The Jesters Game is a deadly trap that utilizesa combination of dangerous magic and poiso-nous gas to punish trespassers.

This trap is placed in a 15 ft. by 15 ft. stoneroom found within a stronghold, dungeon com- plex, or castle. Typically, the room will haveonly one entryway and no exits, although vari-ations of this trap do exist. Placed inside of theroom is a large wall carving of a court jester.This carving depicts either a jester of the cre-ators race or, more commonly, that of a racefor which the creator holds a particular hatred.

To lure in the curious, the jester is adorned withvaluable gems worth no less than 500 gp each.It is recommended to use real gems as a clever  jewel cutter may quickly spot a fake. A suc-cessful Appraise check (DC 15) allows a char-acter to identify the genuine nature of the jesters inset gems.

The trap is activated when a character stepswithin 10 feet of the jester carving. This acti-

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

&$

Page 88: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 88/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

vates a  feeblemind  spell stored within one of the gems set into the carving. A successful Willsave (DC 16) allows a character to avoid thespell effect. Additionally, the magic gem radi-ates a moderate Enchantment aura if  detect magic is used.

The second step is a series of simple counter-

weights that drop a stone slab over the entry-way to the jesters chamber. A successfulStrength check (DC 22) is required to lift theslab. Any character under the passage thresholdwhen the slab is activated must make a suc-cessful Reflex save (DC 15) or take 4d6 pointsof damage and be considered pinned.

Once the slab has fallen, a magic mouth spell placed on the jesters mouth activates and asksa question that characters stricken with the fee-blemind spell should not be able to answer eas-ily. An example of this question may include:

How many eyes does an eye tyrant have?

If a character answers the question correctly,the slab is lifted and the trap disarms. If a char-acter answers incorrectly, a poisonous gas isreleased from the fingertips of the jester carv-ing. The gas fills the room in five rounds and

acts exactly as insanity mist (DMG 80). Thegas extinguishes oxygen, thus creating a suffo-cation danger (DMG 88).

A rogue may notice the faint smell of the poi-soned gas or notice the small holes in each of the jesters fingertips. The easiest method is tosimply avoid the jester completely if possible,

 but a rogue may also jam the top of the entry-way with a sturdy object to prevent the slabfrom trapping her within the room. Also,destroying the magic-laced gem diffuses thetrap as well.

Pit of Broken Statues Trap Type: Magical PitfallConstruction Type: Simple mechanical,magicActivation Type: Extended

Trigger: Local; trapdoor, magicMechanism: Gravity, magicEffect: Petrification, injury, ensnarementAttack Bonus: No attack roll necessaryDamage: 1d3 subdual damageSave: SpecialSearch DC: 25Disable Device DC: 25Challenge Rating: 6

&%

Page 89: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 89/178

Construction Time/Cost: 6 days; 3,000 gp;120 XP

It is not difficult to escape from most pitfalls if the character both survives the fall and hasallies nearby. The Pit of Drowned Statues,however, adds a little complication to the sce-nario; it turns its victims to stone before drop-

 ping them into a deep pool filled with other statues. This trap is favored by certain high- powered mages who are given to long trips andwho like to keep intruders preserved for a long,enjoyable interrogation session when they get back.

The Pit of Broken Statues is in most respects aconventional pit trap. When it is triggered, aconcealed trapdoor pops open, dropping thosestanding on it down a 30-ft. deep shaft.Characters can avoid falling in the pit with aReflex save (DC 20). After falling 10 feetdown the shaft, the victims pass through a fieldthat turns organic matter into stone. It requiresa Fortitude save (DC 16) to avoid this effect.

The petrified and non-petrified alike dropanother 20 feet into a 40-ft. deep pool of brack-ish water; the trapdoor, meanwhile, closes andlocks itself.

 Needless to say, the bottom of this pool is lit-tered with statuary. Some of these statues arethe remains of former victims of the trap, while

others are mundane statues crafted to look likevictims. Characters may find it a challenge toimmediately locate fallen comrades by fum- bling around in the dark, deep water. A fewSearch checks may be required to turn up theright statue, and the only way to identify thecorrect one is to haul each statue up to the sur-face one at a time.

The traps weakness is of course its trapdoor.Although cunningly hidden, it is still a mun-dane trapdoor that can simply be avoided or  jammed shut.

Spring and Winter  Trap Type: Floor TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: Magic

Effect: EnsnarementAttack Bonus: No attack roll necessary

Damage: NoneSave: NoneSearch DC: 31Disable Device DC: 31Challenge Rating: 6Construction Time/Cost: 6 days; 3,000 gp;120 XP

This is a rather straightforward trap that can beset up in a corridor or room. There are two sig-ils on the wall; both are part of more complexdesigns and usually remain hidden without agood search or  detect magic. When either isactivated, it casts transmute rock to mud on thefloor, turning it into mud to a depth of 10 feetas per the usual functioning of the spell. Thisslows characters down as normal for the spell.

Triggering the second rune, by moving withinthe mud for example, causes an effect similar tothe heat metal spell to fill the muddy area. Notethat if the characters have somehow managed touse mats and other material to float on the mud,they will only be momentarily inconvenienced.

Each trigger has an active detection area 5 ft.wide and 10 ft. tall. This area extends to the far wall, and relies on magical darkvision to detectintruders. Once activated, a trigger does notreset until there are no creatures within view or five hours have passed. After five hours, any being in view is ignored until it has left the area.

The effect alternates, so the direction fromwhich a character approaches does not matter.Also, if a character moves into the detectionarea, leaves, and then returns, the next effect istriggered. A character can remain in the detec-tion space of one trigger while another charac-ter enters the space of the other trigger. Thisresults in the next effect in sequence.

This trap is often combined with guardian crea-tures to increase its deadliness. Such creaturesare either taught to avoid the sigils or havemeans to attack trapped characters without

entering the area. Often creatures with fireresistance are used so that they can attack trapped characters without suffering the effectsof the heated area.

A rogue can disable either sigil by chippingaway the stone around it. One disabled trigger does not mitigate all of the danger, however.Only when both are disabled is the trap com- pletely neutralized.

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

&&

Page 90: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 90/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

This is a useful trap for tombs and other instal-lations. It is less useful for buildings that see agreat deal of foot traffic, though beings capableof flight or invisibility might find it useful. Inthe case of flying creatures, the room or corri-dor can be built with a high ceiling so the crea-tures can avoid the triggers and not waste themagic.

Other options include castle defenses, where aguard may have a simple touch activated plateto turn an area near the castle into mud; press-ing it again turns the area back to stone.Internal areas may be equipped with suchswitches, granting a defensive edge to preparedand magically equipped defenders.

StormchasedTrap Type: Weather TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: NoneSearch DC: 31Disable Device DC: 31

Challenge Rating: 6Construction Time/Cost: 3 days; 3,000 gp; 60XP

This spell trap is designed to curse an item.Clever characters may find ways to turn theeffect to their advantage, however. The serviceof mages or scholars is crucial in identifying themagic used, the source of the magic, and ideason how to handle it. Finding the key phrase canmake this a positive rather than negative effect.

The spell trap activates when touched by some-one without the utterance of a key phrase. Itcasts control weather , turning the nearbyweather as hostile as possible for the season.Tornadoes, torrential rains, sleet, blizzards, andhurricanes are the most likely choices. If theweather is already bad, the magic makes itworse.

It takes 20 minutes for the weather to be affect-ed, and it lasts for 4d12 hours thereafter. Theweather created is centered on the item, span-ning two miles in every direction. A character that moves with the item brings the weather with him.

A character carrying this item in a pack doesnot trigger the item until he next touches it, andonly one triggered effect applies at a time. If the character can learn the key phrase associat-ed with the trapped item, he can handle theitem normally whenever he wishes.

The spidery traces of this spell are only clear toan experienced rogue. Disabling the traprequires a bit of pine pitch applied to specific points on the rune. The result of accidentallytriggering the trap is somewhat milder than thatof other traps, though it can still cause quite astir for those around the bearer.

Surprising Blades 

Trap Type: Blocking TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: Ensnarement, hindranceAttack Bonus: No attack roll necessaryDamage: 11d6Save: Reflex save (DC 19) negatesSearch DC: 31Disable Device DC: 31Challenge Rating: 6Construction Time/Cost: 3 days; 3,000 gp;

120 XP

This potentially deadly trap is mostly intendedto startle unwanted guests, hopefully causingthem to reconsider their foray. It is common intemples of war gods, as a way of testing themettle of intruders. Bravery and steel nervesare respected, even if people are intent ontheft.

&'

 By the gods! There we were, about to exit 

the fabled Tomb of Thors Abyss when thedamned corridor turned into a cauldronof goo. Whats worse, someone decided that would be a good moment to turn upthe heat! That damned mud burned intomy skin until all I could do was shed myarmor and run for the exit!

-- Hekrod Jalabar, mercenary

Page 91: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 91/178

The trap is typically placed down a corridor, just before a locked door. As the door is approached,the trap casts blade barrier  just behind the trig-ger. The trigger reacts to anything visibly mov-ing through the area, so may be confounded byinvisibility or darkness. The blade whirls hori-zontally, making it impossible to pass withoutdamage. If someone was standing behind the

character, in the way of the blade, a Reflex saveis necessary to avoid damage.

The safest course of action is for the personstuck between blade and door to simply wait110 minutes until the blade vanishes.Alternately, the blade can be dispelled. The trapis set so that it does not go off until 30 minutesafter the end of the previous activation.

The locked door requires an Open Lock check (DC 20) to bypass. Once open, it reveals a sim- ple stone wall. There are no secret panels andthe door is not intended to lead anywhere.Stone shape or other spells may be able to openthis wall to a crossing corridor beyond, depend-ing on layout of the structure in which it isfound.

The biggest initial clue to an observant charac-ter is the lack of wear on the floor leading inthis direction. This is a common sign thatnobody normally uses the passage, but it is notdefinitive, since it could also indicate thatacolytes and petitioners are not allowed in the

area. Wear depends on the material of the floor,age, and how accessible the place is. An obser-vant rogue can spot the inlaid designs along thewalls, subtle icons that draw on divine power.A muttered prayer combined with casting saltonto the two power symbols disrupts the aurathat forms the spell.

The Killing KilnTrap Type: Fire Shower TrapConstruction Type: Complex mechanicalActivation Type: Instant

Trigger: Local; trapdoor Mechanism: Gravity, pressureEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 6d6Save: Reflex save (DC 22) avoidsSearch DC: 22Disable Device DC: 22

Challenge Rating: 6Construction Time/Cost: 6 weeks; 6,000 gp

The Killing Kiln is a sinister, yet simple trap thatuses an oiled stone chute and alchemists fire toignite the curious or punish slow-footed thieves.

This trap is most often placed within strong-holds and dungeon complexes. The first step of this trap is activated when a character stepsonto the trapdoor mechanism located above the

oiled chute. A successful Reflex save (DC 22)is required for a character to avoid the openingtrapdoor. A character that fails her savingthrow is sent down to the bottom of the 30-ft.-deep, oiled chute. The opening of the trapdoor activates a secondary mechanism that releasesalchemists fire into the bottom of the chute.The alchemists fire ignites the oil lining thechute and causes 6d6 points of damage to any-one inside.

The second effect of this trap is the oiled chute,which not only serves as a lubrication agent, butalso ignites when contacted by the alchemistsfire. The oiled chute only burns for one minute before the oil is spent due to the reaction of thealchemists fire. A character trapped at the bot-tom of the chute must make a successful Climbcheck (DC 24) to escape. If the chute is still onfire, the character suffers 1d6 points of damagefor every 10 feet she travels.

This is a one-use trap, requiring extensive work to reset. The alchemists fire must be replaced,the walls of the pit coated with oil, and the trap-

doors and pressure plate reset.

An observant rogue may notice the trapdoor within a passage floor or smell the faint odor of the oil-coated chute. To disarm the trap, a rogueneed only avoid the trapdoor or jam the trap-door mechanism.

Up and Away Trap Type: False Ladder TrapConstruction Type: Complex mechanicalActivation Type: Extended

Trigger: Local; switchMechanism: SpringEffect: InjuryAttack Bonus: No attack roll necessaryDamage: See belowSave: See belowSearch DC: 25Disable Device DC: 30Challenge Rating: 6Construction Time/Cost: 6 weeks; 6,000 gp

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

'

Page 92: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 92/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

This metal, pole-type ladder is typicallyencountered in a cavern or other tall room. It issturdy and has alternating rungs on either sideof the central pole, and can easily supportweights in excess of 300 lb. There is no obvi-ous flaw or fault with the ladder from groundlevel, encouraging the adventurers to proceed

up the ladder at a brisk pace.

Approximately 60 feet above the ground is arung that is actually the trigger for this particu-lar trap. While detecting the trigger itself is noteasy, disabling it is considerably more difficultas it can only be seen and disabled by a charac-ter that is adjacent to the rung itself. Avoidingthe rung is easy for Medium-size adventurers, but smaller individuals will find climbing beyond the trapped rung a bit more difficult(Climb check DC 10).

If the rung is used, it snaps into the body of the pole with an audible click. Whoever broke therung must make a Climb check (DC 15) toavoid falling just from triggering the trap. Oncethe trap is set in motion, a variety of effects areavailable to the DM:

All rungs are suddenly released from the cen-tral pole, plunging the party to the ground below and putting the room above out of 

reach. Determine damage as per the fallingrules in the core rules (DMG 112).

Boiling oil is released from above, dousinganyone on the ladder or within 10 ft. of its base, dealing 4d6 points of damage and mak-ing the pole incredibly slippery (Climb check 

DC 25).

The ladder begins to spin faster and faster,threatening to fling the characters off andonto the sharp stalagmites below.Adventurers must make Climb checks eachround in order to hang on to the ladder. Thechecks start at DC 10 and add 5 to the DCeach round until the total DC reaches 30, atwhich time the ladder begins to slow down,necessitating more Climb checks that get progressively easier until the ladder stopsspinning.

An electrical shock shoots through the lad-der. Anyone not fully protected (leather gloves and boots) takes 5d6 points of damageand must make a Fortitude save (DC 20) tokeep from being flung off the ladder. Anyonewearing non-metallic gloves and bootsreceives half damage.

'

Page 93: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 93/178

Wind Moat Trap Type: Siege TrapConstruction Type: MagicActivation Type: InstantTrigger: MagicMechanism: Magic

Effect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: NoneSearch DC: 31Disable Device DC: SpecialChallenge Rating: 6Construction Time/Cost: 6 days; 3,000 gp;120 XP

In a siege, the greatest non-magical danger faced by those that man castle or city walls arearrows and other missile attacks. The Wind

Moat harnesses the power of the wind wall spell to blow light missile weapons off course, protecting defenders from sniper attacks aswell as larger assaults.

The Wind Moats power is lodged in keystonesset in the wall in front of which the trap is setto function. One stone powers the spell for thelength and width dictated by the wind wall 

spell. The default trap is set to protect an area30 ft. high and 60 ft. long, and requires a spell-caster of 6th level or higher to initiate.Additional keystones may be spaced out tocover a longer wall, but the wind wall must becast at a higher level to increase height. This isnot usually necessary, since the keystones areoften placed high up the wall to provide maxi-

mum coverage.

Detecting the trap is difficult because the runes powering its magic are engraved on the side of the keystone facing into the wall. If the WindMoat was added retroactively to a pre-existingwall (which is often the case), discerning indi-viduals may detect stones slightly different incoloration or texture from those around them,marking a keystone that was added to a wallmuch later than its neighbors.

Disarming the trap is simple, at least in theory.When a keystone is removed from the wall, thetrap ceases to function in the area the stone was protecting. Of course, removing the stone iseasier said than done. They are usually locatedat an inconvenient height, often 30 ft. up, anddefenders almost always take exception to arogue scaling the wall to chip it out.

 Note: Defenders desiring to create walls with a

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

'

Page 94: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 94/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

height of greater than 30 feet may cast the wind wall spell at a higher level. The spell must becast at 8th level for a wind wall 40 ft. high and80 ft. long, and at 10th level for a wind wall 50ft. high and 100 ft. long, for example. This willof course increase the CR, construction time,and cost of the trap: CR 8; 8 days; 4,000 gp;160 XP in the former case, and CR 10; 10 days;

5,000 gp; 200 XP in the latter.

AutogarroteTrap Type: Strangulation TrapConstruction Type: Complex mechanicalActivation Type: ExtendedTrigger: Local; switchMechanism: Counterweight, gearsEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 4d6 plus strangulation

Save: Reflex save (DC 20) avoidsSearch DC: 26Disable Device DC: 31Challenge Rating: 7Construction Time/Cost: 7 weeks; 7,110 gp

A complex trap designed more for elegance than practicality, the Autogarrote combines sophisti-cated use of light sensors with simple, counter-weight-driven armatures. It is most useful ininterior corridors, particularly narrow ones.

The initial switch is a simple pressure plate that

activates the mechanism. There are numeroussmall holes on either side of the plate within thewall. Beginning about four feet up on the walls,the holes act as the central sensor of the mech-anism. If the pressure plate is activated butthere is nobody blocking light four feet or above, then the mechanism does not activate.

A disc-shaped container inside one wall holdsa continual flame spell. From it protrudes aseries of tubes with lenses. These tubesstraighten the light and the light is projectedfrom one hole to its mate on the opposite wall

through a series of small mirrors.

In the second set of holes are numerous sen-sors. These are based on a material that has oneshape in light and another in darkness. Theeffect is to act as a series of relays, throughgears that move between one state and another.The gears are constructed to react only to thehighest sensor that darkens, thus predicting theheight of an intruder.

This setting is transferred to the armaturesholding the garrote. The device slides down toa distance one foot below the estimated height,then the entire assembly is pulled rapidlythrough a section of corridor. A character with-in the affected space must make a Reflex save(DC 18) to avoid the wire. Failure indicates thecharacter takes 4d6 points of damage.

If a number of conditions are right, the wirealso strangles the character, trapping himagainst the ceiling. A character with a tall hatmight have the garrote swing above his head,while one in full plate with a helmet maydeflect the blow. The other common case is acharacter walking in the opposite direction, sothat the wire hits the back of the neck.

When conditions are not ideal for the trap, thecharacter gets an additional Reflex save (DC16). Otherwise, the character is caught.

A garroted character is pushed back and then pulled up to the ceiling as the mechanism triesto reach its end position. The character takes anadditional 1d6 points of damage, then startssuffocating (DMG 88).

The wire is hardness 5, hp 5. The trick is cut-ting the wire without causing any further dam-age to the trapped character. Damage dealt by aweapon also deals damage to the character,unless the attack result is 30 or more. A better 

alternative is a Craft (trapmaking) check (DC15). This removes the wire, though the charac-ter still takes 1d6 points of damage as it slidesoff his throat. If the result is 20 or greater, thewire is removed with no further damage.

A final result of being garroted is that the char-acters voice is considered damaged. The char-acter cannot talk except in a hoarse whisper.This makes it difficult to communicate in somesituations, and imposes a 15% arcane spell fail-ure chance on spellcasters. The damaged voicelasts until treated with a Heal check (DC 15), a

day of rest, or at least one point of magicalhealing.

The pressure plate is fairly easy to notice, asare the grooves in the ceiling. Though both can be disguised by repetition elsewhere, an atten-tive observer can note the differences betweenan engraved line and a mechanical track. Theholes may be suspected as exits for dartsor poison. The light passing through

'!

Page 95: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 95/178

might be understood, along with the faint click-ing when objects pass within the light (from thesensors shifting).

The trap requires great skill to engineer, but themechanism does not require significant mainte-nance. The counterweight, however, must bereset after five uses. It is expected that the

device will require attention to replace garrotewires or clear bodies, so a robust design is notas vital. Gnomes particularly enjoy this trap, asthey are able to evade it simply by keepingtheir heads down.

 Burning WallTrap Type: Burning Oil TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switch

Mechanism: Gear Effect: InjuryAttack Bonus: No attack roll necessaryDamage: 4d6Save: Reflex save (DC 20) to avoidSearch DC: 28Disable Device DC: 28Challenge Rating: 7Construction Time/Cost: 7 weeks; 7,000 gp

This trap is similar in many ways to the FallingWall. Indeed, it is most effective if used after the party has already encountered that trap.

The trap does not activate until a climber isroughly two thirds of the way up the wall.Then, there is an ominous click, followed by aslight dripping sound. A sheet of glistening oilcomes sliding down from the top of the wall,coating the rocks and most likely the character.A Reflex save (DC 20) at this point allows thecharacter to leap away from the wall, thoughfalling remains a problem. After allowing thecharacter to make the save, the oil ignites,engulfing the wall in a sheet of fire.

Anyone climbing the wall takes 4d6 points of fire damage and must make a Fortitude save(DC 15) to continue holding on to the wall. Onthe next round, the character takes 2d6 pointsof fire damage and must again make a Fortitudesave (DC 15) to stay on the wall. (The reasonfor calling for a Fortitude save rather than aClimb check is that the character is presumablynot trying to move, but is simply holding on tothe wall. If the character attempts to continue

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

'"

Page 96: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 96/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

climbing while on fire, the DC of the Climbcheck increases by the number of points of damage taken.)

Detecting and disarming this trap is very diffi-cult. The mechanism is high up the wall, and,delicate work must be done to block or disarmit while trying to cling to the wall. A Climb

check (DC 15) must be made prior to eachDisable Device check; failure indicates that thecharacter falls. Another option is to attempt toclimb the wall while avoiding the numeroustrigger points. Doing so requires moving atone-half normal climbing speed and making aSearch check (DC 15) each round to avoidaccidentally triggering the trap.

Possible hints of this trap that can be seen fromthe ground would be odd stains on the floor,scorch marks on the bricks, or tiny holes just barely visible in some of the higher bricks of the wall.

Cold Feet Trap Type: Cold Magic and Monster TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: See below

Save: NoneSearch DC: 31Disable Device DC: 31Challenge Rating: 7Construction Time/Cost: 5 days; 5,500 gp;220 XP

Cold feet is a magical trap designed to turn aseemingly innocuous dungeon feature into acrippling encounter. An empty stream or shal-low pool of water is suddenly turned into afrenzied feeding ground for a swarm of fiendish piranha.

This trap looks quite innocent at first, andshould be placed near a natural stream or other  place where shallow water may look natural.The water crossing is 15 ft. wide and only 2 ft.deep at its deepest, so the characters shouldhave no trouble crossing it without aid. Once acharacter reaches the midpoint of the water, thetrap is sprung.

'#

Page 97: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 97/178

An otilukes frozen sphere (frigid sphere ver-sion) is triggered as soon as a character reach-es the middle of the pond. The water immedi-ately freezes, trapping the character and anyothers in the water as detailed in the spell

description (PHB 233). At the same moment, a summon monster spell sends six fiendish pira-nhas underneath the frozen surface of the water to feast on trapped characters feet and legs.Characters who take damage from the piranhasmust make a Reflex save (DC 18) each roundin which they are damaged or be temporarilylame. Lame characters have their movementrate reduced by 75% and may not run or charge. This lasts until the character receivesmagical healing or rests for one day for every point of damage suffered.

 Noticing this trap is difficult, though cautiousrogues may decide to check out the stream or  pond before wading through. With a successfulSearch check (DC 31) the rogue may notice anunnatural cold emanating from nearby walls. Inorder to disable the trap, the rogue must chiselinto the walls and find the white diamond (400gp) that powers the magical portion of the trap.

This requires another Search check (DC 22)and a half-hour of cutting into the wall.Alternatively, the characters can avoid the

trap by finding another way around the water or triggering the trap and walking across thefrozen surface.

 Disarmed and Dangerous Trap Type: Weapon TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: InjuryAttack Bonus: +8 meleeDamage: See belowSave: Will save (DC 17) resistsSearch DC: 30Disable Device DC: 30Challenge Rating: 7

Construction Time/Cost: 1 week; 4,500 gp;180 XP

This trap is usually set in a large, high-ceilinged room, though it does not need to be.The room is almost always empty, but placed ata crucial juncture. The spell is triggered whensomeone passes the centerpoint of the room,and it covers the entire area so all within theroom when the spell is triggered are targeted.

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

'$

Fiendish PiranhaTiny Magical Beast (Aquatic)Hit Dice: ½d8 (2 hp)Initiative: +1 (Dex)Speed: Swim 20 ft.AC: 13 (+2 size, +1 Dex)Attacks: Bite +3 meleeDamage: Bite 1d3-3Face/Reach: 2 ½ ft. x 2 ½ ft./0 ft.Special Attacks: Frenzy, smite goodSpecial Qualities: Darkvision 60 ft., cold resis-tance 5, fire resistance 5Saves: Fort +2, Ref +3, Will +1Abilities: Str 4, Dex 12, Con 10, Int 4, Wis 12,Cha 6Skills: Spot +6, Hide +6*, Move Silently +6*Feats: Weapon Finesse (bite)

Climate/Terrain: AquaticOrganization: School (514) or swarm (1535)Challenge Rating: 1/4Treasure: NoneAlignment: Neutral evilAdvancement:  

Combat 

Frenzy (Ex): Piranhas are group hunters thatattack their prey in swarms. Once the blood of their prey is in the water, the piranhas attack thewounded creature without mercy before moving

on to the next victim. Once any piranha in aswarm hits with its bite attack, each piranha inthe swarm takes an extra attack each roundagainst the wounded prey, with both attacks suf-fering a 2 penalty to hit.

Smite Good (Su): Once per day the fiendish piranha can make a normal attack to deal 1 pointof additional damage against a good foe.

Skills: *Piranhas receive a +8 bonus to Hideand Move Silently when swimming under thesurface of the water.

The text within this shaded box is designated asOpen Game Content .

Page 98: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 98/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

Whichever weapons or items are currentlyreadied (held in the hand) are grabbed away bya variant telekinesis spell. Essentially the spellmakes a Strength check against the character wielding the weapon or item it is trying to grab.The trap is considered to have a Strength of 18for purposes of this check. If the trap wins thischeck, the weapon is yanked from the hand of 

the character and it immediately begins toattack him with an attack bonus of +8. Anymagical bonuses the weapon might have apply, but any special features of the weapon that donot automatically activate (in other words,which require a command phrase) are not used.Other weapon properties, such as flaming,shocking burst, and so on, do work. If theweapon is a double weapon, the trap wields itas if it had the Ambidexterity and Two WeaponFighting feats. Otherwise the trap only makes asingle attack per round.

The spell effect lasts for nine rounds. Duringthis time the weapons may be attacked as nor-mal, but most characters will be hesitant todestroy their own weapons. The weapons donot leave the room to pursue the characters, butif the room is vacated and re-entered, the trapresets itself, and the weapons rise to the attack when the characters enter.

Intelligent weapons can make a Will save (DC17) to resist being wielded against their bearer.

This trap is an interesting way to force charac-ters to rely on secondary weapons, as their favorite weapons will be wielded against themfor a short period of time.

 Drop and Blade CrawlTrap Type: Floor Drop and Blade TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; gravityMechanism: Counterweight, gravityEffect: Ensnarement, injury

Attack Bonus: +15 meleeDamage: 8d6Save: Reflex save (DC 20) avoidsSearch DC: 23Disable Device DC: 26Challenge Rating: 7Construction Time/Cost: 7 weeks; 7,000 gp

Gnomes prefer small tunnels. They provideeffective barriers against many larger beings,

as well as limiting the speed and capabilities of  potential intruders. Typically 3 6 tall by 3wide, these tunnels are enough for mostgnomes to have a little clearance. Dwarves areforced to stoop, and cannot run down these cor-ridors. Humans and other Medium-size beingscan only walk bent over, or may crawl on handsand knees. Such tunnels become terrifying

when combined with traps.

This particular design allows gnomes to nego-tiate safely through tunnels laced with traps,yet remain a deadly threat to intruders. In anarea with traps, sigils engraved in the wall pro-vide a hint. Even gnomes unfamiliar with thescript learn the dangerous ones, and avoidthose areas. A successful Decipher Scriptcheck (DC 27) allows a character to figure outthe dangerous sigils and to avoid future traps.

The main part of the trap is a simple lever. Thefloor is loose and set with a pivot and a coun-terweight, each balanced carefully. A counter-weighted catch keeps the floor from movinguntil a predetermined weight is exerted on it,such as a human crawling out onto it. The floor then swings down, catching the character in a10-foot drop. A successful Reflex save (DC 20)allows the character to pull back in time toavoid the fall. A second mechanism slides blades out from below, striking a falling char-acter. The design ensures that the action of the blades pins the character to the floor. A suc-

cessful Escape Artist check (DC 20) allows thecharacter to squeeze free of the blades. Failure by 5 or more indicates the character takes anadditional 1d6 points of damage from the blades as well as remaining trapped.

The sigils on the walls near this trap are ubiq-uitous. If one of the party members is a gnome,she can recognize the sigils and their meaningwith a successful Wisdom check (DC 15). Adwarf who knows the Gnome language mayalso recognize the sigils in a similar manner.

The biggest telltale is simply the break in thefloor, where it swings down to trap unwantedvisitors. The construction of such moveablefloors is also slightly different than the sur-rounding stonework, another important clue.Additionally, there is a lack of wear marksdown this section of corridor, due to avoidance by gnomes. Disarming the trap is a rather simple matter of spiking the floor.

'%

Page 99: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 99/178

In gnomish labyrinths, there may be a number of these traps. One quirk of the design is thatdead victims often stick in the trap, even onceskeletal. The gnomes may have clean up patrols to keep disease and odor from passingto well-traveled areas, but areas that have fall-en into disuse have grisly remains strewnthroughout. Gnomes generally see this as an

effective way of deterring unwanted visitors.

Grenade Chest Trap Type: Item TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: Spring, gears, chemicalEffect: Identification, injuryAttack Bonus: No attack roll necessaryDamage: See below

Save: Reflex save (DC 15) partialSearch DC: 26Disable Device DC: 26Challenge Rating: 7Construction Time/Cost: 7 weeks; 7,000 gp

Combining a simple spring mechanism with anexplosive device, this is a useful one-shot sur- prise for would-be thieves. It is intended to kill,or at least seriously injure, anyone who opensthe chest improperly. In addition, due to thenoise generated, it also acts as a simple alarm. Note that given its price, it will only be used for 

quite valuable possessions. Value, of course, isrelative, as the chest has been used to protecttreaties or merchant records as often as goldand jewels.

When the lock is opened (either picked or opened normally), the lid springs open due to atension spring inside. Then, two chemicals thatare stored in the lid are mixed. The reactioncauses an explosion, firing many sharp piecesof metal from the inside of the lid in a 15 ft.cone, causing 8d6 points of damage to all with-in the area; a Reflex save (DC 15) is allowed

for half damage.

There is a small slide switch on the inside lip,near the lock, which deactivates the system.Someone opening the chest merely needs tokeep a grip on the front handle, let it open asmall amount, and then reach in to slide theswitch.

The easiest way to detect the trap is that the

lid is slightly loose. A character examining thelock and carefully probing the chest notes thatthe lid, if pushed down slightly, springs back up. This suggests that it is under tension, andthat it will open further once released. Another hint is that the hinge is internal, although thiscould simply be a secure design.

Once a character has this information, he canautomatically keep the lid from swinging fullyopen. The contents of the chest can be removedwhile keeping the lid from opening completely,unless he is trying to remove particularly largeitems. Every round the character is engaged ina complex action, a Reflex save (DC 12) isrequired to avoid losing his grip on the lid. Acomplex action is one that involves takingitems out or performing any detailed examina-tion of the chest. If the character holding the lidis not taking any other action, and nothing is being done to the chest, no check is needed.

Knowing the functioning of the chest, a thief might suppose there is a deactivation switch.Looking for such a switch on the inside of thechest requires a Search check (DC 20). Theswitch, when operated, locks the spring. Thefirst noticeable effect is that the lid stops pulling away from the closed position. The lidwill not close past this position, but is slack when lifted further. This prevents the explosivemechanism from being activated.

In addition, once the chest is opened, a charac-ter can notice that the lid itself is the source of damage simply by looking at it. This is appar-ent from the elaborate design and sharp bits of metal set in the lid. If the character is curious,a Search check (DC 24) also reveals that theeffect is probably explosive. This check is notneeded to disarm the trap.

The trap can only be disarmed while the lid isopened. A successful Disable Device check (DC 26) correctly diagnoses the mechanismand disables it. The crucial trigger is a wire

leading from the body of the chest to the lid.Careful examination reveals that it is not under tension, and it is fairly clear that it is whatreleases the final effect. All the rogue need dois cut the wire, although the task is somewhatcomplicated by the need to hold the lid onlyslightly ajar. If someone else holds the lid of the chest while he works, the rogue gains a +2circumstance bonus on the attempt.

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

'&

Page 100: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 100/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

While some may regard it as overkill, the traphas the plus side that the items within are rela-tively safe from the explosion. The most criti-cal components are the spring and the chemi-cals used. Springs that can hold tension for long periods of time and see a lot of use requiresophisticated alchemy and craft to produce.Variations on the damage effect exist, including

acid and poison.

Once popular, the Grenade Chest was unfairlycriticized for poor design, leading to it fallinginto disfavor. Cheaper versions suffered from atendency for the springs to snap due to poor materials used in its construction.Unfortunately, the explosive effect of the trapis triggered by a release of tension in thespring. This resulted in a number of rather unfortunate misfires.

Magic Falling Block Trap Type: Falling Block Construction Type: Simple mechanical,magicActivation Type: InstantTrigger: Local; magicMechanism: Magic, gravityEffect: Injury, hindranceAttack Bonus: No attack roll necessaryDamage: 10d6Save: Reflex save (DC 12) avoidsSearch DC: 25

Disable Device DC: 25Challenge Rating: 7Construction Time/Cost: 1 week; 6,500 gp;260 XP

This is a relatively simple trap relying on magicto provide energy and control. It is not hard todetect, with a fairly obvious magic sigil as atrigger, and signs of scraping along the walls providing useful information. If the group risksit, a pebble tossed through the trigger spacedemonstrates the trap mechanism readily, as ahuge stone block falls from the ceiling.

The block itself is not magical. The block is 10ft. by 10 ft. by 10 ft. The corridor is 10 ft. wide by 9 ft. high. Even when the block has fallencompletely, a good foot of it still extends aboveceiling level. The spell trigger in the floor pro-duces a continuous but interruptible reverse gravity. Anything moving across the floor  beneath the block triggers a brief suppressionof the spell.

The danger is that anything attempting to passthrough this space will be crushed completely.The block weighs tons. Note that if an object inthe activation area stops moving, the magicreturns and the block falls back upward.However, anything else in the space will alsofall upward. This often causes a convulsiveseries of movements as the spell is repeatedly

deactivated.

Luckily, the Reflex save is fairly easy (DC 12),due in part to the noise created when the block  begins to fall. In addition, there is a momentarylifting sensation as the characters foot movesinto the reverse gravity field before the effectgoes inactive.

Once identified, the characters still face a prob-lem. The trap is nearly impossible to disarmdirectly (DC 35). The trigger has a visual com- ponent, so characters crossing in darkness or under the effects of an invisibility or similar spell can cross the area without triggering thetrap. In any case, the character must still con-tend with the reverse gravity.

 Dispel magic cast on the sigil works as normal(13th-level spellcaster as target). However,such a dispelling causes the block above to fall,creating a barrier. At this point, a  passwall  or  stoneshape would be useful. This secondarydifficulty was one goal of the design of the trap,to slow down invaders capable of neutralizing

it.

Moving at a speed of greater than 150 ft. per round allows a character to simply run throughthe area before the block can fall. This meansthat a running character with a speed of at least40 ft. can make it through, as could a normalcharacter with the Run feat. A character canalso make a Tumble check (DC 20) to getthrough the area, but the consequences for fail-ure are dire indeed.

The magic falling block requires little mainte-

nance, as it is designed so that it lasts long after the builders are gone. It could also be used asan access hall in an arcane guild, as a simpleuse of expeditious retreat would allow all butthe tallest of mages easy passage.

The trap can easily be made more deadly. A pittrap placed just beyond the falling block, or underneath it, is a possibility, as is makingthe falling block invisible. However, sud-

''

Page 101: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 101/178

den death traps are unlikely to endear a DM to players. A relatively low-level party with dark-ness or dispel magic can potentially neutralizethis trap easily.

Perivaxs Chemical Chaos Trap Type: Chemical Fire Trap

Construction Type: Complex mechanicalActivation Type: ExtendedTrigger: Local; switchMechanism: PressureEffect: InjuryAttack Bonus: No attack roll necessaryDamage: 4d6Save: Reflex save (DC 22) avoids powder spraySearch DC: 30Disable Device DC: 30Challenge Rating: 7

Construction Time/Cost: 7 weeks; 7,000 gp

Perivaxs Chemical Chaos is a two-step trapthat plays heavily off of two of Perivaxsfavorite elements in trapmaking: the trapmak-ers strong knowledge of alchemy and theexploitation of a characters ignorance of thatsame science.

Typically placed in an underground cave or stone passageway, this traps first step is tospray an unsuspecting character with a chemi-cal powder. This happens when a pressure plate

on the passage floor is triggered and a high- pressure cone of the powder is sprayed from asmall hole placed on one of the passages walls.A successful Reflex save (DC 22) allows thecharacter to avoid the powder spray.

The dust alone is harmless and produces only afaint brimstone smell. A successful Alchemycheck (DC 20) identifies the powder as one of the two major components found in alchemistsfire. Players may assume this to be a malfunc-tioning trap or a trap that has laid dormant for too long and dried out. A sprayed character 

cannot remove all of the dust without total sub-mersion in water or through the use of magic,as the fine grains of chemical dust permeate thecharacters clothing and equipment.

 No fewer that 20 ft. down the passageway, aninvisible gas fills a 10 ft. area (larger or small-er, depending on the passage). This gas is the

second step of this trap as it is the secondmajor component for the chemical reaction.

A character covered in the chemical powder who enters this area suffers 4d6 points of firedamage and is considered to be on fire (DMG86) as the two chemical agents ignite upon con-tact. There is no saving throw to avoid being onfire if the character suffers the initial damage.As before, a successful Alchemy check (DC20) allows a character to smell and identify the

gas in the passageway.

An observant rogue, on a successful Searchcheck, most likely notices the pressure plate onthe floor of the corridor. Further investigationleads to the discovery of the jet-spray on thewall, adjacent to the floor panel. Near the gas-filled area, a rogue may notice some lightscorching or discoloration from previous usesof this trap. A rogue would simply have to jamthe floor panel or plug the jet-sprayer to disarmthe trap. Of course, on a critical failure, therogue may accidentally set off the trap with allrules for the trap applying.

Pillar of Sharp Air  Trap Type: Corrosion Pit TrapConstruction Type: Complex mechanicalActivation Type: ExtendedTrigger: Local; trapdoor Mechanism: Gear, counterweightEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: Special

Save: NoneSearch DC: 25Disable Device DC: 25Challenge Rating: 7Construction Time/Cost: 7 weeks; 7,000 gp

This is an unusual and quite complex mechan-ical trap that doubles as a polishing or cleaningdevice. The floor of the room swings downonce pressure on the floor increases over athreshold amount and activates the mechanism.A hidden keyhole set just within the roomallows the trap to be disarmed. The room is

kept free of furniture and other loose items,which may be a tip-off to a seasoned rogue.

Below the floor is a space 40 ft. deep, with afew inches of fine glass dust at the bottom.Once the trap is engaged, vents open andengines start generating huge gusts of air. Thewind 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-

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

Page 102: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 102/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

sive, wearing away all surfaces. The first roundafter the trap is triggered, the wind begins to blow. Each round after that, anyone in the pittakes a cumulative 1d6 points of damage.Therefore, the damage on the second roundwould be 2d6, 3d6 on the third round, and soon. Anyone in the pit also suffers a 2 penaltyto all physical skill checks (any check with a

 physical attribute as its modifier) as he is buf-feted by the powerful winds.

The engines run for one minute before shuttingdown and resetting the floor.

If characters remain alive through the process,they are stuck within the space. The floor above is four inches thick and made of stone,each section supported by two large armatures.The simplest way to escape is to damage thearmatures (hardness 10, hp 30), allowing a sec-tion of floor to swing open without triggeringthe mechanism.

The walls of the space are coated by a quarter inch layer of adamantine to prevent wear (hard-ness 20, 10 hp). An access door is similarly coat-ed and locked from the other side. A rogue maymake a Search check (DC 25) to identify thelocation of the lock mechanism. A series of  blows can remove adamantine from the areaaround the lock, allowing an Open Lock check (DC 20). Trapped characters can also try to break down the door (hardness 8, hp 30, Break DC 28).

There are several clues that a careful observer may pick up. The floor, though stone, bearsinteresting scratches from the action of themechanism. The bareness of the room may also be an indication, as are the faint but detectableoutlines of the four sections of the floor. Thusalerted, the keyhole can be found in short order (finding the keyhole requires an additionalSearch check DC 15). Disabling the trap via thekeyhole requires a Disable Device check rather than Open Lock. Alternately, the floor can bespiked, but this is a more hazardous course.

This is a rare trap due to the elaborate design. Itis mainly used in gnomish and dwarvish settle-ments where the room is used to create powder from a variety of materials. The resultant pow-der is sucked into containers and sent throughan air tumbling process to separate the glassfrom the desired materials. Groups capable of  producing this trap are also likely to haveadvanced forges and high-quality machinery.

Page 103: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 103/178

Quiet Blanket Trap Type: Water Pit TrapConstruction Type: Magic, simple mechani-calActivation Type: InstantTrigger: Local; magic

Mechanism: MagicEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: DrowningSave: NoneSearch DC: 28Disable Device DC: 28Challenge Rating: 7Construction Time/Cost: 4 weeks; 5,000 gp;80 XP

A magical variation on the mundane water pittrap, this is usually part of a more elaborate

system. One common form places this spelltrap at the bottom of a pit trap. It is also fre-quently used in a corridor. In either case, any-one stuck in the trap must get out or soondrown. This may involve opening a trap door from below, or breaking down a sealed door.The Open Lock check or Break DC of a door isset at 22. The bottom of the pit or corridor is ametal grate, with water visible underneath.

When a 10 ft. by 10 ft. section of grate istouched, the spell trap casts control water . Itcauses water below the grate to rise up, fillingthe space. The total volume is 70 ft. by 70 ft. by14 ft. high, filling the space completely. Theeffect lasts 70 minutes.

A character entering the area along the side hasa chance to notice the trap before activating it.The carefully inscribed symbols and lines inthe metal grate are hard to pick out, given thegrime that covers them and the poor lighting inthe area. Once identified, it requires deft appli-cation of the corner of a chisel to cross out afew of the lines and dissipate the magic safely.

Screaming Armor  Trap Type: Item TrapConstruction Type: MagicActivation Type: InstantTrigger: MagicMechanism: Magic

Effect: Injury, hindranceAttack Bonus: No attack roll necessaryDamage: See below

Save: NoneSearch DC: 32Disable Device DC: 32Challenge Rating: 7Construction Time/Cost: 7 days; 350 gp; 14XP

Many powerful mages and clerics who do not

wish to be disturbed favor subtle and nonfataltraps that keep intruders out of their hair. Largetraps such as a Screaming Well are not likely toappeal to that set. Necromancers and high priests sitting on skull thrones are the sorts wholove the idea of installing a suit of ScreamingArmor in the library to entertain unwelcomeguests.

The trap is to all appearances a masterwork suitof full plate mail placed in a hall or foyer as adecoration. It has a prominent visor, gilded ingold and platinum, which is elegantly crafted inthe stylized shape of a gold dragons head. Itappears to be entirely functional armor and is inall respects a magnificent-looking suit.

The armor tests positive when probed for mag-ical properties, but if someone attempts tomanipulate its joints or remove it from itsstand, it remains frozen in place. Everything,that is, except the visor. If the visor is raised, itemits a penetrating magical wail that has theeffects of a blasphemy spell.

A weak magical force holds the armor in place,and a dispel magic, knock , or similar low-levelspell is sufficient to free it. When examined,the armor proves to be finely crafted but orna-mental armor. It is trapped, not cursed, and may be donned and removed freely. However, it ishardly a prize. It only provides an armor bonusof +2 due to weaknesses in the joints and mate-rials used in construction, and in all other respects, including maximum Dexterity bonus,armor check penalty and weight, is identical tofull plate mail.

Detecting and disarming the trap is extremelydifficult because the script that powers the spellis etched on the inner surface of the visor.Detecting the trap entails freeing the armor from its mounting, disassembling it, and peer-ing up into the visor through the neck opening.The script found therein reveals the function of the trap. To disable the trap, a rogue must deli-cately scratch out the script without openingthe visor. Failure sets the trap off.

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

Page 104: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 104/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

Variations: Substituting other spells for  blas- phemy may create more and less fatal versionsof the Screaming Armor trap. Shatter, shout, sound burst, and wail of the banshee are alleffective alternates. Adjust the traps CR andconstruction requirements accordingly (seeTraps and Treachery  page 65). This trap mayalso be modified to protect a safe, chest, or 

other closed object.

StripTrap Type: Teleport TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: HindranceAttack Bonus: No attack roll necessaryDamage: None

Save: Will save (DC 17) resistsSearch DC: 32Disable Device DC: 32Challenge Rating: 7Construction Time/Cost: 7 days; 3,500 gp;140 XP

The spell trigger for this trap casts vanish,causing one of the items carried by the charac-ter to teleport to a secure location elsewhere.There is a 1% chance that the item is simplydestroyed. The trap targets the heaviest itemcarried, so for most characters this means say-

ing goodbye to their armor.

 Note that a backpack or other container countsas a separate object. If the backpack weighsmore than any of its contents, the backpack vanishes, spilling everything it was holding.

The only way to avoid the trigger is not to touchthe 10 ft. by 10 ft. section of floor in which the patterns are contained. The design that makes upthe trigger is rather hard to spot, looking muchlike those of other locations.

This trap is easy to use in well-trafficked areas.Inhabitants merely need to carry a heavy objectwhen moving through the area. This is also a potential way for characters to confound thetrap, particularly if they find a storage area withthe heavy stones used for this purpose.

The Deadly GroveTrap Type: Injury and Monster TrapConstruction Type: Complex mechanical

Activation Type: ExtendedTrigger: Local; switchMechanism: Spring, counterweight, gear (for trapdoors)Effect: Ensnarement, injuryAttack Bonus: +8 rangedDamage: 2d6 plus poisonSave: Fortitude save (DC 18) resists poisonSearch DC: 30Disable Device DC: 25Challenge Rating: 7Construction Time/Cost: 7 weeks; 7,000 gp

The Deadly Grove is a trap that utilizes a lushgrove of beautiful plantlife, poisoned needles,and assassin vines to place characters in a potentially deadly situation.

Placed in deep underground passages or in pri-vately enclosed courtyards, this trap is set with-in a flourishing grove. The trap is activatedwhen a character breaks a tripwire that iscarefully hidden along a path within the

!

Page 105: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 105/178

grove. Breaking the tripwire causes all of theexit doorways to automatically lock. A suc-cessful Open Locks check (DC 22) is requiredto open one of these locked doors.

 Next, a spring-loaded mechanism fires a hail of needles into the area where the tripwire was broken. The needles have a ranged attack mod-

ifier of +8 and are coated with giant wasp poi-son (DMG 80), which may damage theDexterity score of a character struck by the nee-dles. Anyone in the area is hit by 1d4 needles.

In addition, 1d6 caged assassin vines arereleased when the tripwire is broken. Thesevines are spread about the grove, but there isalways one within attack range of the tripwire.

Due to the foliage and overgrowth of the grove,a rogue may have a difficult time spotting thetripwire along the path. If the trap has beenactivated within two days of the charactersarrival, a successful Alchemy check (DC 28)allows a character to smell the pungent residueof the giant wasp poison, alerting the character to the potential danger. To disarm the trap, arogue need only avoid the tripwire, or careful-ly snip and secure the tripwire. On a criticalfailure, the rogue activates the trap as normal.

Popular variations on this trap include placingsecondary traps on the locked doors or placingillusions of false exit doors in the grove to lead

characters further into the assassin vines lairs.

Crystal Case TrapTrap Type: Item TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; movementMechanism: Pressure, gear Effect: Identification, injuryAttack Bonus: No attack roll necessaryDamage: PoisonSave: Fortitude save (DC 15) resists

Search DC: 31Disable Device DC: 26Challenge Rating: 8Construction Time/Cost: 8 weeks; 8,000 gp

Collectors often have the desire to put icons of their wealth or other treasures on display for allto see. At the same time, there is a need to keep

these items secure. The Crystal Case trapconsists of a container made of glass that is

fixed to a pedestal and set against a wall. Thecover is intricately chambered, with disks andlines whirled through the material. The sidesare much simpler, and the front features an ironlock. From the design, it is clear one can openthe lock, then pull off the top to get at the casescontents.

As it turns out, however, this is not the case.The panels of the case are double paned andcontain a pressurized vial of numbwrack acid.There is no key for the lock, so it requires asuccessful Open Lock check (DC 20) to bypass. Once picked, the cover jerks up due tothe pressure and the acid sprays out, hittinganybody within 10 feet that fails a Reflex save(DC 15). The pressure loss also activates analarm, indicating specifically that someone hasopened the case.

It is assumed that the person picking the lock can at least jerk aside sufficiently to only getone dose. If for some reason the person isunable to move from in front of the chest, shetakes five doses (roll and handle each separate-ly and consecutively) and blocks those behindher from being sprayed.

The proper way to open the chest is actually bycarefully unscrewing one of the disks on thecover. The threadwork is difficult to spot, as arethe grooves that allow one to insert a fingernailto get the disk turning. The walls of this open-

ing are solid, so no acid is released. The con-tents of the case can then simply be plucked outthrough the large hole.

The material itself is hardness 2 (hardenedglass), with 1 hp for the exterior and another 1hp for the interior. That is, 3 hp of damage willonly break the outside layer, but 4 hp of dam-age in a single blow shatters right through. Ineither case, anyone within 5 feet of the chestgets a dose of acid sprayed in her direction. Theattacker, if in range, gets a double dose (maketwo rolls, consider each dosage separately and

consecutively). The chest is AC 5.

However, the lid has no acid within it, a factthat may be apparent with close examination. Acharacter must make a successful attack againstAC 10 to hit the lid, and missing by 5 or lessresults in another part of the case being dam-aged, probably spraying acid on the offendingcharacter.

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

"

Page 106: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 106/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

A crystal chest trap is difficult to notice. A thief may detect residue from cleaning, as well asnote the holes near the bottom of the case. Acharacter looking specifically at the lid or look-ing for other ways to get into the chest is enti-tled to a second Search check. A successreveals the threaded disk in the lid. A success-

ful Disable Device check (DC 25) does like-wise, after determining that the lock only func-tions to release the lid.

This is specifically a one-use trap. The reser-voir of acid in the pedestal uses a piston weightto provide pressure. This weight must be lifted,the reservoir filled, and then slowly let down tofill the base of the chest. While the level is evenwith the top of the chest, the lid is placed back on and locked. The weight is then released tofully pressurize the system. Between the sprayof the trap and spillage while resetting it,

cleanup is significant. Intruders may happenacross cleaning equipment and neutralizingagents elsewhere.

Due to the difficulties of the mechanismsreset, a crystal chest trap requires skilled staff to operate and maintain. It is too elaborate to bemaintained by undead, magic, or automatedsystems. Temples, treasure rooms, or main-tained tombs can make good use of the trap.Other poisons that flow well (such as mouthing

eyes poison) can be substituted for the numb-wrack. The design can also be adapted to doors,windows, and other objects.

 Drop and SliceTrap Type: Blade Trap

Construction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switch, trapdoor Mechanism: Counterweight, gears, gravityEffect: Ensnarement, hindrance, injuryAttack Bonus: +15 melee, +15 grappleDamage: 4d6Save: NoneSearch DC: 27Disable Device DC: 27Challenge Rating: 8Construction Time/Cost: 8 weeks; 8,000 gp

Sometimes crippling trespassers is more effec-tive than simply killing them. The Drop andSlice consists of a trapdoor and a blade mecha-nism. The space below the trapdoor is only afoot and a half deep, so it causes no fallingdamage. However, the blade swings throughthis space, ideally hitting the knees or thighs of a target.

This is treated as an attack. If the charac-ter is hit, she takes 4d6 points of damage

#

Page 107: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 107/178

and is considered lame until the damage is fullyhealed. In addition, her leg is stuck, pinned bythe blade. A successful Escape Artist check (DC 20) is necessary to free her from the mech-anism. Characters may aid this action.

It is a little tricky to spot the panel that makesup the trap if the designers have been careful to

use the right materials. Still, wear and tear can bring out subtle differences between the paneland the rest of the floor.

The panel is balanced so that a small amount of force keeps it shut. The amount is enough so acat or a small object can rest on the panel withno effect. If the panel was balanced precisely,floor vibration and other factors could cause the panel to move slightly, betraying its presence.

Stepping on the panel causes it to swing down,also releasing a counterweight in the floor thatdrives the blade. A spring would allow the blades to fly with more immediate speed, but itis difficult to make springs capable of holdingtension for long periods of time. Although thecounterweight is not optimal due to its lesser tension, and therefore damaging capability, it isreliable and can be used long term with little or no maintenance.

Popular in conventional security for mansesand other buildings, the Drop and Slice pro-vides a deadly protection. Regular patrols aug-

ment its usefulness, as snared trespassers havelimited time to get free and escape. The traphas to be reset after each use, making it of morelimited utility in tombs and other unpopulatedsettings.

 Drowning MaidenTrap Type: Ensnaring Water TrapConstruction Type: MagicActivation Type: ExtendedTrigger: MagicMechanism: Magic

Effect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: DrowningSave: Will save (DC 19) to resistSearch DC: 33Disable Device DC: 33Challenge Rating: 8Construction Time/Cost: 1 day; 650 gp; 26

XP

The Drowning Maiden is a trap that combinesa magic trigger and a sturdy, water-filled statueto punish the curious or greedy.

Typically placed in a hall or mausoleum filledwith stone sarcophagi, the Drowning Maidenappears as a 6-foot-tall, ornate stone sarcopha-gi. The stonework is finely crafted, and is

carved to resemble the visage of a beautifulyoung woman in flowing robes, her face smil-ing peacefully. This woman is different for every creator, as some use images of pastlovers, family members, or perhaps the cre-ators idea of the perfect female. Many creators place treasures in nearby caskets to lure victimsto the Drowning Maiden more easily byexploiting a characters greed.

Any character who touches the maiden mustmake a successful Will save (DC 19) or beinstantly teleported without error to the insideof the maidens casket. Unfortunately for thetrapped character, the Drowning Maidens cas-ket design does not allow it to be opened aswould a normal casket.

A character that is teleported into the maiden issubject to drowning, as described in the corerules (DMG 85). If the trapped character is ableto breathe in water through the use of pre-castspells, abilities, magic items, etc., she is stilltrapped within the maidens casket. The casketis considered to have a hardness of 8, 90 hp,

and a break DC of 35. Popular variations onthis trap include the use of iron caskets insteadof stone, poisons mixed within the water, or caskets filled with other suffocating materials(such as sand or dirt). There are rumors of themad trapsmith Perivax placing ooze creatureswithin the maidens casket.

Due to this traps magical trigger, it is unusual-ly difficult to notice at a casual glance. Also, because of the nature of the trap, rogues whocarefully move closer to the Drowning Maidento investigate may accidentally fall victim to

the trap themselves. A rogue may notice suchclues as the maidens false opening crease, thefact that no visible traces of the caskets abilityto open are present, or a slight condensation on parts of the casket. Apart from dispelling thetraps magic, the only method for disarmingthis trap is to simply avoid it.

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

$

Page 108: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 108/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

Falling WallTrap Type: Hinged WallConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: Gravity, springEffect: InjuryAttack Bonus: No attack roll necessaryDamage: 8d6 plus fallSave: Reflex save (DC 24) to avoidSearch DC: 30Disable Device DC: 26Challenge Rating: 8Construction Time/Cost: 8 weeks; 8,000 gp

This trap is usually set at a point where climb-ing seems necessary. For example, a corridor could end at the base of a vertical shaft, and 60

ft. up another passage is visible. To add to thetemptation, a rope or ladder might be seen atthe top; all someone has to do is climb up andthen lower the rope for the rest of the party. Tomake matters even simpler, the wall is rough-hewn, with ample footholds and handholds.The climb should be trivial for any moderatelyskilled rogue.

When the climber begins her ascent, things goquite smoothly for a while. At some point, usu-

ally two-thirds of the way up the wall, the char-acter will hit a trigger point. (There are many of them scattered around the upper third of thewall; any climber will hit one unless she hasexplicitly taken steps to avoid it. Even then it isdifficult, as detailed below.) When a trigger istouched, there is an ominous click, a sudden

slight vibration, and then, the surface the char-acter is climbing peels away from the wall, flip- ping downwards to crush the climber and any of her companions who might be in the way.

The climber must make a Reflex save (DC 24)in order to leap away from the wall; characterson the ground gain a +4 bonus to their save. If the climber successfully leaps away from thewall, she is still airborne and may make aTumble check as if she had fallen from her cur-rent height to attempt to minimize damage. If she fails the Reflex save, she suffers 8d6 points

of damage from being crushed as well as for the fall.

This trap is very hard to detect, as the trigger mechanism is far from the ground and wellconcealed. Possible clues could include oddconstruction or markings at the base of the wallor a suspiciously high ceiling in front of thewall (allowing the wall to fall forwardunimpeded). Odd pits or scratches on thefloor from previous triggerings of this

%

Page 109: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 109/178

trap might also tip off the truly cautious.

Once the nature of the trap is known, a charac-ter may attempt to climb it safely. Doing sorequires moving at one-half normal climbingspeed, and a Search check (DC 21) must bemade each round to avoid accidentally trigger-

ing the trap. Alternatively, once the mechanismis known, the characters may attempt to block or jam the hinge at the base; this is not overlydifficult, but a failure of any sort during theattempt will bring the wall falling down.

Frodericks VanishingLevitators 

Trap Type: Magical Hindrance Chamber Construction Type: MagicActivation Type: Extended

Trigger: Local; magicMechanism: MagicEffect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: Will save (see text)Search DC: 30Disable Device DC: 30Challenge Rating: 8

Construction Time/Cost: 4 days; 3,600 gp;148 XP

This chamber, found originally in one of hismany false tombs, is one product of the arch-mages questionable mind. Constructed as alarge chamber with a high domed ceiling, thistrap is a hindrance but is hardly deadly. Toattract attention away from the real trap, thereis a broad stripe of black painted around the

room about eye level for a human. On the stripeare various arcane symbols that have no mean-ing at all. Down the center of the room on thefloor, etched into the molding between thefloorstones, is a thin line of faint symbols thattriggers the trap when it is crossed. A perma-nent nondetection spell (DC 29 to overcomewith divination spells) combined with the sig-ils minute size makes searching for the trapvery difficult.

When activated, all creatures in the room arehit with a hold person spell (Will save DC 19

negates). The next round, any held creaturesare targeted by a special levitate spell thataffects unwilling creatures (Will save DC 19negates). Those affected by the levitate rise 20ft. toward the dome, the center of which is 30ft. high, where they are immediately subjectedto invisibility (Will save DC 18 negates). Theresult of these two rounds of spell effects couldvery well be a number of paralyzed trespassersfloating invisibly against the ceiling. Treat allspell effects as if cast by an 18th-level wizard.

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

&

Page 110: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 110/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

Disabling the trap is as hard as finding it. Thetiny magical sigils must be filled in with someappropriate material, but the rogue doing thework must be sure not to let any part of his per-son or his tools cross the line while working.Also, missing even a portion of a single sigilleaves the trigger active.

Kalis Kiss Trap Type: Grab and ImpaleConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local, switchMechanism: SpringEffect: Ensnarement, alarm, injuryAttack Bonus: +10 melee (grapple), +15melee (spears)Damage: 8d6Save: Reflex save (DC 24) to avoid

Search DC: 26Disable Device DC: 25Challenge Rating: 8Construction Time/Cost: 9 weeks; 9,000 gp

This trap is called Kalis Kiss after the goddesswhose worshippers first constructed it; the fol-lowers of other multi-limbed deities have sinceembraced the design. Drow, in particular,employ this trap, calling it Mothers LovingEmbrace.

The trap consists of a large statue of a god or 

goddess (or possibly a monster) whose mostobvious distinguishing factor is that it is pos-sessed of a great number of limbs. These limbswill be set back on the statue and usuallyarranged in a pose of religious significance.

The trap is often set in a chapel, sanctuary, or other room where a large, ornate statue of amulti-limbed deity is not instantly suspect. Thelap of the statue is piled high with gems, gold,or other tempting goodies, but they are placed back far enough that they cannot easily bereached without clambering onto the statue.

Sometimes, gems or other precious items areset into the chest of the statue, or a valuablenecklace is hung around the statues neck. Thekey in all cases is to cause a thief to put pres-sure on the lap area of the statue; when this isdone, the trap swings into action.

In temples run by somewhat benign cults, or cults who want live prisoners for some nefari-ous ritual, the statue acts merely to imprison.

'

Page 111: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 111/178

Upon triggering, the arms sweep forward andaround, attempting to grab hold of the thief. AReflex save (DC 24) allows the victim to getout of the way safely. Failing that, the armsgrapple the intruder and hold the victim with aneffective Strength of 30. The statue counts as aLarge creature for purposes of further grapple

checks.

In less benevolent cults, a second aspect of thetrap activates as soon as the arms are closed.Spears thrust out through the chest of the stat-ue (sometimes up from the base, depending onthe design limitations of the statue, but theeffect is the same), impaling the held victim. Insome rare cases poison is added to the spear tips as an extra deadly precaution.

In addition, the rapid motion of the arms usual-ly sets off a series of bells built into the body,

alerting anyone in the vicinity.

Detecting this trap is somewhat difficult. Thehingework on the arms is well hidden, and thetrigger does not respond to light or gentle prod-ding; some considerable weight is needed to setit off. Some possible clues include faint tracesof dried blood on the base of the statue, or indi-

cations of holes where the spears come out.One arm might not be reset properly and atrace of the mechanism could be visible.

The bait is placed so that it is very hard to reachwithout triggering the trap; any attempt to do sowithout mage hand or similar telekinetic mag-ics likely fails. Disarming the trap usuallyinvolves getting behind the statue to damagethe mechanism; if the statue is snug against awall, this might be difficult.

Power Saw Corridor  Trap Type: Spinning Blades TrapConstruction Type: Complex mechanical,magicActivation Type: ExtendedTrigger: Local; magicMechanism: Gravity, gearsEffect: InjuryAttack Bonus: No attack roll necessaryDamage: 8d6Save: Reflex save (DC 16) avoids

Search DC: 25Disable Device DC: 31Challenge Rating: 8Construction Time/Cost: 9 weeks; 14,500 gp;260 XP

This trap is a bit tricky to disguise, so it is oftenset in a long series of corridors with similar, butharmless, grooves cut into the walls and ceil-ing. Every 10 feet, a set of thin grooves appearson one of the corridors walls, the ceiling, or 

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

Page 112: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 112/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

the floor. Four out of five of the sections con-tain blades that shoot out into the corridor, rip- ping anything in their path to shreds. The fifthsection is a harmless decoy. This pattern isrepeated over and over again. Ideally, tres- passers will soon lose interest in the pattern before they reach an actual trap.

At the heart of this trap is an engine powered by a reverse gravity spell. Variations of thistype of engine can be found in a wide variety of traps or devices. The trigger is located in the blank space in the middle of the trap. Onceactivated, the reverse gravity is cast in thechamber immediately below. This has noimmediate impact on the characters.

However, a series of weighted wheels arearranged around this chamber. Half within thereverse gravity and half outside, they beginspinning with increasing speed. This motion powers a series of circular saws arranged onarmatures within the floor, five banks of themin each direction and another set immediatelyabove the center.

As it takes time for the wheels to spin up, power is directed in a pattern. The energy isfirst transferred to the outer 10-ft. bank of  blades on either side. They pop up on the firstround, preventing characters from running outof the affected area. On the second round, power is directed to the blades immediately

above the center. On the third round and subse-quent rounds, blades are sent power from theoutside in, one bank on each side activating per round.

By the sixth round, the entire corridor is filledwith churning steel, and characters are almostcertainly doomed. Note that the save applies if the blades start coming up on a square that isoccupied by a character. A failed save indicatesthat the character takes 8d6 damage per round.After 13 rounds, the spell ends and the bladesslow down, withdrawing back into the floor (or 

ceiling).

There are several ways to escape this trap. The best method is to cast dispel magic on the trig-ger. The spells caster level is 13, so the DC for the dispel check is 24. This may be cast at any point during the process. Once dispelled, themachinery winds down normally. An antimag-ic field can negate the top portion of the reverse gravity, but this only slows down the machin-

ery slightly, granting characters within the fielda +4 bonus to their saving throws.

A  stone shape or other spell that manages toopen up the floor in the middle allows up tofive characters to escape into the pit below. Thecharacters will be stuck floating at the top of the column of reversed gravity, but will not be

touched by the blades above. Once the effectends, they will drop 60 feet (taking 6d6 pointsof damage if they do not manage to avoid thefall). Escape is then simply a matter of climb-ing up and continuing on.

The floor is AC 5, hardness 8, hp 75. It is pos-sible to break through it, but this is quite diffi-cult if the blades have already popped out. Inaddition, a natural 1 rolled while attemptingthis requires the usual Reflex save to avoiddamage. This is assuming the target is the mid-dle section of floor. The other sections are agood two feet of solid stone (hp 360).

The blades are AC 10, hardness 8, hp 30 each.There are four blades in each section, and eachis tilted slightly to make it nearly impossible towiggle through. The tilt of each sections blades is reversed, from one section to the next.This way anyone managing to crawl through agap would be crawling into the close-set bladesof the next section. Characters on the outer edges of the trap can escape it as normal.

All of the floor blades spin away from the cen-ter; the center blades spin in an arbitrary direc-tion. The body of the blade is not a solid piece.It is possible that, with a bit of luck and skill, a piece of metal can be placed into it, causing a jam when the metal is spun into the floor. It iseasiest to attempt this maneuver with the blades at the ends.

Sabotaging the machine in this way requires aDisable Device check (DC 21). Success meansthe blade is blocked and breaks as its gearsshear loose. Note that only one blade is taken

out by such a maneuver. A failure requires theusual Reflex save to avoid 8d6 points of dam-age (as the character is yanked toward the spin-ning blade).

The Power Saw Corridor is formidable, andquite deadly for lone trespassers or those lack-ing magic. It is designed to kill anyone whotraverses the corridor. Inhabited buildingsmust have alternate routes built in, if the

Page 113: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 113/178

corridor actually goes somewhere important.An alternative is to limit access to characterswith an antimagic field upon them. There mayalso be medallions or other trigger keys that prevent the trap from initiating.

The reverse gravity removes the need for areset or external power, though the mecha-

nisms do require periodic maintenance.Enterprising designers may link the engine toother traps, which in turn reset the counter-weights and springs.

The engine also demonstrates a mechanismused in some gnomish and dwarvish settle-ments.  Reverse gravity can power hammers,conveyers, and other devices. Power is trans-ferred through belts or wires. Particularly largesettlements can use alchemically treated bear-ings and store energy in flywheels. In this way, power can be metered out at a steady rate, withoccasional reverse gravity refilling these reser-voirs of energy. The same system can also befed from water and steam wheels.

Roller Pit Trap Type: Crushing Roller TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; trapdoor, switchMechanism: Gravity, gear, counterweightEffect: Injury, ensnarement

Attack Bonus: No attack roll necessaryDamage: See textSave: Reflex save (DC 20) avoidsSearch DC: 24Disable Device DC: 30Challenge Rating: 8Construction Time/Cost: 8 weeks; 8,000 gp

The roller pit uses a bi-fold trapdoor as a trig-ger to release counterweights on a pair of cylin-drical stone rollers built into the walls of a 10-ft. square pit. Any unlucky creature falling intothe pit is likely to be forced through the narrow

gap between the slowly rotating cylinders.

This deadly and expensive trap is built in highsecurity areas such as treasuries and noble safehouses where security personnel can maintainit. Creatures failing their Reflex save (DC 20)are dropped 40 feet through the trapdoors ontothe stone cylinders (4d6 points of damage). Theopposing cylinders are set horizontally into thewalls where they rotate slowly inward toward a

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

Page 114: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 114/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

four-inch gap that separates them. A creaturemust make a Reflex save (DC 24) each roundor be pulled into, and possibly through, the nar-row gap. The damage from the rollers is basedon the height or length of the creature beingcrushed, whichever dimension is greatest. Thecylinders rotate creatures through at a rate of three feet per round and cause 2d6 points of 

damage for each foot of a creatures height or length, rounded up. Thus, a 6 4 tall manwould suffer 6d6 points of crushing damageeach round for two rounds and 2d6 points in thethird round as he was forced through therollers.

Creatures caught in the rollers can make aStrength or Disable Device check (DC 30) tostop the rollers each round. The cylinders rotatefor 1d6+6 rounds before losing momentum.Creatures that are forced through the rollersdrop an additional 20 feet (2d6 points of dam-age) into a chamber where they can be takeninto custody by security patrols. An adjacentchamber houses a mechanism that allows thecounter-weight to be reset and requires threefull rounds and a Strength check (DC 18) towinch the weights back into place.

The CR listed for this trap is only awarded if 

one or more creatures fall into the pit.Experience for encountering the pit withoutfalling through to the rollers should be reward-ed as if it were a 60-ft. deep pit (CR 3).

A clever rogue will notice the trapdoor with asuccessful Search check and can wedge thehatch shut in a similar manner to any other pit.

Disabling the rollers requires a bit more skill(Disable Device check DC 30) to jam or wedgein place.

The Acidic PathTrap Type: Acid Pit TrapConstruction Type: Simple mechanicalActivation Type: InstantTrigger: Local; trapdoorsMechanism: Gravity; pressureEffect: Ensnarement; injury

Attack Bonus: No attack roll necessaryDamage: AcidSave: Reflex save (DC 15) avoidsSearch DC: 21Disable Device DC: 24Challenge Rating: 8Construction Time/Cost: 8 weeks; 10,000 gp

The Acidic Path is a simple trap that uses a

!

Page 115: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 115/178

series of trapdoors and a long pool of acid to punish slow-footed characters.

Primarily placed in a dungeon complex or alarge stronghold, this trap appears to be nothingmore than a normal hallway to the naked eye.The floor of the hall is always constructed froma study stone and always bears a checkerboard

 pattern. This allows henchmen and other ser-vants to safely learn the true path and avoidactivating the trap.

If a character steps onto one of the trappedfloor tiles, the tile will act as a trapdoor andimmediately collapse, dropping the character 20 feet into a pool of acid that is 6 feet deep andis the exact size and shape of the hallwayabove. A successful Reflex save (DC 15)allows a character to avoid the trapdoor, but indoing so she must move off of the trapped floor tile. When she does this, she may step ontoanother trapped tile and must make another successful Reflex save at a 1 penalty for everyconsecutive Reflex saving throw she makes asshe jumps quickly from one tile to the next.

To prevent characters from taking their time inthe hallway searching for the safe squares, thedesigner placed an auxiliary mechanism into thetraps design. While many of the tiles open uponcontact, all of the tiles in the hallway are trapped.If more than 20 lb. rests on an individual squarefor more than 1 round after the first trapped tile

is triggered, the tile falls into the acid, thus forc-ing a character on the square to make a success-ful Reflex save or fall into the acid.

While trapped within the acid, a character suf-fers from acid exposure damage for each roundshe remains trapped within. See the core rules(DMG 88) for full details on acid damage andthe effects of acid immersion. Any spellcasterstrapped within the acid who attempt to cast aspell must make a successful Concentrationcheck (DC 15 + damage taken in the round) or  be unable to cast spells of any kind.

Characters who survive the initial acid damagemay attempt to climb out of the acid pool; asuccessful Climb check (DC 20) is needed toscale the smooth stone surface.

An observant rogue, on a successful Searchcheck, may notice the slightly larger grooves between the trapped floor tiles or possibly smell

the scent of the acid from the pool below.

The AvalancheTrap Type: Falling Boulder Pit TrapConstruction Type: Simple mechanicalActivation Type: ExtendedTrigger: Local; tripwire, switchMechanism: Gravity

Effect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 8d6 (rocks) and 4d6 (fall)Save: Reflex save (DC 20) avoidsSearch DC: 26Disable Device DC: 31Challenge Rating: 8Construction Time/Cost: 9 weeks; 9,000 gp

The Avalanche is a trap that consists of twosteps; a series of falling rocks followed by thetripping of a pit trap in an attempt to bury tres- passers alive.

This trap is always placed within a largestronghold or dungeon complex. The amountof necessary space and materials required for this traps construction demands that the area be larger than that found within an averagestronghold or complex.

This trap is activated when a character breaks asimple tripwire mechanism placed across astone passageway. When the tripwire is broken,a series of simple yet sturdy latches activates torelease the trapdoor chutes that are placed par-allel on each side of the tripwire. With thechutes opened, two sets of large rocks arereleased filling a 10-ft. area around the tripwire.

The falling rocks follow the rules for landslidesin the core rulebooks (DMG 85), including the presence of two danger zones. The first is the bury zone, which is the area 5 feet from thetripwire itself. A character in this area mustmake a successful Reflex save (DC 20) or suf-fer 8d6 points of damage and be considered pinned. A pinned character must make a suc-

cessful Strength check (DC 22) or EscapeArtist check (DC 22) to escape from the rocks.The second area is the slide zone, which is thearea located 10 feet from the tripwire. A char-acter in this area must make a successful Reflexsave (DC 15) or suffer 3d6 points of damage.

The second step of this trap is the weight sensi-tive, 10-ft.-wide trapdoor that is placed under the tripwire area (which is 10 ft. wide itself).The trapdoor runs the full width of the passage,

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

"

Page 116: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 116/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

as there is no ledge or recess on which a char-acter can cling. Characters pinned within the bury zone receive no saving throw to avoid the20-ft.-deep pitfall, while characters within theslide zone must make a successful Reflex save(DC 15) or fall into the pit as well. Charactersthat fall into the pit with the fallen rocks suffer an additional 4d6 points of damage (2d6 for the

fall and 2d6 for the falling rocks). As before, pinned characters must make the necessarychecks to free themselves.

An observant rogue may notice the tripwire inthe passage or hear the faint sounds of the occa-sional shifting rock within the chutes. Thechutes are 10 ft. wide and are placed towardsthe upper side of the walls, closer to the ceiling.By doing so, the difficulty to detect this trap isincreased as well as making the trap moredeadly.

The Sticky SlapTrap Type: Catapult TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: SpringEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 4d6Save: Reflex save (DC 25) avoidsSearch DC: 27

Disable Device DC: 27Challenge Rating: 8Construction Time/Cost: 8 weeks; 56,200 gp

For those with deep pockets, few traps are asnasty or utterly binding as the Sticky Slap. Dueto its eccentric nature and immense expense,this trap is extremely rare, if not unique.Institutions such as governments and militaryorganizations favor more cost-effective defens-es, while the Sticky Slap is the sort of trap moreappealing to a wealthy, high-powered individ-ual who expects to use it infrequently at best.

The Sticky Slap consists of two primary com- ponents: the launch pad and the ceiling-mount-ed glue disks. The launch pad is a 10 ft. by 10ft. wooden platform which in all respectsmatches the surrounding flooring (this trap isfor obvious reasons typically placed in a corri-dor or room with wooden floors). This platformis actually the business end of a vertical cata- pult array concealed beneath the floor. When

the platform is trod upon an internal pressure plate is triggered, and the catapult hurls the platform up at great speed until it hits the stoneceiling. Those on the platform take damagewhen they hit the ceiling, but their fun is just beginning.

Mounted on the ceiling where the platform

strikes are 16 delicate glass vials, typically painted to match the rest of the ceiling. Eachvial is four inches in diameter and a quarter inch thick, and each is filled with  sovereign glue. Less expensive versions of the trap usetanglefoot bags, even though these provide amuch shorter duration. These vials providecoverage to the entire area impacted by the platform. The vials shatter when struck,spilling their contents on everyone and every-thing pinned to the platform. The platform con-tinues to pin its victims to the ceiling untilcranked back down, which requires access tothe winch room on the level or floor immedi-ately below (where the catapult machinery islocated).

Victims making a successful Escape Artistcheck (DC 25) manage to writhe out of thetrap, drop to the floor and strip their soakedarmor and clothes off before the glue sets. Lessfortunate victims find themselves glued towhatever they are wearing, the ceiling, and the platform.

Until liberal doses of  universal solvent  areapplied, the platform cannot be lowered with-out ripping the skin off its victims. (The own-ers of this fiendish trap seldom apply the sol-vent before lowering the platform, to the dis-may of those caught in it.) Fortunately, a sup- ply of the rare universal solvent  is almostalways secreted somewhere around a StickySlap trap (usually in a guardroom or with thewinch).

Detecting the trap is rather difficult due to itsexpensive components; special care is made in

concealing its presence from trespassers. Thevials on the ceiling are the closest things to atip-off, but their significance is often veiled bythe presence of look-alike disks on the rest of the ceiling, made to look like decorations.

Disarming the trap is difficult as wellavoid-ing the platform or setting it off remotely arethe easiest ways to disable it. The winchroom below gives ready access to the cat-

#

Page 117: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 117/178

apult mechanism and the pressure plate, butthis room is seldom accessible to those whohave not yet encountered the trap.

Setting off the trap seldom ruptures all of thevials. 1d4 intact vials may be recovered byapplying universal solvent  to their upper regions. Each vial contains three ounces of  sov-

ereign glue and an ounce of oil of slipperiness.

Warded ReposeTrap Type: Imprisonment TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: Ensnarement, hindranceAttack Bonus: No attack roll necessaryDamage: None

Save: Will save (DC 17) negates (see below)Search DC: 33Disable Device DC: 33Challenge Rating: 8Construction Time/Cost: 9 days; 9,000 gp;160 XP

The version of Warded Repose presented here isa potent trap, meant for those clever enough toevade other less significant (and cheaper) traps.A common one-use variation can be smuggledinto the room of important people, where thetrap is likely to spring on the desired target.

Warded repose casts binding when triggered, inthe form of bound slumber. The trigger is basedon touch. If the target fails a Will save she is placed in a comatose sleep for 15 months. Inaddition, the character is bound by restraintsthat generate antipathy against anyone whoapproaches. Uttering a code word and pointingto the bound character dismisses the binding,though such words are usually jealously guard-ed by the trapmaker.

The trap works against any beings of up to 9

HD, whether creatures or people. If below 7HD, the target does not get a saving throw. AWarded Repose trap normally has 50 charges.

The delicate filigree that makes up the physicalshape of the trap is easy to miss, but it is unmis-takable once spotted. Fine wires of silver andgold are embedded into the floor, dotted withtiny shards of opal. Prying up specific juncturesigils disarms the spell.

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

$

Page 118: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 118/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

Avert the Unwanted HandTrap Type: Avoidance TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: Magic

Effect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: Will save (DC 18) partialSearch DC: 34Disable Device DC: 34Challenge Rating: 9Construction Time/Cost: 5 days; 4,500 gp;180 XP

A potent guard against theft, this trap is also agood way to prevent intruders from using certaindoors or operating switches. It compels a char-

acter to go away, but otherwise poses no directdanger. The trap is often used by wizards guildsto protect valuable libraries. It is also found pro-tecting the holy sites of powerful druids.

The trap casts antipathy upon either the area or object it is on. The design of this spell trapallows some leeway as to what type of creatureis averted. A range of possible targets can beset up, whether by alignment or race. When oneof those types triggers the trap, the antipathy iscast against it. The spell lasts 30 hours, and willnot be triggered again by the targeted creaturetype while the duration continues. However,the creator can set the trap up to be triggered bymultiple creature types. It could trigger first for humans, then hobgoblins, and then halflings.Each effect is considered separately.

The trap can detect alignment. Like race, it can potentially trigger on multiple alignments. For racial types, it relies on darkvision to determineappropriate appearance. It is not intelligent, soeven an average Disguise skill check will foolit. An invisible character does not activate the

trap, regardless of the trigger used.

The targets are chosen based on why the trapwas set up. Druids may specify alignments or arange of unfriendly races. Wizards set up wardsagainst most of the major races, particularlyhumans, halflings, and half-elves, the racesmost likely to be rogues. The biggest drawback to this expensive spell trap is that it can trigger multiple times, quickly running through its 50charges. It is best placed beyond other traps, so

its power is rarely needed.

This trap is likely to be featured in stories aboutan area or item. Tales of characters runningfrom dark groves or arcane labyrinths can pro-vide a clue. A scholar or mage can provide anidea of what spells might be involved, provid-ed he has heard the stories. In any case, the

traceries of lines and spots that make up thisspell are quite difficult to make out. The trap isa substantial challenge for even the mostresourceful rogues. A drop of molten lead andsome careful chisel work can, if applied justright, disable it.

Hand It Over  Trap Type: Item TrapConstruction Type: MagicActivation Type: Instant

Trigger: Local; magicMechanism: MagicEffect: HindranceAttack Bonus: No attack roll necessaryDamage: NoneSave: NoneSearch DC: 34Disable Device DC: 34Challenge Rating: 9Construction Time/Cost: 5 days; 4,500 gp;180 XP

A nasty little item curse, this trap has been used

on a number of holy relics and artifacts. Askilled mage may be able to remove the curse,assuming she is not affected by it. It will takesome skilled work to function around the trapseffects, or endurance to last through all 50charges. The nature of the traps magic func-tions much like truly cursed items, making itdifficult for a character to get rid of the item.The way it achieves this, however, is rather convoluted.

The trap has a complex trigger that relies on aform of  sympathy. It can tailor this effect to

specific targets. When in someones posses-sion, either held or within 10 feet, it will seek out a powerful character within view of the possessor. It is not always accurate in theseestimations, but once a creature or person of roughly 9 HD or more is sensed, it locks ontothat creatures racial type and activates.

The effect is to cause complete chaos. A possessor of the item guards it jealously,

%

Page 119: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 119/178

while potentially lethal opponents feel theoverwhelming desire to steal it away. Each trig-gered effect lasts up to 34 hours, and there are50 charges.

The trigger is somewhat clever, and has a lim-ited form of telepathy. It activates whenever the possessor of the object attempts to get rid of it.

The trap does not target friends and direct asso-ciates of the possessor, unless it detects clear signs of animosity. If there are suspicionsvoiced around it, it may go quiet for days or weeks at a time. It may bide its time if the pos-sessor is preparing to appear before a king or other powerful character, and tries to make sureit is brought along.

The spell trap may have a specific type or alignment that it will regard as safe. When theitem is in the possession of a proper owner, itremains quiet.

This trap is typically worked into a magicalartifact. It is difficult to even notice that magicis at play, since the desire to keep or procure theitem is fairly normal. Over time, however,characters involved may slowly realize thatevents are not normal.

The subtle nature of the trap, and its presenceon a magical item, is unlikely to draw attention.Once alerted, it is still quite hard to pick out themagical symbols and patterns of the trap from

those of the item itself. An infusion of amber,mercury, and delicate tapping with a silver pick is necessary to disable the trap. Destroying or disenchanting the item successfully destroysthe trap as well. These attempts are complicat-ed by the magic of the trap itself, however.

Tomb of IceTrap Type: Freezing Water TrapConstruction Type: Simple mechanical,magicActivation Type: Extended

Trigger: Local; trapdoor, magicMechanism: Gravity, magicEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 9d6 plus 1d6 subdual per roundSave: Reflex save (DC 22) partialSearch DC: 30Disable Device DC: 30

Challenge Rating: 9Construction Time/Cost: 1 day; 450 gp; 18 XP.

The Tomb of Ice is a trap used to torture slow-footed adventurers who find themselves inareas where they should not tread. By using awell-hidden pit of water and a series of spells,this trap freezes its victims before they canmuster a scream for help.

In almost every case, this trap is designed for 

outdoor use, found within arctic or snow cov-ered regions, and usually in or around the builders lair. In some cases the builder modi-fies this trap for placement within strongholdsor dungeon complexes, but these occurrencesare rare. It is designed as a deterrent for tres- passers or unwanted visitors and it is used for one purpose: to kill.

For outdoor use this trap is activated when acharacter steps across the snow-covered trap-door that conceals an icy, 30-ft.-deep chute. Asuccessful Reflex save (DC 26) is required toavoid falling into the well-hidden chute. Acharacter that falls into the chute sustains nodamage as the chute is angled; this also means,however, that characters may not react untilthey have reached the bottom of the chute. Thetrapdoor automatically resets after two rounds.A successful Strength check (DC 20) holds thetrapdoors open. Additionally, attempting toclimb the chute is extremely difficult andrequires a successful Climb check (DC 30) tomove at one-quarter speed. Characters who failthis Climb check fall down the chute (this is a

one use-trap; if it has already been activated,then characters need only worry about climb-ing out before they freeze to death).

Once a character reaches the bottom of thechute, she is dropped 10 feet into a 10 ft.-deepshaft of icy water. When a character falls intothis water, the second step of the trap is acti-vated. A motion sensitive magic trigger placedalong the edge of the chute activates a cone of cold spell that is stored in an emerald at the bot-tom of the shaft. A character in the water mustmake a successful Reflex save (DC 22) or suf-

fer 9d6 points of cold damage, taking only half damage on a successful save. The spell flashfreezes half of the water in the shaft andreduces the trapped characters to an accelerat-ed state of below zero conditions (DMG 86).

With that, a trapped character must make aFortitude save (DC 15 + 1 for every previouscheck) each round for as long as she is in thewater. A character that fails this save is consid-

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

&

Page 120: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 120/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

ered to be fatigued (DMG 84) as well a suffer-ing normal damage. To pull an encased charac-ter free requires a successful Strength check (DC 20). A trapped character may not free her-self, but may aid any attempts to do so.

Even a keen-eyed rogue may notice only a fewsigns of foul play when searching for this trap.

One such sign may be indications that the trap-door has recently been activated, such as thesnow around the top of the trapdoor beingdeeper than the snow on the trapdoor itself.Beyond this, detecting the trapdoor above thechute is very difficult.

To disarm the trap, a rogue need only use a suc-cessful Disable Device check to jam a climbing piton or similar object into the trapdoor to pre-vent it from opening. Naturally, with a failureof 5 or more (or a critical failure) the trap istriggered and proceeds as normal. A successfulReflex save (DC 21) is necessary for the rogueto avoid falling into the icy chute.

Cutfoot BridgeTrap Type: Bladed Bridge TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; switchMechanism: Counterweight, gearsEffect: Ensnarement, injury, movementAttack Bonus: No attack roll necessary

Damage: 8d6 (bridge); 4d6 (pit)Save: Reflex save (DC 22) avoidsSearch DC: 27Disable Device DC: 27Challenge Rating: 10Construction Time/Cost: 10 weeks; 10,000 gp

A nasty little number, the Cutfoot Bridge isdesigned for catwalks and bridges undergroundor in other large spaces. The bridge is built of anumber of horizontal bands, one of which isactually a pressure plate. This switch releasesthe mechanism, and there is usually a lock else-

where to prevent the trap from firing if autho-rized persons are using the bridge. Thecrevasse underneath the bridge is 40 feet deep.

The device attacks with a long blade that spansthe width of the bridge. It is set on two armsthat insert into grooves on the bridges sides.The arms within the grooves are attached tocables. This structure rests within a space inone of the two side walls of the cavern. When

the mechanism is activated, a counterweight pulls the cables, sending the blade rushing atgreat speed along the bridge. The edge of the blade is five inches above the surface, perfectfor striking the shins or ankles of anyone on the bridge.

Potential targets must make a Reflex save (DC

22), allowing the character to jump over theoncoming blade. If he fails the save, the char-acter takes 8d6 points of damage and is consid-ered lame (see page 69 for details). The char-acter must also make another Reflex save (DC22) to avoid falling off the bridge and taking anadditional 4d6 points of falling damage.Climbing out of the pit is fairly easy.

Once on the opposite side, the blade is lockedinto another concealed space. The trigger,when released, causes it to be pulled back inthe opposite direction (the blade is doublesided). This continues until the counterweightis completely spooled out (after six uses).

The design of the bridge makes the trap hard tospot, but a number of factors may raise suspi-cions. The banded design is odd. The large stepdown (to accommodate the secreted blademechanism) is also somewhat unusual.Ultimately, the pressure plate, as well as theslight differences in how it wears from thematerials around it, is the biggest clue anobservant character can notice to give away the

trap.

Disabling the switch is the easiest way to dis-arm the trap. The speed of the blade makes breaking it (by planting a steel rod, for exam- ple) unlikely. The blade deals full damage tothe object first. If the object is still intact, the blade has been stopped. Anyone holding anintervening object must make a Strength check (DC 25) to avoid being knocked off the bridge(add +4 to the check if the character is bracedfor impact). If the object being held isdestroyed by the impact, the blade carries

through and deals full damage to the character that was holding it.

This device can also be set into corridors,though without the falling chance (reducing theCR by 1). It requires some maintenance, but isa fairly robust design. Combined with a situa-tion that requires running or other pressingconcerns, the trap can give even powerfulcharacters a great deal of trouble.

'

Page 121: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 121/178

Illusory OublietteTrap Type: Pit and Force WallConstruction Type: MagicActivation Type: InstantTrigger: Local, magicMechanism: Gravity

Effect: Injury, ensnarementAttack Bonus: No attack roll necessaryDamage: 2d6Save: Reflex save (DC 23) avoidsSearch DC: 30Disable Device DC: 30Challenge Rating: 10Construction Time/Cost: 5 weeks; 7,000 gp;200 XP

Pits are wonderful traps, or so they seem to thenarrow mind. Easy to build, and requiring littlemaintenance, countless temples, castles, and

lost tombs are liberally supplied with them.There is one major problem with pits, though; people tend to climb out. Those who raid tombstend to come equipped with spikes, rope, poles,and several healing potions, and any pit notinstantly fatal tends to be only a minor annoy-ance. Magic changes the basic equations of trapmaking, but magic can always be countered by magic.

The Illusory Oubliette is usually placed in alarger room, as it is most effective when it cangrab an entire party. It consists of a large pit,usually circular, that is covered by a wall of  force. The pit is in turn covered by a  silent image, the image being that of a normal stoneor wooden floor. When someone passes a pre-determined point (usually the center of theroom), the wall of force is momentarily turnedoff, and those standing on it plunge downwardsinto the fairly shallow pit. An instant later, thewall of force reactivates.

Those in the pit are now locked below a field of energy that cannot be dispelled. There is no

light in the pit; the  silent image  blocks anycoming from above. Non-magical light, such asthat from torches, simply consumes oxygenvery quickly. (There is enough air in the pit for one man for eight hours.) The walls are solidand smooth, and climbing does little good any-way, as the ceiling of the pit is effectivelyimpervious. Even if the issue of air is solved,

there is the problem of food and water.

There is a brief moment after the pit has

opened, and before the wall of force over theceiling reactivates, when someone could leapout. This requires a successful standing highJump check (DC 25). The DM should allowsuch a leaper to land outside the pit area,though if they are foolish enough to walk across the trigger zone again, they will, of course, fall back into the pit.

This traps danger is truly recognized when ittraps an entire party. The DM should be pre- pared to have some way out if the party lacksthe means to escape from the pit. The oneupside to this trap is that prior victims may wellhave left behind a lot of weapons, armor, trea-sure, etc. It might even be that an item neededto proceed further into the complex is lying atthe bottom of the oubliette, in the possession of some luckless former adventurer who got thisfar, but no further.

Detecting the oubliette can be accomplished bynoticing the odd sounds made when the  silent image covering the wall of force is crossed, or  by sensing the magical energies in the room. Itis also possible that the ghost of a prior victimmay warn the party; or it may vengefully leadthem onwards, so that others may share its mis-erable fate.

No Exit Trap Type: False Stairway Trap

Construction Type: Simple mechanicalActivation Type: InstantTrigger: Local; switchMechanism: GravityEffect: Injury, ensnarementAttack Bonus: No attack roll necessaryDamage: 10d6Save: Reflex save (DC 20) avoidsSearch DC: 25Disable Device DC: 25Challenge Rating: 10Construction Time/Cost: 10 weeks; 10,000gp

This trap is a classic design intended to entrapa party of adventurers in an escape-proof falsestairway where they can be left to die of star-vation or be dealt with at a later time by thedenizens of the dungeon.

At first glance, the trap is simply a typical stair-well that appears to lead to the next lower levelof a dungeon, temple, or other underground

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

Page 122: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 122/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

facility. The only difference immediatelynoticeable is that the stairwell seems longer than normal40 feet is typicaland that thereis a door at the far end of the stairs.

The stairwell is longer in order to induce theentire party onto the stairway while they moveahead to examine the door for traps. The door 

is actually false, with a cleverly designed trig-ger that can only be sprung by opening the door itself. This trigger is nearly impossible to detectsince it is actually on the far side of the door,attached to the wall. The only way to avoid this particular trap is to not open the door at all.

Once the trap is triggered, a 10-ft.-wide stone block falls into the corridor at the top of thestairs, trapping the party in the stairwell.Anyone remaining in the corridor at the top of the stairs is crushed beneath the stone block,taking 10d6 points of damage. An alternate tothis trap, designed to be more immediatelyfatal, has the stone block dropped onto thestaircase itself. In this case the block slidesquickly down the stairs, smashing into the falsedoor at the bottom and crushing the intruders.

 Normally nothing but several feet of stone lies behind the false door, but DMs may placewhatever they like behind it. Rooms full of monsters (and more importantly, a way out), a portal to another place, or the next part of thedungeon are all possibilities. Even characters

that are trapped with seemingly no hope of escape are not totally doomed, as powerful out-siders might notice the partys predicament andcome to their aid, offering a means of escapein exchange for a powerful magic item or das-tardly service.

Perivaxs Wicked Water  Trap Type: Aquatic Barricade TrapConstruction Type: Complex mechanicalActivation Type: ExtendedTrigger: Local; trapdoor, switch

Mechanism: Gravity, springEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 4d6Save: Reflex save (DC 22) avoidsSearch DC: 26Disable Device DC: 31Challenge Rating: 10Construction Time/Cost: 10 weeks; 10,000gp

Perivaxs Wicked Water is a trap designed for no other reason than to torture and extinguishslow-footed trespassers. The trap uses two pri-mary mechanisms to accomplish this: a pit trapthat fills quickly with water and a series of locking barricades that slow a trapped victimsescape attempts.

Although the original version was created in themind of the mad trapsmith Perivax, the basicdesign has spread quickly throughout the king-doms. Many wealthy or vengeful nobles usethis trap to safeguard valuables or to simply punish traitors and prisoners. This trap may befound in any manner of dungeon complex,stronghold, or castle. It is important to note thatthis trap may be used in a tower, but considera-tion should be used in regards to the structuresarchitecture, as a significant amount of space isnecessary for the construction of this trap.

The trap is activated when a character stepsonto the concealed trapdoor over the pit trap. Asuccessful Reflex save (DC 22) allows a char-acter to avoid falling into the pit. A character who fails this Reflex save falls 40 ft. into a sim- ple stone pit of the same width as the corridor in which it is found. The fall deals 4d6 pointsof damage.

When a character lands at the bottom of the pit,the second phase of the trap is activated. Thefloor of the pit is actually a pressure-sensitive

 plate that, when depressed, releases the holdingmechanisms that hold three large iron barri-cades in place. These four-inch-thick barri-cades are mounted at 10-ft. intervals along thelength of the pit. The barricades fall and lock into place with the locking mechanisms thatalso line the pit wall. The locks require a suc-cessfulOpen Lock check (DC 26) to release.

Additionally, a successful Strength check (DC20) is required to lift the heavy iron barricades.Characters within the pit may notice that the

iron barricades have several 2-inch holes boredthrough them.

After the barricades fall into place, the trapsfinal phase is triggered. A 2-ft.-wide trapdoor is opened at the bottom of the pit that leads toan adjacent chamber filled with water. Onceopened, the water fills the pit up to the last barricade in 5 rounds. The water risesthrough the holes bored into the barri-

Page 123: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 123/178

cades to fill the pit. If a character is submergedin the water before she escapes, consult thecore rules for guidelines on how to handledrowning (DMG 85).

An observant rogue with a suspicious eye maynotice the contours of the trapdoor within the passage floor, or possibly smell the faint scent

of the heavy oils used to keep the barricademechanisms in working order. To disarm thetrap a rogue need only avoid the trapdoor itself or jam the trapdoor with an object such as aclimbing piton.

Pillar SqueezeTrap Type: Crushing Pillar TrapConstruction Type: Complex mechanicalActivation Type: InstantTrigger: Local; light sensor 

Mechanism: Counterweight, gear Effect: Ensnarement, identification, injuryAttack Bonus: +20 meleeDamage: 6d6Save: Reflex save (DC 22) to avoidSearch DC: 27Disable Device DC: 31Challenge Rating: 10Construction Time/Cost: 10 weeks; 10,110gp

Set amongst other pillars over an intricatelyworked floor, this trap pins a character between

four sliding pillars. Between the damage, thenoise, and the trapping of a character, it servesas a useful system for the defense of temples.The pillars are spaced 10 ft. apart, and each isnearly a foot and a half in width.

A Pillar Squeeze mechanism consists of asquare room with a pillar in each corner. In themiddle of the ceiling on each side of the roomis a small hole. A chamber in the ceiling con-tains a continual flame that is used as a lightsource. The light is emitted as a thin thread at a45-degree angle to a similar hole in the floor,

located on the opposite side of the room. Thishole leads to a light sensor. The sensor materi-al takes one shape in light and another in dark-ness. Attached to a gear, this provides a simpletrigger to detect if something is between thetwo holes.

When all four switches are engaged, the trap isactivated. The assumption is that the activa-tion will occur when someone 4 ft. or taller 

walks through the middle of the square of pil-lars. There are other circumstances that mightfulfill this condition, such as two characterswalking side by side through the pillars.

A counterweight powers the gears, which drawthe four pillars to the center of the room withgreat speed and force. Anyone within the space

must make a Reflex save (DC 22) to avoid theoncoming pillars. Anyone who fails takes 6d6 points of damage and is trapped within the pil-lars. Extricating oneself from the pillarsrequires a successful Escape Artist check (DC20). The mechanism resets itself after 10 min-utes, or once there are no trapped characters.

In addition to the pillar movement, triggeringall four sensors sets off an alarm elsewhere. Inlarge complexes that have multiple instances of this trap, a location board can help the guards pinpoint the exact location of the intruders.Versions without the alarm (such as those intombs or other unoccupied structures) are CR 8. Alarms by themselves, just arrangements of light sensors, are CR 2. These alarms have aDisable Device DC of 27, requiring the mech-anism to be chipped out carefully and disabled.They may also be turned on intentionally by plugging the holes, or spoofed with a carefully placed light source.

The four pillars are mounted on curved tracks.This detail makes it vital for the surrounding

area to look similar. These tracks, in the floor and ceiling, can be worked into interesting art-work and designs. The crucial clue is that thetrap pillars that make up the track have a slightgap at their bottom, unlike the others. Thetracks and swirls in the floor help prevent buildup of dirt or other substances that mightclog the light sensors.

Once detected, disarming the trap is relativelystraightforward. The trigger mechanism may be a bit confusing to some rogues, but themarks on the pillars give a good indication of 

the force exerted by the pillars. Based on thisinformation, the space under the pillars can bespiked, preventing their movement.

Periodic maintenance is necessary for thegears, and the counterweight must be reset after a number of uses. It is popular in complexesthat make frequent use of columns and pillars.A particularly vivid example is the SacredLabyrinth of Algol, where a number of these

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

Page 124: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 124/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

traps are reportedly scattered over a largeunderground area. The traps were used as thewalls of a deadly maze. Only acolytes knew thesafe pathway through the expanse. Alas, wordof the temple spread. Now, many years after itsdisciples were slain and treasure plundered, itserves as an icehouse for nearby towns.

Steam TunnelTrap Type: Steam TrapConstruction Type: Complex mechanicalActivation Type: ExtendedTrigger: Local; switchMechanism: Pressure, gear Effect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: SpecialSave: NoneSearch DC: 31

Disable Device DC: 31Challenge Rating: 10Construction Time/Cost: 10 weeks; 10,000 gp

Built into a corridor, this is a deadly trap thatleaves little residue or other evidence of its use.Popular among dwarves and gnomes, it is asophisticated machine adapted from steam- powered hammers and other innovations.

The trigger is a simple pressure plate. The cor-

ridor is built over the device, which is powered by a volatile alchemical fuel. When triggered,doors drop shut on both sides of the corridor, andthe machine begins to work. It pipes in water that is quickly heated until it turns to steam. Thesteam is then vented into the corridor.

The damage done by the steam increases over time, as indicated on the following chart.

Round Damage13 04 1d65 2d667 4d689 3d61011 2d61214 1d6

During the seventh through eleventh rounds,

the machine spends its effort lifting a resetcounterweight. On the twelve round, themachine begins to reset. The doors open via thereset counterweight and the reservoirs of water and fuel are refilled.

The doors are AC 4, hardness 8, and hp 60.They have a Break DC of 28. The effectiveweight of the doors is 2,000 lb. (due to the pressure of the counterweights andmechanisms behind them), so two char-

!

Page 125: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 125/178

acters with 21 Strength could push the doors back up into their locked positions.

The pressure plate is the most likely element to be noticed by an observant rogue, followed bythe small vents near the top of the walls.Though both are worked into designs featuredelsewhere, slight differences in the material

used could reveal the nature of the trap. Moretroublesome is the lack of residue or signs of exactly what effect the trap produces, althoughthe corridor might be a bit more humid than therest of the dungeon. Still, spiking the pressure plate and vents are sure ways to disable it.

Another version of this trap utilizes a machineto suck the air out of the room. After 6 rounds,suffocation begins. Unlike the steam version,this trap waits a full 5 minutes before releasingand resetting. Poison fumes or acidic gas areother possibilities, but are more likely to leavedetectable residues.

The Orc Crusher  Trap Type: Crushing Wall TrapConstruction Type: Complex mechanicalActivation Type: ExtendedTrigger: Remote; switchMechanism: Gear 

Effect: InjuryAttack Bonus: +10 meleeDamage: 4d6 plus spikesSave: NoneSearch DC: 26Disable Device DC: 26Challenge Rating: 10Construction Time and Cost: 10 weeks;

10,000 gp

The Orc Crusher is a trap that uses two crush-ing, spike-covered walls operated by a series of complex gears to crush and impale unwantedvisitors.

The trap itself encompasses a 25-ft. area and isusually found in large-scale orc lairs. Whether it is within an underground complex or dis-guised in the courtyard of a stronghold, thistrap is a staple of orc defense.

The trap is activated from an elevated watch-tower, where an orc moves the traps master switch to set the trap into motion. The first stepis the movement of the crushing walls. It takesonly two rounds for the walls to reach thecrushing point, but the master switch can bemoved more slowly to allow for up to 5 roundsuntil closure. Being crushed between the wallscauses 4d6 points of damage.

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

"

Page 126: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 126/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

 Next is the extension of several metal spikesfrom the two moving walls. Any character trapped within the Orc Crusher is attacked by1d4 spikes, which deal 3d6 points of damage per hit.

A rogue may easily notice the grooves carvedinto a cavern or courtyard floor by the move-

ment of the crushing walls.

To disarm this trap, a rogue must either jam oneof the crushing wall mechanisms or reach anddisarm the switch mechanism under the watch-tower.

Unhinged WallTrap Type: Siege Wall TrapConstruction Type: Complex mechanicalActivation Type: Instant

Trigger: Remote; switchMechanism: GravityEffect: Injury, hindranceAttack Bonus: +10 meleeDamage: 18d6Save: Reflex save (DC 25) avoidsSearch DC: 25Disable Device DC: 22Challenge Rating: 10Construction Time/Cost: 10 weeks; 10,000gp

The Unhinged Wall is a siege trap on a tremen-

dous scale, some versions are as long as 60 feetand as tall as 30 feet, designed to be used by acitys defenders when invaders are scaling itswalls. Unlike most traps, the Unhinged Wall isintended to injure or kill dozens or even hun-dreds of victims at a time rather than individu-als or small groups.

The principle behind the trap is simple. A hugeand heavy iron lattice, with an outer surfacecovered in stonework to match the surroundingwall, fits flush over the upper reaches of a cityor castle wall. It is anchored at the top of the

wall by a series of linchpins and at the bottom by thick hidden hinges. When the linchpins areremoved, the ponderous iron lattice dropsdown like a drawbridge to strike against thewall below it, crushing dozens of soldiers to a pulp and smashing nearby siege towers andladders to splinters.

With a successful Reflex save (DC 25) a char-acter can escape the Unhinged Wall by leaping

to the ground. Doing so will likely inflict somefalling damage, but that is almost always preferable to the punishment the trap deals out.Attackers have been known to make provisionsfor the trap by wheeling carts heaped withstone into the drop path of the lattice, or by building siege devices designed to counteractit. One such device is a cart with logs mounted

at a 45-degree angle positioned to catch the lat-tice on the way down. In such cases, victimsmay take half damage or no damage at all.

Unlike most traps, city defenders activate theUnhinged Wall rather than a mechanical or magical trigger. It cannot be disabled from out-side the walls. The simplest method of disarm-ing it is to infiltrate the upper walls and trigger it prematurely, when ones allies are not on thewall and at risk. When secrecy is required,attacking its two weak points, the linchpins andthe hinges, can do the trick. These are onlyaccessible from within the inner wall and areusually heavily guarded. Disarming the linch- pins involves finding some way of anchoringthem in the wall. The hinges, of course, must be likewise rendered inoperable.

Detecting the presence of an Unhinged Wall isdifficult because there are few telltale signs togive it away. Adept observers may note that theupper wall in this area is slightly thicker than atother points along the wall, or that the gaps between certain stones are a bit wider than

usual in some segments.

Cities and castles take some pains to keep the presence of an Unhinged Wall secret to pre-serve an element of surprise, though this is dif-ficult to manage since it must be installed infull view of everyone. Secrecy is best achieved by installing the trap while the walls are being built. Then it can be swathed in scaffolding andhanging sheets, and the trap is rare enough thatit is difficult to identify it merely by viewing itsfinished design. Obviously, those living near asuitably ancient Unhinged Wall may be

unaware of its existence. This is especially truein city ruins, where rusty linchpins can causean abandoned trap to collapse on unwaryexplorers.

#

Page 127: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 127/178

Web of Lies Trap Type: Impaling Statue TrapConstruction Type: Complex mechanical,magicActivation Type: InstantTrigger: Local; magic

Mechanism: MagicEffect: Injury, ensnarementAttack Bonus: +11 meleeDamage: 8d6Save: Reflex save (DC 16) avoidsSearch DC: 27Disable Device DC: 31Challenge Rating: 10Construction Time/Cost: 3 weeks; 9,000 gp;60 XP

This insidious trap is found primarily in thetemples of the spider queen, though it has been

known to appear in the deep recesses of theunderworld as well. It embodies the cruelnature of this foul deity and teaches one of thevaluable lessons of her faith: be always devoutand obedient to the spider queen, or she willdevour you without mercy.

The trap can be found in a small, circular roomwith a diameter of no greater than 40 feet.There are no evident exits in the room other than the corridor from which the charactersentered. At the far end of the room, exactlyopposite the entry corridor, stands a 10-ft.-tallstatue of a rearing spider with the head of a beautiful woman. The statues eight multi- jointed legs stick out from the statue in mock-ery of a mothers welcoming arms. Any char-acter that approaches the statue from the front(comes into either square directly in front of thestatue) without prostrating himself triggers thetrap. Otherwise the statue remains inert.

When a character triggers the trap, two thingshappen in rapid succession. First, a web spellshoots out from the spiders head. The web

covers the entire room and requires a Reflexsave (DC 16) to avoid becoming entangled. Next, the eight arms of the spider queen snapshut on whatever is standing in front of it. If thePC became entangled in the webs, he automat-ically fails his saving throw to avoid the clos-ing legs. If he succeeded at his save against theweb spell, he gains another Reflex save (DC

16) to avoid the snapping stone legs. Failingthe save results in the character becomingimpaled by eight razor sharp knives of 

stone, causing him 8d6 points of damage andautomatically grappling him. The character canattempt an Escape Artist check (DC 20) toescape the trap, but even attempting to do socauses him additional damage: 1d6 points if hesucceeds and 2d6 points if he fails.

As if this were not enough, the round after the

character becomes trapped the entire statue begins to rotate back into a hollow in the wall behind. This is a slow process, taking two fullrounds to complete, during which time thecharacter can either escape as outlined above or  be rescued by his fellow party members (someof which are likely trapped in the web). If hedoes not escape, he is trapped within a stonecell whose walls are more than 5 ft. thick in anyone direction. The stone is hardness 8, hp 900.If his comrades can reach the statue in time, breaking at least three of the statues legs canfree the character. For each leg broken, grantthe trapped character a +2 circumstance bonuson his Escape Artist check. The stone legs arehardness 8, hp 30, break DC 26.

Searching the room might provide some clue tothe nature of this trap, as the residue left by theweb spell collects in small quantities over time.Particularly astute characters that examine thestatue from afar might receive a Spot check (DC 23) to notice the incredibly sharp edges of the statues legs. Finally, a rogue that examinesthe statues base or the area of wall to which it

is attached can fairly easily recognize that itmoves in some fashion. In many cases therogue may mistake this for a secret door, caus-ing him to move around the statue and fall preyto its deadly purpose.

The trap automatically resets after seven days;there is no external mechanism to reset it onceit has been triggered. This prevents intrudersfrom finding the mechanism and releasingtrapped allies. As a result, it is entirely possiblethat intruders may find this trap already trig-gered, and it is possible they can release a

trapped individual if they do so. Recognizingthe trap for what it is merely requires a Searchcheck (DC 21) around the section of wall inwhich the character is imprisoned; getting himout is another story altogether.

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

$

Page 128: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 128/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

 Bronze Dragon TrapTrap Type: Electrical TrapConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: Magic

Effect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 11d6 electricitySave: Reflex save (DC 22) avoidsSearch DC: 31Disable Device DC: 38Challenge Rating: 11Construction Time/Cost: 3 weeks; 6,500 gp;220 XP

Utilizing a battery powered by magic, this is atroot a quite basic trap. A large gold statue in theceiling provides one contact. The metal floor 

 provides the other. Anything moving under-neath the statue will bridge the circuit, causingelectrocution. It provides an effective barrier toentry and avoids an obvious trigger that can becompromised.

The gold statue is that of a bronze dragon, aclue that may escape casual observers. It coilsfrom the ceiling, with numerous points extend-ing downward. The floor has a slight tilt so thatanyone entering the area deemed secure isgoing uphill. This allows bodies to collapse andthen roll away from the contact area. The floor is slick, lightly lubricated with a conductivematerial.

The electricity deals 11d6 points of damage per round, and the character is paralyzed while inthe trap. Each round, including the first, thecharacter may attempt a Fortitude save (DC 22)to move out of the danger area. Since the effecttriggers before the character is halfway throughthe trap, this means the character tumbles back the way he came. If the character goes uncon-scious for any reason, he collapses and rolls out

of the effect.

Other characters may attempt to free the vic-tim, but if they touch the character by hand or metal implement, they will also be consideredhit by the trap effect. The electrical effect can jump characters and objects in this fashion upto 50 feet away from the traps origin.

Detecting the trap is difficult. The main signsare scorches on the floor and welts on the gold

from past discharges. A slight smell of ozonemay also give a vital clue. An Alchemy check (DC 30) allows the character to identify thelubricant as a conductor of electricity.

Disarming this trap requires a combination of ingenuity, bravery, and luck. A chain or other conductive material can be tossed into the gap.

This results in a huge discharge and an explo-sion of the material used, causing 11d6 pointsof damage to anyone within 10 feet. Characterswith at least one-half cover are safe from theexplosion. It takes 1d4 of these discharges for the magical reservoirs to be depleted, after which point it takes 30 hours for the reservoirsto recharge. Once the statue cools off and thefumes disperse (1d6 minutes) the area is safe to pass through.

This trap was designed by gnomes for a bronzedragon. Perfectly safe to any creature withelectrical immunity, it provides a distinctiveguard against unwanted visitors. The dragon inquestion paid the fee but found it too dangerousto employ. It has seen a few uses, particularlyfor mages, but the only active examples aresaid to be protecting the tombs of well-to-dognomes and dwarves.

The device has two reservoirs, one temporaryand one long term, for the magic used to pro-duce the current. A barrier allows the current totrickle across from the long-term reservoir,

recharging the short term one on a continual basis. After a number of uses the entire systemruns down, however, and must be replaced.Otherwise, the trap requires very little mainte-nance. More powerful designs, or versions withless longevity, are certainly possible.

 Duck and Cover  Trap Type: Boulder Pendulum and Water TrapConstruction Type: Complex mechanicalActivation Type: ExtendedTrigger: Local; pressure plate

Mechanism: PressureEffect: Hindrance, injuryAttack Bonus: +10 meleeDamage: 10d6 (stone block), 5d6 (stone ball)Save: Reflex save (DC 15) avoidsSearch DC: 26Disable Device DC: 26Challenge Rating: 11Construction Time/Cost: 11 weeks;11,000 gp

%

Page 129: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 129/178

Someone with a love for prolonging the demiseof his adversaries designed this incredibly com- plex corridor trap. As the adventurers maketheir way down a fairly typical, if slightly taller than normal, corridor they approach a series of well-concealed pressure plates (Search check DC 25). Approximately 40 feet beyond the

 plates, the party notices that the corridor seemsto narrow down into a pipe or tube. The con-stricted corridor is still big enough for them tocrawl through with ease, assuming that theymake it past the pressure plates.

Once this trap is triggered, a huge stone ball isreleased from the ceiling above, 20 feet in frontof the party. The adventurers should be able tododge the stone fairly easily (Reflex save DC 15)as it is smaller than the corridor and clears thefloor by almost 3 feet on its downward swing.The stone swings by the party and reaches the

ceiling behind the party with enough velocity tosmash the brittle stone slab placed there. Behindthe slab is a vast reservoir (or possibly even anunderground lake or river) that begins to floodinto the corridor. Simultaneously, a huge stone block drops into the corridor 20 feet behind therushing water, blocking the partys retreat.

As the water begins to fill the corridor, thestone ball sweeps back towards its original

resting place. It detaches before reaching the ceil-ing, and rolls down the corridor towards the nar-row pipe. The ball comes to rest after smashinginto the end of the corridor, perfectly blockingthe only obvious exit from the rapidly filling cor-ridor. There is one hope, however. The cavitywhere the stone ball rested above the corridor 

contains a trapdoor that is barred from above andleads to another location within the dungeon.

Frodericks Icy Cubes Trap Type: Icy EntrapmentConstruction Type: MagicActivation Type: InstantTrigger: Local; magicMechanism: MagicEffect: Ensnarement, injuryAttack Bonus: No attack roll necessaryDamage: 1d6+18 points per round

Save: NoneSearch DC: 29Disable Device DC: 29Challenge Rating: 15Construction Time/Cost: 8 days; 8,100 gpand 324 XP

Froderick the Uncanny, archmage and consum-mate game player, was not always a loveableeccentric. He had a decidedly nasty side to his

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

&

Page 130: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 130/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

 personality, and his Icy Cubes are proof of his potential for cruelty. This trap is extremelydeadly, but also possible to entirely avoid even by those ignorant of its existence.

Set in a chamber, the trap takes the form of nine10-ft.-cube pits arranged in three rows of threeeach. The pits are divided from each other by

stone walls only six inches thick (hardness 8,180 hit points, break DC 40). The tops of thewalls form narrow walkways, but they have been topped with rounded, highly polishedlengths of wood held firmly into place by ironspikes. The outer sides of the eight pits thatabut the sides of the room itself do not haveledges of any sort, thus it is impossible to walk around the room using the walls for balance.

It is possible, however, to walk along the slip- pery, narrow divides between the pits. Doing sorequires a Balance check (DC 25). A success-ful check lets a character move at half speed for one round. Failure means the character cannotmove at all for 1 round. Failure by 5 or moremeans the character falls into the pit, and this iswhen the real danger begins. Touching thefloor of a pit activates the magical trap and fillsthe cube with solid ice (as the wall of ice spell). Note there is no saving throw to avoid beingtrapped in the ice.

Death comes swiftly to a character imprisonedin the ice. He takes 1d6+18 points of cold dam-

age per round until either all of the ice isremoved from the pit or until he is removedfrom the pit. The ice can be removed or  breached just as a wall of ice (hardness 0, 360hit points, break DC 33). Carefully chippingthrough 180 hit points of ice opens a tunnelthrough which the trapped victim can travel.Once freed, assuming the victim is still alive,he can climb out of the pit (Climb check DC 30if ice still remains, DC 25 otherwise).

In the center of each pits floor is a small, faint-ly etched rune. It is difficult to detect, especial-

ly since a rogue cannot crawl about on the floor looking for it without activating the trap.Disabling the trap entails identifying the active principle of the rune and scratching it out witha piece of metal or other suitable tool. Again,since the rogue cannot actually be on the floor,disabling the rune proves difficult.

A DM who wants to fully exploit this trapsdesign should add small amounts of treasure or 

other bait to one or more of the pits. The pres-ence of flying monsters that attack balancingcharacters increases the deadliness of thechamber.

Veshers Vicious Grinder  Trap Type: Pit and Blade Trap

Construction Type: Complex mechanicalActivation Type: InstantTrigger: Local; trapdoor Mechanism: Gravity, gear Effect: Ensnarement, injuryAttack Bonus: +15 meleeDamage: 4d6 (fall), 10d6/5d6 (grinders)Save: Reflex save (DC 24) avoidsSearch DC: 31Disable Device DC: 31Challenge Rating: 15Construction Time/Cost: 15 weeks; 15,000

gp

Veshers Vicious Grinder is a hideous trap thatuses a 40-ft.-deep pit trap and a series of com- plex gears to spin up to three large, bladedgrinder wheels. Entrapment is in no way thistraps primary function; it is designed to kill.

This trap is placed within deep dungeon com- plexes or vaults and is used to guard the builders most secured areas. Although, somemore financially secure builders have beenknown to use this trap as a simple deterrent

against trespassers or thieves.

This traps first step is activated when a char-acter steps onto the trapdoor that covers a 40-ft.-deep pit trap. A successful Reflex save (DC24) is required to avoid the collapsing trap-doors. The release of the trapdoors triggers aseries of complex gears and pulleys that setsthe large metal grinder wheel into motion for five rounds. If a character fails her savingthrow, she falls 40 feet and suffers 4d6 pointsof damage from the fall, as well as 10d6 pointsof damage from the blade-covered grinder 

itself. As mentioned, the large grinder spins for five rounds before requiring five rounds toreset itself.

The second step of this trap activates after tworounds of the spinning activity from the largegrinder. At the beginning of the third round,two smaller grinder wheels fall from two of the pits walls and begin to spin five feetabove the large grinder. The smaller 

'

Page 131: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 131/178

grinders must make a successful melee attack to strike a trapped character, and each deals 5d6 points of damage on a successful attack. Thesmaller grinders spin for three rounds and stopalong with the larger grinder to allow the auto-mated gears to reset themselves. The larger grinder is weight sensitive and activates after five rounds, unless a trapped character can

somehow climb the walls (Climb check DC 20)or find another means of escape.

When all three grinders are active, a trappedcharacter must make a successful Reflex save(DC 20) to gain her footing. Failure indicatesthat the grinders toss her around, causing her tolose her Dexterity bonus to Armor Class andmaking it impossible for her to perform morethan a partial action in the round. A Reflex saveis required each round the trap is active.

A clever rogue may notice the trapdoor in the passage floor or smell the faint smell of themechanical oil that is used to keep the gearsloose and active. If triggered, a rogue may dis-arm the trap by making a successful Climbcheck (DC 20) to reach the small master gear- box that is near the trapdoor opening at the topof the pit. Once the gearbox has been sabo-taged, the grinders cease functioning.

Well of Tentacles Trap Type: Siege Item Trap

Construction Type: MagicActivation Type: InstantTrigger: Local, magicMechanism: MagicEffect: Hindrance, injuryAttack Bonus: +15 meleeDamage: 1d10Save: NoneSearch DC: 33Disable Device DC: 33Challenge Rating: 15Construction Time/Cost: 8 days; 7,500 gp;300 XP

When the walls of a city have been breached,the defenders must do all they can to harry andslow the attacking army until they can summonaid or regroup. The Well of Tentacles is a pop-ular siege defense in larger cities where high-level spellcasters are available.

In appearance, a Well of Tentacles is a harmlessfountain placed in a city square. Like any mun-

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

!

Page 132: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 132/178

 C H  A P T  

E  R T   W O  :   N e  wT   r  a p  s  :  C  R  6 +

dane well, surrounding families use it as awatering hole and a rendezvous where theygather to trade gossip. In its dormant state,there is nothing to suggest the well is anythingout of the ordinary, though it does register quitehigh in magical energy if tested.

The well comes into its own, however, when

rampaging hordes breach the citys outer wallsand fan out to pillage and destroy. When anactivation phrase is shouted by a member of thecitys elite guard, 20 long, black tentaclessnake out of its watery depths, ready to seizeand strangle anyone or anything that comeswithin reach. These tentacles are identical tothose summoned by an Evards black tentaclesspell cast at 15th level, except that these are 20ft. long and inflict 1d10 points of normal dam-age on a successful hit. They can be command-ed and controlled by the person who activatedthe Well, or left to their own devices, in whichcase they attack at random like the spell.

The tentacles continue to flail about aggres-sively until destroyed or sent back to the bot-tom of the well by a defender speaking a deac-tivation phrase. Destroying all 20 of the tenta-cles or speaking a special command phrase arethe only two ways to disarm a Well of 

Tentacles while it is active. Destroying a dor-mant Well involves climbing down into themuck at the bottom and digging around until theenchanted anchor stone is found (Search check DC 25 to locate). Defacing the rune on the stonedestroys the spell and disables the trap, thoughcare must be taken to chip the runes away in theright order or they will activate. Fighting 20

monstrous tentacles at the bottom of a well isnot an attractive proposition.

Some cities with deep pockets equip all of their fountains with a Well of Tentacles trap, pre-senting a daunting obstacle to invading armies.Other settlements trap only wells in key posi-tions, such as squares where several streetsintersect, or those near important buildings.

Tentacle Wells are especially effective in settle-ments of smaller humanoids such as gnomes,halflings and goblins, because the tentaclesonly react to creatures of Medium-size or larg-er, allowing them to attack invaders busy grap- pling with the tentacles.

 Note: This trap has a very high ChallengeRating, but as a siege trap, it is designed to con-front large mobs rather than small parties, andis therefore scaled higher than typical traps.

!

Page 133: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 133/178

Perivaxs Chambers of Eternal Slumber  

Trap Type: Stasis TrapConstruction Type: MagicActivation Type: Extended

Trigger: MagicMechanism: MagicEffect: Ensnarement, movementAttack Bonus: No attack roll necessaryDamage: NoneSave: Will save (DC 24) avoidsSearch DC: 34Disable Device DC: 34Challenge Rating: 17Construction Time/Cost: 8 days; 8,500 gp;340 XP.

Perivaxs Chamber of Eternal Slumber is a

cruel magical trap created by the mad trapsmithto severely punish greedy, unwanted tres- passers. With the use of valuable gems or theallure of magical items, this trap uses a variantteleport without error spell, a remote destina-tion, and a temporal stasis spell to condemntrespassers to an eternal slumber.

Despite his reclusive nature and insanity, thedesigns for this trap have somehow found their  place in the outside world. With that, this trapmay be found in the homes or vaults of theexcessively rich, powerful, or paranoid. It is

generally only used to safeguard an individ-uals most prized possessions, due to its finali-ty and high cost. Many cruel barons, dukes, andkings have especially grown fond of the cruel-ty involved in this trap.

The initial trigger for this trap may be found or  placed in several different ways. The mostcommon is within locking mechanisms thatsafeguard the doors to a nobles vault. If unde-tected by a rogue, she may attempt to carefullyopen the locks on the door, only to discover toolate that she has activated the trap. Sometimesan item within the vault carries the spell trigger,since a rogue who has bypassed the entrywayto such a room may not be as cautious whenhandling her prize.

Once the trigger is activated, a variant teleport without error spell created by Perivax himself is cast at the target (this spell is identical to the

spell used in Perivaxs Cruel Game, found inTraps & Treachery). This spell is identical

to teleport without error except that it may tar-get unwilling targets, it teleports only creatures(so clothing and items are left behind), and it is8th level. A Will save (DC 24) is allowed toresist being teleported to a specific location,chosen and prepared by the builder when thetrap is constructed. For example, Perivax him-self created a chamber buried several hundred

feet below a remote mountain range. Thechamber contained no entrances or exits, wasconstructed of solid iron, and was placed hun-dreds of miles away from any of his safehouses.

Once a victim materializes, she is immediatelystricken with a temporal stasis spell. As withthe spell description (PHB 265) the trappedvictim falls into a state of suspended animationand may only be awakened with a successfuldispel magic spell (that is assuming that she isever found).

As stated, this trap has seen many variationsthat reflect the nature or fetishes of the design-ers. From weighted coffins at the bottom of avast lake to fire resistant chambers in the heartof an active volcano, only the imagination andcruelty of the designer limit this trap.

A rogue with an eye for detail may notice theodd sparkle of a trigger-laden gem or pile of coin. She may notice the flawless nature or slight accumulation of dust on an object in achamber full of clean treasures. With these

sorts of warnings, a smart rogue may do best tosteer clear of these items. To disarm the trap, arogue would need to find a means to dispel themagical trigger effect or simply avoid thetrapped item altogether. Of course, a clever rogue may find another means of disarming thetrap with her Disable Device skill, but with afailure of 5 or more, she activates the trap acci-dentally and suffers the dire consequences of her actions.

    C    H    A    P    T    E    R    T    W    O  :    N   e   w    T   r   a

   p   s  :    C    R   6   +

!

Page 134: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 134/178

 C H  A P T  

E  R T  H  R E E  :   N e  wP  o i    s  o  n  s 

IntroductionThis section provides a wealth of informationon poisons and how to use them in your cam- paign. Complete descriptions of over 80 new

 poisons, both mundane and magical, are pro-vided. Poison names and game statistics aredesignated as Open Game Content. All other material in this section is designated as closedcontent.

OverviewAny substance that causes injury, illness, or death when introduced to the body of a livingthing is technically defined as a poison. Thisencompasses an enormous range and number of substances, including many that are not

harmful in reasonable doses, such as alcoholand certain medicinal compounds. For a fulloverview of poison types and the methods of their creation, see Traps & Treachery.

Poison Rarity Some poisons are easy to find, being the byproduct of a fairly common plant or animal.Others, such as the elemental toxins found

 below, are rare and difficult to find, costingtime and resources to find them beyond themere purchase price. The rarity of a poison canalso affect Alchemy or Heal checks made tolessen the severity of a poison or to brew anantidote. The rarity types and rules for usingsuch poisons can be found below.

Common: Common poisons are relativelyinexpensive and easy to find. Even the smallestthieves guild has access to these poisons,although not all such guilds choose to use suchtools. Apothecaries or herbalists in large townscan make these poisons in about a day, andeven small town healers can create one or twotypes of common poisons.Gather Information DC: 18; Heal check: +2.

Uncommon: This is the baseline for mostmagic poisons and some monster and supernat-ural poisons. At this level, some difficulty isinvolved in finding a particular type of poison,and only very specialized alchemists andapothecaries have access to the materials andexpertise necessary to make them. Largethieves guilds and even some wizards guildscan track down these poisons relatively easily, but smaller organizations may have to call in afavor.Gather Information DC: 21; Heal check:Standard.

CHAPTER THREE

!!

Page 135: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 135/178

Rare: Rare poisons have either extensive mag-ical components or require materials from trou- blesome sources, such as a cockatrice feather or the blood of an outsider. These poisons cangenerally only be found in the collections of themost skilled and experienced apothecaries, aswell as wizards, temples, and possibly evenmaster thieves. Acquiring such a substancemight entail more than a simple transaction, asthose seeking such powerful things are often

desperate enough to pay more than gold toacquire them.Gather Information DC: 25; Heal check:  2.

Unique: Unique poisons are generally craftedfor a specific job that requires precise effects.Often a poisoner or apothecary is commis-sioned to create a poison with certain specifica-tions, and then the expert goes to work to cre-ate it. He must often enlist the aid of druids or wizards whose specialized knowledge canmake his work easier. This increases the price per dose quite substantially, often costing

10,000 gp or more for a single application.Gather Information DC: 35*; Heal check:  8.

*In this case the information found is related tothe poisons creator and possibly its use, rather than the poison itself or where it can be found.

Standard Poisons These poisons are crafted with natural ingredi-ents and are often alchemically treated in somemanner. They do not require the use of magic,either in their crafting or application. These arethe most common poisons to be found,although some are incredibly rare due to their specialized ingredients and dire effects.

Assassin Butter: This foul butter made from acombination of otyugh milk, diluted ochre jelly, and sugar is surprisingly tasty. Assassinsintent on gaining the upper hand in an upcom-ing confrontation commonly plant it as part of a targets last meal. The butter is an all-purpose poison and a failed saving throw results in 1d2 points of temporary Strength, Dexterity andConstitution damage. Creatures failing a sec-ond save suffer 1d4 points of secondaryConstitution damage. Assassin Butter: animal nerve; ingested DC 18;

1d2 Str, Dex, and Con; 1d4 Con; 700 gp.

Abyssal Larvae Jelly: This gray-green jelly isderived from the secretions of newborndemons. When ingested, abyssal larvae jellyreacts with the creatures stomach and causesits acids to expand and become dangerouslycorrosive. A successful Fortitude save (DC 20)indicates that a creature regurgitates the con-tents of its stomach before the expanding acidlevels become dangerous. Creatures that fail

    C    H    A    P    T    E    R    T    H    R    E    E  :    N   e   w

    P   o    i   s   o   n   s

!"

Traps & Treachery Poison Rarity The rarity of poisons was not taken into account in the first volume of this series, so a list of the poi-sons found in that book is presented here with their rarity indicated.

Mundane Poison Rarity Magical Poison Rarity

Alcohol Common Draught of Wounding UncommonBelladonna Uncommon Enfeebling Sting RareCarbon Monoxide Rare Ghastly Mist UncommonCaustic Alkali Common Paste of Pestilence UncommonFoxglove Uncommon Powder of Paralysis UncommonHellebore Uncommon Seasoning of Shrinking UncommonLocoweed Uncommon Tashas Hideous Laughing Venom RareOpium Common Touch of the Unholy UncommonPoison Ivy Common Will-Breaker RarePsilocybe UncommonRagweed Pollen RareToadstool Common

Page 136: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 136/178

 C H  A P T  

E  R T  H  R E E  :   N e  wP  o i    s  o  n  s 

the saving throw begin to foam and bleed fromthe mouth as the acid eats them from the insideout. This causes 2d6 points of acid damage tothe creature. An additional Fortitude save (DC20, 1 per previous attempt) must be madeeach round until the creature is able to purgethe toxin. Upon regurgitation, the creature mustmake one last Fortitude save (DC = damagetaken) or suffer 1 point of temporaryConstitution damage for each previously failed

saving throw. Abyssal Larvae Jelly: animal irritant; ingestedDC 20; 2d6 hit points/round; Con (see text);1,700 gp.

Bearmad: Thought by some to be a sacreddrug among barbarian tribes, this drug is mixedwith animal fat and smeared on the chest or extremities, causing the character to go into arage as per the barbarian class ability.However, unlike normal rage, the character isconfused and attacks anyone nearby, includingfriends.

 Note that repeated or long-term use can stack fatigued results, possibly resulting in death. Bearmad:  plant psychotropic; contact DC 17;Rage; fatigued, confused.

Blue Death: When this alchemical concoctionis introduced to the bloodstream, it restricts the bloods ability to carry oxygen. Creaturesexposed to blue death must make a Fortitude

save or become deprived of oxygen within 1d4rounds. At the beginning of the first roundwithout oxygen, the creature must make aConstitution check (DC 10, +1 per round)every round or begin to drown (DMG 85). Blue Death: chemical asphyxiant; injury DC18; drowning; 1,100gp.

Cowards Bane: This unusual substance ismade from a combination of powdered mummy

 bone, kobold blood, and sugar, mixed together to form a paste and then boiled in water. After the compound has dissolved, a metal skewer isleft in the water while it cools to room temper-ature. The sugar crystallizes around the skewer,coating it with cowards bane. The skewer isthen used as a melee weapon; it has the samestatistics as a dagger, but inflicts only 1d2 points of damage. A successful attack injectsthe poison. An affected target is gripped by vio-lent, terrifying hallucinations that leave himcowering for 3d6 minutes.Cowards Bane: chemical psychotropic; inject-

ed DC 14; cowering; no damage; 100 gp.

Crypt Smoke Candle: Crypt smoke candlesare a combination of powdered mummy ragsand beeswax. Burning a crypt smoke candlecreates a subtle but deadly smoke. Any creaturewithin 10 ft. of a burning crypt smoke candlemust make a Fortitude save every 10 minutes(DC 6, +1 per 10 minutes of exposure) toavoid contracting mummy rot (DMG 75).

!#

Core Rules Poison Rarity The core rules present many different poisons (DMG 80) whose rarities are presented here.

Poison Rarity Poison RaritySmall Centipede Uncommon Dragon Bile Rare

Greenblood Oil Common Sassone Leaf Residue UncommonMedium-size Spider Rare Terinav Root UncommonBloodroot Uncommon Carrion Crawler Brain Juice RarePurple Worm Rare Black Lotus Extract RareLarge Scorpion Uncommon Oil of Taggit UncommonWyvern Rare Id Moss RareBlue Whinnis Common Striped Toadstool UncommonGiant Wasp Uncommon Arsenic UncommonShadow Essence Rare Lich Dust RareBlack Adder Common Dark Reaver Powder RareDeathblade Rare Ungol Dust UncommonMalyss Root Paste Uncommon Burnt Othur Fumes Rare Nitharit Rare Insanity Mist Rare

Page 137: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 137/178

Crypt Smoke Candle: supernatural disease;inhaled DC see text; Con damage; 1,000 gp.

Death Glass: Death glass is created by com- bining odd materials from several sources,including the bodily fluids of creatures with theEarth subtype and the eyes of the undead. Thefinal result is a transparent liquid that hardensquickly when exposed to moonlight, formingclear, hard, sheets that strongly resemble per-fect glass. The resemblance is so strong, in fact,that only a Spot check (DC 25) or Craft (glass- blowing) check (DC 18) can tell them apart. Solong as death glass is not exposed to sunlight, itis harmlessit can be moved, touched, eventasted without harm.

When exposed to sunlight, however, it beginsto emit a deadly vapor that is wholly odorlessand invisible. The vapor emerges from the sideof the glass opposite the side on which the sun-light is striking. This makes death glass a toolfor use in some particularly subtle assassina-tions. A small piece of it is placed in a window,

either replacing some of the natural glass or  just left stuck to the inside. This is done, of 

course, at night. When the morning sun strikesthe window, the poison is released, and theinhabitant of the room dies peacefully in his

sleep. Guards outside the door report nothing,and there are no footprints, fingerprints, or other clues. The glass itself dissolves as itreleases its poison. Each dose of death glass isapproximately four square inches in size. It is atrivial matter to add minor taints to the mixtureto color the glass; this allows a piece of deathglass to be substituted for a portion of a stainedglass window. Death Glass: chemical asphyxiant; inhaled DC20; 2d6 Con; 2d6 Con; 550 gp.

Dire Amber: The nectar of the orange lotus,

which blossoms year-round in certain inacces-sible jungles, is a mild psychotropic toxin.Some poisoners grow the flowers in hothousesand extract the nectar. The honey-colored liq-uid can be distilled into a thick, concentratedresin that has a golden brown or dark amber transluscent hue. Stored in small pots, direamber is painted in a thin coat over a surface, preferably one on which the poisons col-oration blends well. Initial contact induces

    C    H    A    P    T    E    R    T    H    R    E    E  :    N   e   w

    P   o    i   s   o   n   s

!$

New poisons Poison Type Damage Price Rarity

Assassin Butter Ingested DC 18 1d2 Str, Dex, and Con; 1d4 Con 700 gp Uncommon

Abyssal Larvae Jelly Ingested DC 20 2d6 hp/round; Con (varies) 1,700 gp Rare

Bearmad Contact DC 17 Rage; Fatigue, confusion 100 gp Common

Blue Death Injury DC 18 Drowning; 0 1,100 gp CommonCowards Bane Injected DC 14 Cowering; 0 100 gp Uncommon

Crypt Smoke Candle Inhaled DC var Mummy rot; 0 1,000 gp Uncommon

Death Glass Inhaled DC 20 2d6 Con; 2d6 Con 550 gp Uncommon

Dire Amber Contact DC 12 1d3 Con; Confusion 200 gp Common

Dire Urchin Spine Injury DC 18 2d4 Str; Paralysis 350 gp Common

Elemental Toxin, Air Inhaled DC 14 Fatigued; 1d4 Wis 600 gp Rare

Elemental Toxin, Earth Injury DC 18 Slow; 1d4 Str 900 gp Rare

Elemental Toxin, Fire Contact DC 16 Cold vulnerability; 1d4 Dex 700 gp Rare

Elemental Toxin, Water Ingested DC 16 Fire vulnerability; 1d4 Con 700 gp Rare

Eye-Killer Inhaled DC 15 1d3 hp + blinded; 1d2 Dex 75 gp Common

Firemetal Inhaled DC 14 Metal sickness; 0 60 gp Uncommon

Foetid Paste Injected DC 16 Filth fever; 0 5 gp Common

Ghost Nettle Extract Injury DC 22 1d4 Int + 1d6 Wis; Confusion 800 gp UncommonGhost Nettle Smoke Inhaled DC 18 Confusion; 0 800 gp Uncommon

Gore-Eyes Treat Ingested DC 13 1d2 Dex + dazed; 1d4 Str 120 gp Common

Hellblood Venom Injury DC 18 Blood thinning; 0 1,400 gp Rare

Jesters Rash Contact DC 13 2d6 damage; 1d4 Dex 315 gp Common

Kruhrag Injury DC 15 Nausea; 1d3 Dex 330 gp Uncommon

Lotus Vinegar Ingested DC 20 Poison vulnerability 900 gp Uncommon

Page 138: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 138/178

 C H  A P T  

E  R T  H  R E E  :   N e  wP  o i    s  o  n  s 

weakness and slight trembling. Full-blown direamber poisoning causes confusion for 30 min-utes minus one minute per point of Constitution. Dire Amber:  plant psychotropic; contact DC12; 1d3 temporary Constitution; confused; 200gp.

Dire Urchin Spine: The spines of dire urchinsare a common weapon among reef-dwellingaquatic races. The spines grow up to 2 feet longand are considered small martial weapons thatdeal 1d6 points of piercing damage. Creaturesstruck by a dire urchin spine must make aFortitude save (DC 18) to avoid 2d4 points of initial Strength damage. Failure of a secondarysaving throw results in paralysis for 3d6rounds. Dire urchin spines lose their potencyafter 24 hours out of water unless alchemicallytreated (Alchemy check DC 20) and alwaysexpend their single poison dose on a successfulhit. These spines are also frequently convertedto crossbow bolts with a Craft (fletcher) check (DC 15). Dire Urchin Spine: animal nerve; injury DC18; 2d4 Strength; paralysis; 350 gp (550 gpwhen treated for land use).

Elemental Toxin, Air: Gathered from floating pockets of impurity on the elemental plane of 

air, this poison appears as a vaporous whitemist. A flask containing a dose of air elementaltoxin can be thrown as a grenade-like weaponor simply uncorked to release the poisonouscloud. The cloud fills a 10-ft.-radius sphereupon release and all creatures within the areamust make a Fortitude save (DC 14) or become

fatigued (DMG 84) for 1d6+1 hours. Failing asecond save, one minute later, results in thetemporary loss of 1d4 points of Wisdom. Thecloud is not dense enough to provide conceal-ment and disperses in 1d4 rounds (calm) or 1round (11+mph winds). Elemental Toxin, Air: chemical nerve; inhaledDC 14; fatigued; 1d4 Wis; 600 gp.

Elemental Toxin, Earth: Earth elementaltoxin is found in small, clay-like deposits onthe plane of elemental earth. The substancemust be baked onto the blade or point of aweapon in order to be delivered to its victim.Creatures struck by such a poisoned weaponmust make a successful saving throw (DC 18)or suffer effects similar to a  slow spell for 2d6+2 rounds. Secondary damage from theearth elemental toxin is 1d4 points of tempo-rary Strength damage. Elemental Toxin, Earth: chemical nerve;injury DC 18; slow; 1d4 Str; 900 gp.

!%

New poisons (cont.)Poison Type Damage Price Rarity

Metalseep Gas Inhaled DC 12 Metal sickness; 0 500 gp Uncommon

Mist of the Fatigued Inhaled DC 12 Fatigued; 1d4 Con 285 gp Common

Mouthing Eyes Contact DC 14 Shaken; Confused 140 gp Common

 Numbwrack Contact DC 15 Numbness, 1d6 Dex; 1d6 hp, 1d3 Con 325 gp CommonPalsyroot Extract Ingested DC 14 1d3 Dex; 1d4 Dex + palsy 150 gp Uncommon

Pooling Breathtaker Inhaled DC 12 Exhausted; Unconsciousness, 1d6 Con 400 gp Uncommon

Rogues Rouge Contact DC 16 1d4 Cha; 1d4 Cha 450 gp Uncommon

Scaly Mold Inhaled DC 10 1 Con + exhausted; 0 15 gp Common

Scarejuice Inhaled DC 18 Panicked; 1d6 Con 35 gp Common

Silent Whisper Contact DC 14 Deafened; 1d2 Wis 285 gp Uncommon

Spiny Toadstool Ingested DC 16 Violent fit; 1d6 Con 300 gp Common

Stiffjoint Injury DC 15 1d6 Dex; 2d6 Dex 405 gp Rare

Suffer Dust Inhaled DC 15 Fatigued; Exhausted 15 gp Common

Suns Scorn Ingested DC 18 Varies; 0 450 gp Rare

Surgeons Root Ingested DC 18 1d3 Wis, exhausted; 1d2 Wis, fatigued 300 gp Common

Troggoil Inhaled DC 13 Nausea; 1d6 Str 675 gp Uncommon

Ulatein Inhaled DC 16 Frightened; 1d3 Str 130 gp UncommonVertigo Inhaled DC 11 1 Dex + deafened; 1d3 Dex 750 gp Uncommon

Violet X Injury DC 16 1d6 Str, 1d6 Con; 1 Str*, 1 Con* 1,200 gp Rare

Wizards Bane Injected DC 16 1d6 Int; 1 Int* 1,500 gp Rare

Page 139: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 139/178

Elemental Toxin, Fire: Extracted from thecharred recesses of the elemental plane of fire,this orange shimmering substance appears toswirl with ash and cinders. A flask containing adose of fire elemental toxin can be thrown as agrenade-like weapon. Struck creatures areengulfed in a swirl of warm ash and must makea Fortitude save (DC 16) to avoid the effects of the toxin as it permeates the skin. Failure of thesaving throw leaves the target vulnerable tocold based attacks (the victim automaticallyfails saving throws and takes double damagefrom such attacks) for the next 2d6+2 hours.Failing a second save one minute later causes1d4 points of temporary Dexterity damage. Elemental Toxin, Fire: chemical irritant; con-tact DC 16; cold vulnerability; 1d4 Dex; 700gp.

Elemental Toxin, Water: Pockets of pollutedelemental water are boiled down to create this poison. Water elemental toxin appears to beslightly murky water, and creatures consumingit must succeed at a Fortitude save (DC 16) or  become sensitive to fire-based attacks (the vic-tim automatically fails saving throws and takesdouble damage from such attacks) for the next

2d6+2 hours. Failing a second save oneminute later causes 1d4 points of temporaryConstitution damage.

 Elemental Toxin, Water: chemicalirritant/nerve; ingested DC 16; fire vulnerabili-ty; 1d4 Con; 700 gp.

Eye-Killer: This is comprised of two parts saltacid and one part talc, carefully mixed, dried,and crushed into a fine dust make eye-killer.This faintly yellow powder is extremely light,requiring great caution in preparation and packing in tissue for use as a blow tube projec-tile. A victim who fails his saving throw sucksin a lungful of the dust. Initially, this causes painful blisters in the mouth, throat, and nasal passages, and swells the eyes shut. Secondaryeffects see the swelling and blisters grow moresevere. Blindness persists until healed withappropriate magic or one hour passes. Eye-Killer: chemical irritant; inhaled DC 15;1d3 hit points and blinded; 1d2 temporary

Dexterity; 75 gp.

Firemetal: Firemetal was discovered by thedwarves. There are actually many types, someused to generate heat, others that glow continu-ally. Unfortunately, most forms have poisonous byproducts that cause them to be banned inmost dwarven communities. Inhaling firemetaldust or ingesting contaminated water or food brings toxins into the body. There are two lev-els of exposure, depending on both the type of 

    C    H    A    P    T    E    R    T    H    R    E    E  :    N   e   w

    P   o    i   s   o   n   s

!&

New Disease: Metal Sickness Dwarves have encountered a large number of toxic substances and strange diseases in their existenceunderground. Mines in particular are frequent sources of arsenic and other poisonous metals.Firemetal is the source of a variety of poisonous effects. It is so named because it is warm to thetouch, even underground. Some forms of firemetal give off a natural glow. Nearly all varieties of 

firemetal cause metal sickness with prolonged exposure.

Low exposure to firemetal, being exposed to diluted amounts of metalseep gas, or brief contact witheither substance may cause a low-grade metal sickness.

Heavy exposure to firemetal results in full metal sickness, and frequently death. This level of expo-sure occurs with careless use of firemetal paint, inhaling dust from firemetal mining operations, andconstant exposure to the substance. Concentrated metalseep gas can also produce the sickness,though dwarves have long learned to ventilate such areas properly. Fortitude saves must be madeevery hour to avoid contracting the disease.

A remove disease spell cures the victim of the current strain, but he must make a Fortitude save (DC16) one day later to completely purge the disease from his system. Failure indicates that trace

amounts of the poisonous material are still in his body, causing him to relapse into sickness. A neu-tralize poison spell completely detoxifies the character.

Metal Sickness: (low grade) DC 16, 1d3 day incubation; 1d2 Con, 1d3 Str;(full) DC 16, 1 day incubation; 1d4 Con, 1d4 Str.

Page 140: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 140/178

 C H  A P T  

E  R T  H  R E E  :   N e  wP  o i    s  o  n  s 

firemetal and the dosage.

Light exposure to firemetal results in mildmetal sickness. Recovery checks are madedaily. Heavy exposure results in normalchecks. Certain types of firemetal are amazing-ly toxic, and exposure has deadly conse-quences. Ingested firemetal immediately caus-

es 1d4 points of temporary Constitution dam-age, with secondary damage of 1 point of per-manent Constitution damage per hour until thecharacter dies or is healed with neutralize poi- son or similar magic. Firemetal: chemical nerve; inhaled DC 14;metal sickness/Con damage; 60 gp.

Foetid Paste: Solid wastes are one of naturesmost common poisons. Foetid paste is a treat-ment that increases the virulence of themicrobes in waste, and renders it into a thick  paste that can be applied to weapons or traps. Itis well known for use in the wild, where thematerial has a good longevity. In dry indoor surroundings, the potency may drop as low asDC 12, but can last at that DC for quite a longtime.

The smell is pungent, so it is easy to identifyand treat. The first Fortitude save, to see if thecharacter is infected, is at DC 16. Subsequentsave DCs are lowered to 14. It otherwise pro-gresses like normal filth fever.

Alchemists may formulate an odorless, clear fluid cultivated from wastes. This forms a quiteeffective poison for food and drink. Flagons of this toxin can be used to taint water supplieswith regular filth fever. Foetid Paste: animal infectious; injected DC16; filth fever; n/a; 5 gp.

Ghost Nettle Extract: The wind-blown howlof a ghost nettle patch may be a precursor to its poisonous potential. When concentrated, theweak toxin of its leaves forms a viscous, mind-altering venom. Failure of a Fortitude save (DC

22) results in initial loss of Intelligence andWisdom; a second failed save results in a stateof confusion.Ghost Nettle Extract:  plant psychotropic;injury DC 22; 1d4 Int and 1d6 Wis; 2d6 roundsconfusion; 800 gp.

Ghost Nettle Smoke: In some savage cultures,ghost nettle extract is burned in the fires of rit-ual celebration. Any creature within 20 feet of 

the burning toxin must succeed at a Fortitudesave (DC 18) or become confused for 2d8rounds. Additionally, Charisma-based skillchecks against a creature affected by ghost net-tle smoke gain a +4 circumstance bonus for 

3d12 minutes.Ghost Nettle Smoke:  plant psychotropic;inhaled DC 18; confusion and easily manipu-lated (see text); 800 gp.

Gore-Eyes Treat: As if the trapsmiths of gob-lin Clan Gore-Eye were not bad enough, thereare also the poisoners to contend with. Theexact composition of this venom is a clansecret. It seems to be some sort of animal fat,rendered and treated with unknown substances.The result is a virtually flavorless, odorlessform of lard that can be readily mixed with a

variety of foodstuffs. Heat does not destroy itstoxic properties, so it can be cooked. Gore-Eyes treat attacks the nervous system, initiallyinducing muscle tics, loss of coordination, anddazing. The latter lasts for one round.Secondary effects cause pronouced weakness,which can last several days.Gore-Eyes Treat: animal nerve; ingestedDC 13; 1d2 temporary Dexterity anddazed; 1d4 temporary Strength; 120 gp.

!'

Page 141: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 141/178

Hellblood Venom: This dark paste is distilledfrom the blood of a devil or other fiendish crea-ture native to Hell. The venom is applied toweapons and transferred to the intended victimthrough contact with their blood. Creatures

infected with hellblood venom suffer 1d4 points of bleeding damage per round if thecharacter has any open wounds as their blood becomes thinner and bleeds out more rapidly.The bleeding can be stopped with a successfulHeal check (DC 15) and all bleeding can bestopped with the application of any cure or healing spell. Hellblood Venom: animal stimulant; injury DC18; blood thinner (see text); 1,400 gp.

Jesters Rash: This poison first appeared with-in the earliest days of one of the Free Citys

most infamous (if not unique) assassins guilds.The Union of Jesters guildmaster, the madsavant named Arrius Madlaugh, brewed thefirst dose of this odd, yet effective poison. Jesters Rash is a deep red liquid with a thinconsistency. Upon contact with a charactersskin a chemical reaction takes place in whichsevere burning, drying, and irritation occur. A

successful Fortitude save (DC 13) allows acharacter to avoid the poisons effects. A

character who fails her saving throw suffers2d6 points of damage. Additionally, after oneminute a second saving throw is required or thevictim suffers 1d4 points of permanentDexterity damage. Jesters Rash: chemical irritant; contact DC 13;2d6 damage; 1d4 Dex*; 315 gp.

Kruhrag (Orcish Bile): Those who dismissall orcs as stupid brutes are only half right.Brutish they are, but not all of them are stupid,and the shamans and witch doctors of orc tribeshave learned to effectively use the few giftsthat the harsh land around them grudgingly provides. The hideous green-yellow oozecalled Kruhrag by orcs, and Orcish Bile byoutsiders, is one such product of their crudeingenuity.

Kruhrag is spread on blades just before com- bat. It is almost never used on arrows, as mostorcs like to see the effect up close. The initialeffect of the poison is instantaneous, gut-wrenching nausea. Those failing their Fortitudesave (DC 15) are nauseated  for 2d4 rounds.Even after the initial damage, the dizzinessremains, causing a loss of motor control thatcan persist for days if not cured.

Kruhrag is composed of a secret mixture of roots, fungus, and animal parts. No orc willwillingly teach the recipe to those not at least partially of orcish blood, but half-orcs who

have left their tribes and joined urban societyoften keep a stock on hand. Kruhrag: chemical narcotic; injury DC 15; Nausea; 1d3 Dex; 330 gp.

Lotus Vinegar: Brewed with rice and the blos-soms of black lotus, this tart vinegar can be adelicacy or a death sentence. The vinegar isgenerally consumed by the wealthy over fish or fresh field greens and is sold openly by thespice merchants of most large cities. Althoughthe lotus vinegar has no poisonous effects byitself, it makes the body more susceptible to

nerve poisons if a Fortitude save (DC 20) isfailed. Any saving throws made against expo-sure to nerve poisons within 24 hours of con-suming lotus vinegar suffer a 10 circumstance penalty. Because of this, assassins have beenknown to bribe or mislead the serving staff of awealthy target to gain the upper hand in a post-meal assassination attempt. Lotus Vinegar:  plant nerve/stimulant; ingested(DC 20); poison vulnerability; 900 gp.

    C    H    A    P    T    E    R    T    H    R    E    E  :    N   e   w

    P   o    i   s   o   n   s

"

Page 142: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 142/178

 C H  A P T  

E  R T  H  R E E  :   N e  wP  o i    s  o  n  s 

Metalseep Gas: A particularly common formof firemetal gives off this gas, which loses itsvirulence after three days. Normally, the gas isnot concentrated enough to have much effect.Large amounts of firemetal or mechanismsused to pool the gas can result in this poisonform. Exposure causes mild metal sickness. Metalseep gas: chemical infectious; inhaled

DC 12; metal sickness; 500 gp.

Mist of the Fatigued: Originally crafted dur-ing the early days of the trapsmith Perivaxscareer, this poison has a sickly yellow color inits liquid form. There is no dry form of this poi-son. No more than one hour after the mixing process, the poison must be placed in a tightlysealed flask or similar container, as any expo-sure to air activates the poisons gaseous reac-tion. Once exposed, the poison quickly evapo-rates into a gaseous form, creating up to a 15-ft. radius cloud with a single dose.

Characters exposed to this gas must make asuccessful Fortitude save (DC 12) or becomefatigued (DMG 84). One minute later, a secondFortitude save is required to avoid suffering1d4 points of temporary Constitution damage. Mist of the Fatigued: chemical asphyxiant;inhaled DC 12; fatigued; 1d4 Con; 285 gp.

Mouthing Eyes: This strange poison attacks themind itself. Sounds give the impression of color,while objects and people the character sees seem

reminiscent of music or odors. The senses of thecharacter are jumbled up. The effects of this poi-son wear off after 1d6 minutes. Mouthing Eyes:  plant psychotropic; contactDC 14; shaken; confused; 140 gp.

Numbwrack:  Numbwrack is a horrible sub-stance that seeps into the flesh, taking effectslowly. It causes numbness, first, as nerves aredestroyed. Within the first minute, applicationof milk and other substances can draw out theacid, granting a +4 circumstance bonus to thesecondary saving throw.

While difficult to make, the substance is hardto detect and long lasting. It can be smeared onsurfaces or put into small amounts of liquid. Itwill penetrate thin leather, but heavy boots andsimilar protections will guard against it. Water or milk can easily wash the substance off objects that are covered with the poison. Numbwrack: chemical acid; contact DC 15;numbness; 1d6 hp, 1d3 Con, 1d6 Dex; 325 gp.

Palsyroot Extract: Typically bitter, palsyrootis often mixed in a sweet drink or sprinkled onmeat. The poison soon causes slurred speechand clumsy motion, easily mistaken for theeffects of alcohol. Over time, it will also pro-duce a pronounced shaking and difficulty withspeech. A mage under the influence of palsy-root has a 20% chance to miscast and lose a

spell with a verbal or somatic component, anda 40% chance if the spell requires both. Eachday the character gets a Fortitude saving throw(DC 14) to see if the palsy wears off. LostDexterity returns at a normal rate.

This substance became notorious during recentfeuds within a renowned wizards guild.Matters had grown so tense that students wouldslip palsyroot into the drinks of their rivals.Attendance and performance suffered, earning jokes and comments from other guilds. Finally,the leaders of the guild came down hard. Theyconfiscated the possessions of the biggest trou- blemakers, had some private hearings, and cre-ated more restrictive regulations. Those guiltyof breaking the new rules found themselvesousted or, in a few notable cases, dying under mysterious circumstances. Palsyroot Extract:  plant nerve; ingested DC14; 1d3 Dex; 1d4 Dex and palsy

Pooling Breathtaker: Though this poison gasis not tremendously potent, it has certain attrib-utes that make it effective for a number of pur-

 poses. It is virtually undetectable, having noodor or appearance. It is heavier than air andlong lasting, so it may last quite a long time inunderground lairs or wells. Even ventilatedrooms, if the ventilation is placed high, maykeep the layer of gas below undisturbed. Lastly,not only is it an asphyxiant, but it also preventsdecomposition and oxidation. Fires that areexposed to the gas will be snuffed out (a possi- ble alert to its presence), and the gas preventsrust from accumulating on objects within it.However, it does have a slight tendency torevert to small amounts of weak acid, so its

effects are not advised with fabrics or booksover long periods of time.

Some dwarves are known to use this substanceas a fire control system in mines. In addition, itsees some use in alchemy and forging, whenreactions are best without the interference of air.

"

Page 143: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 143/178

If a person is exposed briefly to pooling breath-taker and immediately begins taking deep breaths of fresh air, the gas can be flushedquickly from the lungs. Upon making the sec-ondary Fortitude save, the character can beupgraded to fatigued from exhausted. Failingthe save causes the character to go unconsciousand suffer 1d6 points of temporary

Constitution damage. Pooling Breathtaker: chemical asphyxiant;inhaled DC 12; exhausted; unconsciousnessand 1d6 Con; 400 gp.

Rogues Rouge: This reddish-brown soft waxis usually sold in small clay pots. It can be usedas lipstick provided an antidote is taken first, sothat the person wearing the poison is unaffect-ed by it. When it contacts the skin of anyonenot immune to its effects (very often via a kiss),it causes a sudden lack of self-confidence andwillpower. The person affected begins to blushand stammer, and is far easier to manipulate. Itis said that nymphs blood is a key ingredient of this substance, though only those who make thestuff know for sure. Rogues Rouge: chemical psychotropic, contactDC 16; 1d4 Cha; 1d4 Cha; 450 gp.

Scaly Mold: Scaly mold is a tree and crop par-asite somewhat common in warm, humidregions. When handled roughly, it lets loose acloud of spores to which many people are aller-gic. If a creatures very first Fortitude save suc-

ceeds, that creature is not allergic to scaly moldand can never be affected by it. If the savingthrow fails, however, the creature is allergic toscaly mold. Normal saving throws for subse-quent exposures are allowed, but the creaturewill always be allergic to scaly mold. Theeffects are noteworthy, but not life threateningin and of themselves. Scaly mold causes mildillness coupled with exhaustion. The latter can be done away with by a good eight hours of rest. One hour of rest downgrades the conditionto fatigued.Scaly Mold:  plant allergen; inhaled DC 10; 1

 point of temporary Constitution and exhausted;no damage; 15 gp.

Scarejuice:  Not technically a poison, scare- juice is a blend of alchemically treated urinefrom a variety of large cats. Its odor is enoughto provoke a variety of reactions. Herbivoresand other traditional prey animals will react in panic at the scent. If unable to flee and sub- jected to more of the scent, the animal may

loose health due to mortal terror. Larger herbi-vores, particularly those protecting young, andother typically aggressive animals will becomeirritable and easily enraged. Sentient races,most of whom lack a fine sense of smell, may become somewhat nauseated at the sharp odor, but are otherwise unaffected. Animals reactingto the odor may take a long time to calm down.

Scarejuice is most often used to create a barri-er. Most animals will avoid the odor, regardlessof any other reaction. Though it can make predators more dangerous, on the whole itworks fairly well. Less benignly, a smallamount can be dabbed on someone covertly,thus provoking reactions from animals the per-son then encounters.

It is quite difficult to fully wash out the smell,which is one problem with its use. Even a smallamount on the hands, imperceptible to a humannose, may still provoke animals, though at alower DC.

A character may detect and identify the odor with a successful Wilderness Lore check (DC18).Scarejuice: animal irritant; inhaled DC 18 (12); panicked or enraged; 1d6 temporaryConstitution; 35 gp.

Silent Whisper: This poison is designed toincrease the effectiveness of a rogue and accent

her skills of stealth by deafening an opponent.The poison itself is light emerald in color andtypically carries a medium consistency. Whendried, the poison keeps its emerald color. A suc-cessful Search check (DC 12) allows a character to notice the dried poison on objects or weapons.Once the poison is injected into a victim itseffects begin instantly unless the character makes a successful Fortitude save (DC 14). Acharacter that fails her saving throw is deafened(DMG 84). One minute later, the poisons sec-ondary damage takes effect and a secondFortitude save (DC 14) is required to avoid suf-

fering 1d2 points of temporary Wisdom damage.Silent Whisper: chemical nerve; contact DC14; deafened; 1d2 Wis; 285 gp.

Spiny Toadstool: Within five minutes of con-suming the dried cap of a spiny toadstool, any-one that fails a Fortitude save (DC 16) burstsinto a violent fit for 3d6 rounds. During theviolent outburst, the afflicted individual attacksthe nearest creature, even allies, with his most

    C    H    A    P    T    E    R    T    H    R    E    E  :    N   e   w

    P   o    i   s   o   n   s

"

Page 144: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 144/178

 C H  A P T  

E  R T  H  R E E  :   N e  wP  o i    s  o  n  s 

 powerful attack or spell. Those poisoned withspiny toadstool also suffer 1d6 points of Constitution damage at the end of the rage asthe poison slowly weakens them.Spiny Toadstool:  plant psychotropic/nerve;ingested DC 16; violent fit and Con (see text);300 gp.

Stiffjoint: Cunning kobold alchemists, it issaid, concocted stiffjoint while looking for ways to undermine their gnomish enemiescontinual use of mechanical men and similar clockwork inventions. Distilled from rust mon-ster blood and enhanced by the spores of metal-eating molds, stiffjoint is a reddish-brown liq-uid with the consistency of molasses. Closeexamination will show it is not a liquid, how-ever, but a very fine powder whose grainsadhere so strongly to each other that it seems to be a highly viscous fluid.

When used against any construct, stiffjoint acts asa debilitating poison. The effect on the target isquite visible; at the point of entry, a hideous dis-coloration spreads outwards, rotting and corrodingthe victim. Those few constructs gifted withspeech scream as their very structure is rottedaway from within, leaving them shambling andtwitching at best, wholly paralyzed at worst.

Stiffjoint: chemical nerve; injury DC 15; 1d6Dex; 2d6 Dex; 405 gp.

Suffer Dust: Suffer dust is a simple collectionof spores and pollen mixed together. It causesunpleasant reactions in most races. The noseclogs up, eyes start running, and the character soon feels weak and tired.

In areas where there is little air flow, such asunderground, a dose can cover a 10 ft. by 10 ft.space. It is kicked up as people walk through.Otherwise, the dust must either be blown intosomeones face or delivered to them by someother means.Suffer Dust:  plant allergen; inhaled DC 15;fatigued; exhausted; 15 gp.

Suns Scorn: Extracted from the remains of avampire that has been destroyed with sunlight,this heavy black oil seems to swirl and undulatewithin itself. Suns scorn has a faintly ferment-ed odor and, therefore, is frequently introducedto its victims through wine or ale. Because of its weight, the poison mixes only partially withother liquids and concentrates in the lower half of the fluids volume. Drinking half of a mug of ale mixed with suns scorn would have noeffect on a creature because the strength of the

"!

Page 145: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 145/178

dose would still be in the bottom of the mug.The ingested oil is slowly secreted through thevictims skin for the next 1d12+12 hours.When exposed to direct sunlight the sunsscorn becomes superheated, causing 1d3 pointsof heat damage each round that the creatureremains in the sun.Suns Scorn: animal irritant; ingested DC 18;

hit point damage (see text); 450gp.

Surgeons Root: The root of the hoamis tree,an alpine evergreen, is a powerful narcoticoften used in medicine when magical healing isnot available. The root can be chewed or boiledin a broth and then consumed. It induces stupor and exhaustion. If both initial and secondarydamage takes hold, the patient is fatiguedrather than exhausted. Also, for each damagethat applies, the patient gains six hit points.These hit points are not lost first the way tem- porary hit points are. This latter quality makessurgeons root a useful tool for keeping a patient alive through such drastic procedures asamputations.Surgeons Root:  plant narcotic; ingested DC18; 1d3 temporary Wisdom and exhausted; 1d2temporary Wisdom and fatigued; 300 gp.

Troggoil: Adventurers daring enough to collectthe musk glands from troglodytes can makesome extra coin providing alchemists with theingredients for this noxious poison. Convertingthe Troglodyte musk into troggoil is a simple

matter of adding an alchemical preservativethat keeps the secretion from drying out. Whena flask of troggoil is shattered, all creatureswithin 30 ft. must succeed at a Fortitude save(DC 13) or suffer the effects of nausea for 2d4+2 rounds. The secondary effects are 1d6 points of temporary Strength damage. The odor of the troggoil lingers in an area for 10 roundsunless there is sufficient wind to disburse it.Troglodytes are not affected by troggoil.Troggoil: animal nerve; inhaled DC 13; nausea;1d6 Strength; 675 gp.

Ulatein (Fear Paint): Ulatein is thin, bluishdye that is manufactured by several barbariantribes of the northern hills, using a mixture of natural herbs and the crushed brains of magic-wielding or psionic goblins. It is painted ontothe exposed skins of warriors of the tribe just before they march into battle. While manycredit the terrifying howls and incredibleweapon skill of these combatants as the reasonthat their enemies tend to flee before them,

    C    H    A    P    T    E    R    T    H    R    E    E  :    N   e   w

    P   o    i   s   o   n   s

""

Page 146: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 146/178

 C H  A P T  

E  R T  H  R E E  :   N e  wP  o i    s  o  n  s 

many sages have concluded that the true reasonis the odd nature of their facial paint.

When first applied, ulatein has no effect, exceptto slightly numb the skin of the wearer. After about 15 minutes, however, the slowly drying paint begins to emit an invisible vapor that hasthe effect of causing abject terror in all who

inhale it. Those wearing the paint are immuneto its effects. In addition to the terror, the gascauses slight weakness. The two effects togeth-er grant the blue barbarians of the north a potent edge in combat.Ulatein:  plant psychotropic, inhaled DC 16;frightened; 1d3 Str; 330 gp.

Vertigo: The dazzling, rare verdant tree frog of certain tropical jungles is the source of this poi-son. When agitated, the frog lets loose a puff of mist that is a powerful nerve venom. The poi-soner places a verdant tree frog in a glass bot-tle and shakes to provoke the amphibian. Thefrog is removed, and the bottle cooled.Condensation gathers the venom, and the liquidis poured into a fine talc powder and left for thewater to evaporate. What remains is a ven-omous powder called vertigo. It attacks theauditory nerve and inner ear, inducing deafnessand loss of balance. Deafness persists until lostDexterity is recovered.Vertigo: animal nerve; inhaled DC 11; 1 pointof temporary Dexterity and deafened; 1d3 tem- porary Dexterity; 750 gp.

Violet X: A combination of natural poisonsfrom a violet fungus tentacle and a xill create a blue honey-like substance that is more power-ful than the sum of its parts. Any creatureinjured by a blade that has been dosed with vio-let x must make a Fortitude save (DC 16) or suffer 1d6 points of temporary Strength andConstitution damage. Secondary ability dam-age is permanent and is accompanied by 1d4+2days of paralysis.Violet X: animal/plant nerve; injury DC 16; 1d6Str and Con; 1 Str* and Con*, and paralysis;

1,200 gp.

Wizards Bane: This clear liquid is concoctedfrom the cranial fluids of a mind flayer. Whenintroduced into the bloodstream of most crea-tures, it has a mind-clouding effect that causesIntelligence damage, which can be permanent.Wizards are the most common victims of thisdebilitating poison and, through the actions of their minions, one of its most valued con-

sumers. Rival wizards have been known toincapacitate one anothers spellcasting abilitiesthrough repeated doses. Wizards bane is inef-fective against aberrations.Wizards Bane: animal nerve; injected DC 16;1d6 Int; 1 Int*; 1,500 gp.

Magical and SupernaturalPoisons These poisons all require some magicalenhancement in order to function as they do.Some are deadly unto themselves, and are sim- ply made more so by the application of magic, but others are innocuous until made otherwise by a spellcaster. Poisons of this type are diffi-cult to craft and can be even more difficult tofind, making them all the more deadly whenthey are applied because of their rarity.

Anchor Venom: Created by the acolytes of theShining Temple during the Time of Displacement, this poison is designed to slowand keep travel-oriented foes in place. The poi-son itself is a thick liquid with a dark amber color. Oddly, the poison produces no odor oncemixed and dries from a dark amber to a lightgreen coloration. One dose of this poison willcover one Medium-size weapon or the tips of 10 smaller weapons (such as daggers or arrow-heads). A successful Search check (DC 15)allows a character to notice the discolorationcreated by a coating of this poison.

When injected into a character (such as throughan injury) the poison is activated. Once activethe poison covers the subject in a soft greenglow. This glow is identical to the effects of adimensional anchor (PHB 195) spell as cast byan 8th-level sorcerer. The poisons effects lastfor eight minutes unless otherwise removed.There is no saving throw allowed to resist this poison.Caster Level: 8th; Prerequisites: Brew Poison,dimensional anchor ;  Market Price: 1,600 gp;

 Raw Material and XP Cost: 800 gp and 64 XP.

Dust to Dust: Quite possibly, this is the dead-liest supernatural toxin ever created. Likemany, it is a blade venom, a thick paste madefrom the fine dust remains of a disintegrated creature, powdered lodestone, corn starch, anda mild acid. A single dose coats the striking portion of any two Small piercing or slash-ing weapons, or any one Medium or Large piercing or slashing weapon. A creature

"#

Page 147: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 147/178

wounded by a coated weapon must make aFortitude save (DC 19) or be instantly disinte- grated . Even if the saving throw succeeds, thevictim still suffers 5d6 points of damage.Caster Level: 11th;  Prerequisites: BrewPoison, disintegrate;  Market Price: 3,300 gp; Raw Material and XP Cost: 2,650 gp and 132XP.

Golems Bane: This substance was created bydruids during the Iron Wars with one purpose

in mind; the destruction of iron golems. Itappears as a thin, cloudy-gray liquid that isused to coat an item no larger than an arrow-head. Since the substance must contain no iron,sling stones are popular agents for delivery of this substance. Once the chemical dries, it isvirtually impossible to detect. A successfulSearch check (DC 30) allows a character tonotice the slight discoloration or detect thefaint odor that the chemical agent produces.

When the chemical comes into contact with aniron golem (MM 109) or other iron substance,

the chemical reacts and becomes a gaseouscloud that measures 10 feet in diameter. Anyiron substances that come into contact with thecloud suffer from the effects of a rusting graspspell as if cast by a 9th-level druid. The cloudappears as murky, gray smoke and dissipatesafter 1 round.

Golems bane is a chemical agent designed toinjure or weaken iron-based creatures and

structures rather than a poison, so iron golemsand other creatures immune to poison are stillaffected by this substance.Caster level: 9th;  Prerequisites: Brew Poison,rusting grasp, creator must be a druid; Market  Price: 1,800 gp;  Raw Material and XP Cost:900 gp and 72 XP.

Hunters Friend: The venom of the dazzlingverdant tree frog, which forms the basis of themundane toxin vertigo, is also the key ingredi-

ent of this enchanted poison. It is a bladevenom, a thick paste made from the fine dust of vertigo, plus corn starch and animal fat. A sin-gle dose coats the striking portion of any twoSmall piercing or slashing weapons, or any oneMedium or Large piercing or slashing weapon.Any creature wounded by a coated weaponmust make a Fortitude save (DC 11) or suffer 1 point of temporary Dexterity damage and become deafened. Secondary damage requiresa Will save (DC 13) to avoid being held for 10minutes.Caster Level: 3rd; Prerequisites: Brew Poison,

hold animal ;  Market Price: 1,050 gp; Raw Material and XP Cost: 525 gp and 42 XP.

Ichor of Chaos: This oily liquidan enchant-ed contact poisonis nitharit infused with adetect law spell. One dose coats five squarefeet of non-porous material, or one foot of  porous material. Once the poison dries, it is all but undetectable.

    C    H    A    P    T    E    R    T    H    R    E    E  :    N   e   w

    P   o    i   s   o   n   s

"$

Magical and Supernatural Poisons 

Poison Type Market Price RarityAnchor Venom Injury No save 1,600 gp UncommonDust to Dust Injury Fort DC 19 3,300 gp Rare

Golems Bane Contact No save 1,800 gp RareHunters Friend Injury Fort DC 11 350 gp UncommonIchor of Chaos Contact Fort DC 13 100 gp UncommonKinslayer Draught Ingested No save 2,100 gp RareMasters Draught Ingested Will DC 17 2,550 gp RareOil of Order Ingested Fort DC 15 100 gp UncommonPink Smiles Ingested Will DC 12 50 gp UncommonShadow Ink Injury No save 1,400 gp RareUndead Pact Contact Will DC 20 4,550 gp RareUndeads Foe Injury No save 50 gp UncommonWithering Draught Ingested Fort DC 21 6,000 gp Rare

Page 148: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 148/178

 C H  A P T  

E  R T  H  R E E  :   N e  wP  o i    s  o  n  s 

Like mundane nitharit, ichor of chaos causesno initial damage when first touched. Its sec-ondary effect3d6 points of temporaryConstitution damageonly impacts those of alawful disposition that fail a Fortitude save(DC 13). Neutral and chaotic characters may beexposed to the stuff with no ill effects.

Bandits, orc chieftains and other leaders of achaotic evil bent often use the ichor of chaos todetect spies in their midst, by passing around asecretly poisoned oath rod or common chalice.One marauding warlord flushed out a seeming-ly loyal lieutenant by poisoning the table-warethe man was later discovered to be a paladin of some repute.Caster Level : 1st;  Prerequisites: Brew Poison,detect law;  Market Price: 100 gp;  Raw Material and XP Cost: 50 gp and 4 XP.

Kinslayer Draught: This is a particularly vile poison, first brewed by an exceptionally venge-ful and wicked sorcerer. The base poison isderived from green dragons blood and pow-dered rotfungus, but special enchantments,notably cloudkill , are used in the creation process as well. The result is a tiny amount of  poison, no more than two or three drops, whichis a transparent green color and glistens in thelight, refracting it as if it were a jewel.

When the poison is administered, usually infood or drink, the victims skin begins to feel

warm, then hot, then burning, a combination of intense heat and an unbearable itch. Usually,this is enough to cause the victim to madlyshred their clothes to tear at their own skin, butthis is not the worst of it. Within a few secondsof ingestion, the victim begins to exude a toxicvapor, thin green tendrils of venomous gas coil-ing outwards from his flesh. This gas is painfuland lethal to all nearby, acting in all ways as acloudkill  spell centered on the victim, who isrendered immune to the effects. The Fortitudesave DC to resist the effects of the cloudkill  is17. If the victim runs, the vaporous cloud trav-

els with him. Thus, a single poisoned victimcan kill dozens, which is how the poison got itsname. It was given to a nobleman at the eventof his firstborn sons wedding, and the resultingslaughter destroyed two dynasties and plungeda 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.

Masters Draught: The powerful, mind-affecting qualities of surgeons root are har-nessed to impressive effect in this ingested poi-son. Initial damage is 1d3 temporary Wisdomdamage and exhaustion. Secondary damageduplicates the dominate person spell, with theaffected persons master becoming the firstcreature to issue her a command (Will save DC

17 negates). Since the dominate person spelllasts for 9 days, the victim has plenty of time torest up before assuming her duties as a slave.Caster Level: 9th; Prerequisites: Brew Poison,dominate person; Market Price: 2,550 gp; Raw Material and XP Cost: 1,275 gp and 102 XP.

Oil of Order: This syrupy liquid is an enchant-ed and enhanced variation of oil of taggitinfused with a detect chaos spell. Due to thestrange energy it is infused with, this enchant-ed poison never has a consistent color or fla-vorone batch might yield a flavorless color-less liquid; the next might produce a glowinggreen goop that tastes of sweet sardines.

The oil of order, like regular oil of taggit,inflicts no initial damage when swallowed and never will harm those who are neutral or lawful in alignment. A chaotic person, howev-er, must make a Fortitude save (DC 15) or fallunconscious.

Lawful frontier communities plagued by chaot-ic types who prey on locals most commonly

use oil of orderoften it is given to bartenders,who spike the drinks of suspects. Of course, theoil knocks out chaotic good folk as well as theless kind sorts, so it is of limited utility. Somelawful evil types such as hobgoblinswho areas eager to cull out chaotic evil beings in their midst as chaotic good onessimply kill any-one who faints after ingesting the poison.Caster Level : 1st;  Prerequisites: Brew Poison,detect chaos;  Market Price: 100 gp;  Raw Material and XP Cost: 50 gp and 4 XP.

Pink Smiles: Assassins, thieves, and brigands

who are engaged in kidnapping or robberyoften use this poison. It lulls the victim into astate of careless indifference, making suchoperations far easier to accomplish. Doses of this poison are often secreted into a mug of aleor beer, making identification of the effectsmuch more difficult. The imbiber must make aWill save (DC 12) or become comfortablynumb and affably disinterested in his sur-roundings (apply the effects of the daze

"%

Page 149: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 149/178

spell each round). One dose lasts for an hour.

Pink smiles is used by a variety of neer-do-wells, from footpads and prostitutes to pressgangs. Some upscale bartenders slip a dose of  pink smiles into the drink of an obnoxious cus-tomer to calm him down and allow the bounc-ers to remove him peaceably.

Caster Level : 3rd; Prerequisites: Brew Poison,daze;  Market Price: 50 gp; Raw Material and  XP Cost: 25 gp and 2 XP.

Shadow Ink:  Negative energy distilled intoliquid form, this pitch black, oily substance is asupernatural venom intended for use on slash-ing or piercing weapons. One dose can coat asingle Large or Medium-size blade, or twoSmall ones. Living creatures taking damagefrom a venomed blade immediately gain 1d4negative levels, as in the enervation spell (thereis no saving throw).

Victims stricken with shadow ink regain lostlevels after 15 hours have passed. Traditionalcurative solutions, such as neutralize poison,are of no use once the poison has done its dam-age. Negative energy protection, however, may be used to restore lost levels before that periodhas elapsed, and of course certain high-pow-ered spells such as limited wish are equallyeffective.Caster Level : 7th; Prerequisites: Brew Poison,enervation;  Market Price: 1,400 gp;  Raw

 Material and XP Cost: 700 gp and 56 XP.

Undead Pact: This is a supernatural contact poison made from a piece of bone and a lumpof raw meat, slow cooked in milk, corn starch,and sugar to form a crystallized gravy thatcools into a gel. A single dose can be smearedover a single 5 ft. square. Any undead creaturethat comes into contact with the gel is subject-ed to a control undead spell. Assuming a 13th-level effect, this affects a single undead with nomore than 26 Hit Dice that fails its Will save(DC 20). Control lasts for 13 minutes.

Caster Level: 13th;  Prerequisites: BrewPoison, control undead ;  Market Price: 4,550gp;  Raw Material and XP Cost: 2,275 gp and182 XP.

Undeads Foe: Relatively cheap and easy tomake, this supernatural blade venom is effec-tive against all undead creatures. It is made

from common resin and enchanted with pos-itive energy. A single dose coats the striking

 portion of any two Small piercing or slashingweapons, or any one Medium or Large piercingor slashing weapon. Any undead creaturestruck by the weapon suffers an additional 1d6 points of damage (no saving throw, but SR applies).Caster Level: 1st; Prerequisites: Brew Poison,disrupt undead ;  Market Price: 50 gp;  Raw

 Material and XP Cost: 25 gp and 2 XP.

Withering Draught: This poison is milky,almost muddy tan in hue, and represents one of the most devastating supernatural poisons inexistence. Those who ingest it must make aFortitude save (DC 21) or suffer the effects of the horrid wilting spell cast at 15th level.

Withering draught is an extremely rare poisonthat has only one known maker, the water mageKamus. Enraged that his fiancée left him for alocal lord because he was too old for her,Kamus locked himself away in his sea grotto.He spent months concocting a huge supply of anew and lethal poison, which was designed totake the bloom of youth off anyone drinking it.On the day of the wedding he set out with hissupply, intending to add a little to each vat of wine enjoyed by the guests. Poor Kamus, how-ever, suffered a fatal heart attack when attacked by highwaymen on the road, and his cask of  poison disappeared into the underworld.Distilled and rebottled, it has found its way intothe caches of the most elite poison suppliers

and assassins around.Caster Level : 15th;  Prerequisites: BrewPoison, horrid wilting ; Market Price: 6,000 gp; Raw Material and XP Cost: 3,000 gp and 240XP.

Monstrous Poisons Many poisons derive their value from the phys-ical damage they inflict on the victim, or on thesupernatural or magical kick they deliver.Others, however, are of value because of mag-ical properties inherited from the creatures

from which they are drawn.

Cockatrice Yolk: A gooey yellow substancedrawn from a cockatrice egg and imbued withthe taint of the  flesh to stone spell, the cocka-trice yolk is a venom meant to be applied to a blade. One dose can coat the blade of a singleLarge or Medium-size slashing or piercingweapon, or two Small ones. Living creaturestaking damage from a venomed blade must

    C    H    A    P    T    E    R    T    H    R    E    E  :    N   e   w

    P   o    i   s   o   n   s

"&

Page 150: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 150/178

 C H  A P T  

E  R T  H  R E E  :   N e  wP  o i    s  o  n  s 

make a Fortitude save (DC 15). Failure indi-cates that the victim turns to stone.

There is one small benefit to the stuffif a per-son makes the saving throw, he gains tempo-rary immunity from a cockatrices petrificationattacks for 1d8 hours. It is a small enough

thing, but those who set out to hunt cockatricesoccasionally immunize themselves with cocka-trice yolk before heading outthe techniqueoften yields stony results, but its easier to dealwith in a peaceful setting than in the midst of  battle.Caster Level : 11th;  Prerequisites: BrewPoison, flesh to stone; Market Price: 3,300 gp; Raw Material and XP Cost: 1,650 gp and 132XP.

Demonbane: Distilled from celestial bloodand holy water, this injected supernatural poi-

son has dire potency against evil creatures fromother planes of existence. A single dose coatsthe striking portion of any two Small piercingor slashing weapons, or any one Medium or Large piercing or slashing weapon. On a suc-cessful melee attack against an evil creaturefrom another plane, the creature is forced back to its home plane. A Will save (DC 17) negatesthe effect, and SR applies to the effect as well.Caster Level: 9th; Prerequisites: Brew Poison,dispel evil;  Market Price: 2,250 gp;  Raw Material and XP Cost: 1,125 gp and 90 XP.

Kiss of the Aboleth: The elf sage Methusdevoted over a century to studying the fellamphibian aboleths, tracking them through thedark watery depths, stealing into their lairs,trading information with them, and battlingthem. During the course of his dissection stud-ies he discovered that the distilled mucus pre-sent on the creatures tentacles had a remark-able and horrifying effect on those who ingest-ed it. Their flesh changed over a matter of 

moments into a slimy transparent membrane, just as if they had been struck by an abolethstentacle.

Kiss of the aboleth comes in a transparent jellyform. It has a salty, slightly tart taste, which can be disguised by concealing it in bastes and

sauces. It is equally effective dissolved in wine,though few wines will mask its unsubtle flavor.The poison takes 1d4 minutes to take effect,after which it behaves exactly like the abolethstransformation attack. A successful Fortitudesave (DC 19) resists the transformation. It isunderstandably rare, due to the difficulty inobtaining aboleth tentacles, but it is highlysought after by assassins seeking to complicatethe lives of desert princes and others for whomwater is a premium.Caster Level : 4th; Prerequisites: Brew Poison,spellcaster level 8th+; Market Price: 1,600 gp;

 Raw Material and XP Cost: 800 gp and 64 XP.

Pudding Bean: The pudding bean appears to be a hard, uncooked, and utterly unremarkable black bean. It is in reality a 1 hp black puddingmagically locked into a hibernetic state.

If the pudding bean is chewed, the black pud-ding awakens and immediately attacks for 1 hpof acid damage a round until spit out. If swal-lowed whole, the victim is in for a much more painful experience. The pudding is awakenedwhen it hits the stomachs digestive juices, and begins to feed on the material around it. Thevictim notices nothing on the first day except agnawing hunger as the pudding consumes thefood entering the stomach. On the second daythe victim experiences intense stomach painsas the young pudding grows larger and increas-ingly aggressive. Beginning on the third daythe character takes a cumulative 1d6 pointsof damage a day until the pudding isexpelled or kills him.

"'

Monstrous Poisons 

Poison Type Price RarityCockatrice Yolk Injury Fort DC 15 3,300 gp RareDemonbane Injury Will DC 17 2,250 gp Rare

Kiss of the Aboleth Ingested Fort DC 19 1,600 gp RarePudding Bean Ingested Special 1,200 gp RareVampiric Draught Ingested No save 1,400 gp Rare

Page 151: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 151/178

On the first day, inducing vomiting rids the victimof the nascent pudding (causing an additional 1d4 points of damage as it rises up the esophagus).Getting a gestating black pudding out of a personafter the first day requires magical measures.Caster Level: 3rd; Prerequisites: Brew Poison,spellcaster level 8th+; Market Price: 1,200 gp; Raw Material and XP Cost: 600 gp and 48 XP.

Vampiric Draught: The vampiric draught is asupernatural ingested poison. Its ingredientsinclude the ash of a burned vampire, a vial of unholy water, a pint of red wine, and a drop of humanoid blood. The ingredients are mixedunder low heat and then strained through black cloth. The result is about a pint of very dry redwine that holds deadly magic. A creature drink-ing the wine is subjected to enervation andgains 1d4 negative levels (no saving throw, butSR applies).Caster Level: 7th; Prerequisites: Brew Poison,enervation;  Market Price: 1,400 gp;  Raw Material and XP Cost: 700 gp and 56 XP.

Prankster Poisons  Not all poisons are deadly. Some range fromslightly irritating to downright cruel. In thehands of a mischievous individual, these prankster poisons can annoy, humiliate or makefor a nasty revenge. When these poisons areadded to food or drink, the tainted goods devel-op a slight discoloration, taste or smell that a

victim has a chance to notice. The victim real-izes something is amiss with a successful Spotcheck (DC 20). These poisons could also beadded to a magical potion or trap where applic-able. A successful Fortitude save negates allthe effects and while some are permanent, mostwear off over a period of time.

Angelcap: The seeds of the angelcap plantimbue an individual with an altered form of thelycanthropy curse. On nights of the full moon,the poisoned victim transforms into a harmless pig and remains in that form until sunrise.

Some variants of this poison have been foundthat change a victim into a camel, a rabbit, agoat, a cat and even a parakeet.

Arcanbane: Feared by wizards and sorcererseverywhere, the arcanbane poison wreakshavoc with arcane spellcasting. Anytime a spellis cast, the DM rolls 1d6 and uses the chart

 below to determine the outcome of the spell. Non-spellcasters, divine spells, natural

spell-like abilities, and magical items are notaffected by arcanbane.

1. Spell fails.2. Spell changes target randomly (if the spell

has no target it just fails).3. Spell uses two magic slots (if the spellcast-

er does not have an unused slot of equal or 

higher level as the spell cast, the spell fails).4. Random spell (another spell of the same

level is cast by accident. This new spell ischosen by the DM and does not have to beknown by the spellcaster. The spellcaster does not learn an unknown spell by castingit in this manner).

5. Spell works normally.6. Effect is doubled (the spell is cast as if it

the spellcaster used the Empower Spellfeat only no cost is required).

Belted Whipvine: The belted whipvine pillmakes a victim speak backwards. Spells withverbal components are rendered unusable andlisteners must make an Intelligence check (DC15) to understand the reversal gibberish.

Borbus Berry Juice: The juice of a borbus berry is a thick, oily substance that permanent-ly changes the color of skin. The color of the berry determines the new skin color.Discolorations first appear only on skin thatcomes in direct contact with the poison, but iteventually spreads to cover the whole body

over a period of 1d4 days.

Blackcat: The blackcat poison is a thick, whiteoil that makes a person unlucky. Victims suffer a 2 luck penalty on all rolls until the poisonhas run its course.

Blue Coldmoss: When ground to a thick, light blue powder blue coldmoss inflicts a mind-numbing blast on its victim and serves as agreat distraction when thrown in the face of anopponent. Inflicted characters suffer a tempo-rary loss of 1d6 Intelligence and are stunned for 

one round.

Cockatrice Feather: When tossed in the eyes,the brown cockatrice feather blinds a character for several hours. The blinded individual suffers a50% miss chance in combat, loses any Dexterity bonus to AC, moves at half speed, and all oppo-nents gain a +2 attack bonus on the blinded char-acter. Blindsight negates these penalties.

    C    H    A    P    T    E    R    T    H    R    E    E  :    N   e   w

    P   o    i   s   o   n   s

#

Page 152: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 152/178

 C H  A P T  

E  R T  H  R E E  :   N e  wP  o i    s  o  n  s 

Crystalweed: The crystalweed causes a painful reaction whenever the victim uses a

 psionic ability. The poison does not affect char-acters without psionics or psionic abilities thatdo not require activation. A poisoned individ-ual takes three points of subdual damage eachtime he uses any psionic ability.

Deepcavern Tar: A thick, smoky black gasoften found in small pockets underground, thedeepcavern tar causes a loud ringing sound in a persons ears, essentially deafening the victim.Poisoned characters suffer a 4 penalty to initia-tive rolls and Concentration checks, and auto-matically fail all Listen checks. Deepcavern tar is extremely flammable and feared by miners for its explosive nature. If the gas ignites, it deals3d6 points of damage to everything within 25 ft.and has a 40% chance to collapse tunnel ceil-ings. A Reflex save (DC 14) halves the damage.

Flame Viper Venom: Similar to the ice moc-casin venom, the poison of the flame viper causes the victims body to radiate intense heatduring periods of heightened activity. On a nat-

ural roll of 18 or better in an attack, Reflexsave, or a skill check that uses Dexterity or 

Strength, all flammable material touching the poisoned characters skin ignites. This is espe-cially damaging to clothing. Anyone else whotouches the affected characters skin takes1d31 points of fire damage. The fiery effectlasts for the remainder of the round.

Goblin Spit: Goblin spit causes a person to belch uncontrollably several times a minute.This can be quite embarrassing in a social situ-ation that requires etiquette or when sneaking past guards. Affected characters suffer a 2 cir-cumstance penalty on all Move Silently andCharisma-based skill checks.

Ice Moccasin Venom: During times of height-ened activity and stress, the venom of the icemoccasin snake sends a freezing chill throughouta victims body. On a natural roll of 18 or better in an attack, Reflex save, or skill check thatinvolves Dexterity or Strength, the poisonedcharacter fails the intended action and isstunned for the remainder of the round.

#

Prankster poisons Poison Type Duration Cost Rarity

Angelcap Ingested DC 20 permanent 3,500 gp Rare

Arcanbane Ingested DC 16 1d4 days 500 gp Rare

Belted Whipvine Ingested DC 12 1d2 hours 190 gp Uncommon

Borbus Berry Juice Contact DC 17 permanent 500 gp UncommonBlackcat Contact DC 13 1d3 days 250 gp Uncommon

Blue Coldmoss Inhaled DC 15 1d8 rounds 300 gp Rare

Cockatrice Feather Contact DC 16 1d6 hours 750 gp Rare

Crystalweed Ingested DC 16 1d4 days 500 gp Rare

Deepcavern Tar Contact DC 13 1d6+1 hours 250 gp Uncommon

Flame Viper Venom Ingested DC 15 1 week 1,000 gp Rare

Goblin Spit Ingested DC 14 1d4 hours 100 gp Uncommon

Ice Moccasin Venom Ingested DC 15 1 week 1,000 gp Rare

Laburnum Oil Ingested DC 14 permanent 400 gp Rare

Orc Essence Ingested DC 15 permanent 2,400 gp Uncommon

Pepperdust Contact DC 12 1d4 hours 130 gp Common

Pickle Toad Ingested DC 17 1d4+1 hours 200 gp Uncommon

Purple Mushroom Inhaled DC 18 1d8 hours 950 gp UncommonSpindle Shrub Ingested DC 18 1d4+1 weeks 1,200gp Uncommon

Staircase Moss Inhaled DC 13 1 day 300 gp Uncommon

Stinkhorn Ingested DC 14 1d4 hours 175 gp Uncommon

Tagis Root Shavings Ingested DC var 1d6+2 hours 120 gp Common

Tamarack Ingested DC 15 2d6 minutes 90 gp Uncommon

Unicorn Tear Ingested DC 16 1d4x10 minutes 750 gp Rare

Winch Sap Ingested DC 16 1d4 days 500 gp Rare

Page 153: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 153/178

Laburnum Oil: There are several forms of thelaburnum oil poison. The creator choosesexactly which effect will occur. Laburnum caneither shorten or lengthen body parts (limb, ear,nose), cause growth (tail, horns, extra arm), or generate change (feet to hooves). These

changes are permanent until the poison is neu-tralized or an antidote acquired.

Orc Essence: Another popular wedding gift,the orc essence pill makes a victim hideous to behold. The poisoned character suffers 1d6 points of temporary Charisma damage. Half-orcs and orcs are immune to this poison sincethe key material component involves orc blood.Bathing in a nymphs pool washes away theeffects of orc essence, though the nymphs arerarely pleased to have such hideous guests.

Pepperdust: A red powder often hidden inclothes or armor, pepperdust makes the skinitch horribly. It has no effect on creatures with-out exposed skin (such as those with heavy pelts) and unlike itching powder, pepperdustcannot be washed off or subdued with healingsalves. A poisoned character loses all Dexterity bonus to AC due to itching.

Pickle Toad: The saliva of the pickle toad

causes a victims skin to emit a scent, unno-ticeable to everything but frogs that find it irre-sistible. Any frogs within 10 miles will flock toand follow the scent. The frogs do not attack  but are content to merely sit and croak loudlynear the poisoned individual.

Purple Mushroom: When inhaled, the smoke

of a burning purple mushroom causes a victimto suffer from dementia. The DM rolls 1d8 todetermine the affliction from the chart below.

1. Uncontrollable paranoia (the victim triesto get away from everyone and every-thing, including friends, and may becomeviolent if followed or forced to stop).

2. Voices in the head (the victim hears voic-es that command him to do strange,though generally harmless, things. A Willsave (DC 15) ignores the demands of thevoices).

3. Ecstasy (the victim sits in a extremelyhappy stupor and is unable do to anything but eat, drink, walk, and perform simpletasks).

4. Multiple personalities (the victim gains asecond personality of the DMs construc-tion. This new personality may or maynot know how to the skills, powers or spe-cial abilities of the poisoned character).

5. Extreme phobia (the victim becomesincredible scared of something such asclaustrophobia, the fear of enclosed

 places, or monophobia, the fear of beingalone).6. Flashbacks (the victim relives a past

event such as a battle or a parade and isoblivious to the outside world).

7. Wonderland (the victim perceives every-thing in the surrounding world in a twist-ed or strange manner).

8. Violent (the victim has to kill and maimeverything and regardless of class, entersa barbarian rage that does not stop untilexhaustion, subdual, or the poison wearsoff).

Spindle Shrub: Created by a wizard whowished to cut down on his pipe habit, the spin-dle shrub poison causes a person to suffer  painful nausea by just smelling or even seeingsmoke. This applies to any smoke. Torches, pipes, campfires, burning buildings, and evencandles will all cause the poisoned individualto double over in pain. Nauseated charactersare unable to perform any actions other than

    C    H    A    P    T    E    R    T    H    R    E    E  :    N   e   w

    P   o    i   s   o   n   s

#

Page 154: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 154/178

 C H  A P T  

E  R T  H  R E E  :   N e  wP  o i    s  o  n  s 

leave the area. A Fortitude save (DC 18) allowsthe victim to forgo the nausea for one round.

Staircase Moss: When inhaled, the spores of the staircase moss cause extreme dizziness.

Poisoned characters suffer a 50% miss chancein combat and a 4 penalty to Balance andJump checks, but gain a +2 bonus to AC due toerratic movements.

Stinkhorn: Popular at weddings, stinkhornmakes a person smell horrible. Creatures withsensitive noses will attempt to avoid victims of this poison. Victims suffer a 4 circumstance penalty on all Charisma-based skill checks.

Tagis Root Shavings: Just a few drops of thetagis root triples the intensity of an alcoholic

 beverage. Each time a character sips from atainted drink, he must make a Fortitude save(DC 10 + 1 for each previous sip) or becomeextremely drunk. Upon failing the firstFortitude save, the character becomes inebriat-ed. Failure of another save means the character  becomes drunk.

Tamarack: A character poisoned with tama-rack suffers 2d6 points of temporary Dexterity

damage. The victim recovers Dexterity morequickly than normal, however, recovering one point per minute after the initial damage.

Unicorn Tears: Characters who drink from the

unicorn tear must speak the absolute truth andwill even volunteer information. After the poi-son has worn off, the victim feels extremely illfor the rest of the day and suffers a 1 penaltyto all rolls until he rests for 8 hours.

Winch Sap: Outlawed in most fighting tourna-ments, the winch sap drains a characters willto attack, giving him a 4 penalty to all attack rolls as most of his swings become lazy anddefensive at best.

#!

New Condition: IntoxicationCharacters often find themselves in bars and taverns drinking with the locals to find information or ingratiate themselves to the denizens of a new town. A character can drink up to 8 ounces of weak alcohol (beer, ale, wine, and so on) or 1 ounce of strong liquor (whiskey, for example) per five pointsof Constitution with no effect. For each dose after that the character must make a Fortitude save (DC

10 + 2 per extra dose) to avoid becoming intoxicated. There are two levels of intoxication: inebriat-ed and drunk.

Inebriated: The character begins to feel the effects of his drinking, suffering mild loss of motor skills and other minor consequences. During this time he suffers a 1 penalty to all saving throws,attack rolls, and skill checks. If he fails another Fortitude save due to drinking, he becomes drunk.

Drunk: A drunk character has consumed alcoholic beverages far beyond his capacity to handlethem. He suffers a 3 penalty to all saving throws, attack rolls, and skill checks. In addition, the char-acter may only take partial actions. If he fails another Fortitude save due to drinking, he falls uncon-scious for eight hours.

The after effects of such drinking can be harsh. A character who falls unconscious suffers the penal-

ties for being drunk for four hours after he awakens. Drunk characters who sleep for eight hours areconsidered inebriated for a similar period of time when they wake up.

If a character does not sleep immediately after becoming intoxicated, his condition downgrades onestep for every eight hours, but he is also considered fatigued until he gets the proper rest.

Page 155: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 155/178

    C    H    A    P    T    E    R    F    O    U    R  :    P   u   z   z   l   e   s   &    C   h   a   l   l   e   n   g   e   s

#"

IntroductionThis chapter presents a variety of puzzles,tricks, and challenges that DMs can insert intotheir games. Where possible the location and

composition of these situations have been leftgeneric so as to insure wide applicability. Alltext in this chapter is designated as OpenGame Content.

Awarding XP for Puzzles Characters should be awarded experience for  bypassing and solving riddles and challengesthey face, but such awards can be tricky todetermine. In general, award a party of adven-turers experience as if they had defeated a sin-gle monster with a Challenge Rating equal to

the average party level. So a party of 4th levelcharacters would get an XP award as if theyhad defeated one CR 4 monster. If one player stands out in the solving of a puzzle or riddle,the DM may choose to award further XP to thatcharacter.

Puzzles A Gift for the Guardian

This puzzle can be found in any large subter-ranean room, which usually has murals and paintings on the walls and ceiling depictingseveral situations that focus on an elementalreligion and golems of various kinds. The cav-ern itself is rough-hewn out of the rock, shapednot by the normal pick and hammer of humansand dwarves but rather by the hands of earthelementals. Small braziers scattered around theroom burn with an eternal flame. The room isround, with an altar at the center and a large, barred door at the far end.

Two oils are sitting in glass containers on thealtar. The glyphs on the containers indicate thatone is the Oil of War, the other is the Oil of Peace. These can be read with either aSpellcraft check (DC 25) or Decipher Scriptcheck (DC 20). When applied to an iron golem,the Oil of War gives the golem a +2 circum-stance bonus to all attack and damage rolls,while the Oil of Peace imposes a 2 penalty tothe same.

CHAPTER FOUR  

Page 156: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 156/178

 C H  A P T  

E  R F   O  U  R  : P  u z z l e  s  & C h  a l l e  n  g 

e  s 

The doorway has an inscription written inTerran, the language of the earth elementals. If none of the characters are literate in thistongue, a Decipher Script (DC 25) allows acharacter to puzzle out the meaning. The trans-lation of the text is below.

I am shaped by fire

 Rooted from the earth and given formObliged by my creator to bar the path None may pass unless they bring the oil.

Given the depictions on the walls, and the factthat the first letter of each line spells IRON,the adventurers should be able to deduce thatthe guardian is in fact an iron golem, and theymust select one of the gifts on the altar to beallowed to pass freely. As an iron golem is afearsome challenge for all but the mightiest of adventurers, solving the riddle is likely to bethe key to survival. The images painted on thewalls are a clue to the correct gift to bring.

The first image shows a cleric of Gramkal (theelemental god of earth) blessing the Oil of Peace at a complex-looking ceremony, with avariety of elemental creatures present. All of the creatures present at the ceremony are beinganointed with the oil. A character making aKnowledge (religion) check (DC 15) can deter-mine that the ceremony depicted is the Ritualof Air, celebrated at the spring equinox.

The second image shows a rite known as theGauntlet of Lightning. It shows a flesh golem,a clay golem, a stone golem and an iron golem.All of the golems except the iron golem aremoving through the gauntlet.

The third image shows an iron golem convers-ing with a series of earth elementals. A suc-cessful Knowledge (arcana) check (DC 20)reminds the character that all iron golems cre-ated by the sect of Gramkal are able to speak with elementals.

The fourth image shows a priest of the God of Knowledge consecrating a series of constructsto the service of the church. The priest is con-ducting a ritual that characters making a suc-cessful Spellcraft check (DC 20) recognize asrendering the construct immune to the effectsof lightning. All of the constructs have beeninscribed with a glyph of warding .

The fifth image shows the process of joining

the inner temple of the sect of Gramkal.Touching the mural activates a magic mouthspell, which repeats the rite in the language of earth elementals. It is clear from the conversa-tion that one must be able to communicate withearth elementals to join the inner temple.

The sixth image shows the beginning of the

Ritual of Air. The creatures attending are being blasted with electricity. Some creatures are shownflinching from the blast and fleeing the ritual.

The seventh image shows the inside of theinner temple. The priests and iron golems areshown walking through fire but keeping a care-ful distance from an air elemental using electri-cal attacks.

The eighth image shows the scene of a thief stealing the Oil of Peace, attempting to use it,and then dying horribly. An inscription belowthe scene reads So perish all who use the Oil of Peace without the protection of the Ritual of  Air.

The ninth image shows a flesh golem, a claygolem, and a stone golem being inscribed with glyphs of warding . An iron golem stands in the background, making it clear that it will not beso inscribed.

The clues decode as follows:

All iron golems can speak Terran (the thirdimage), therefore all iron golems can serve inthe inner temple (fifth image).

Therefore all iron golems prefer fire to electric-ity (seventh image).

Therefore no iron golem ever passes throughthe Gauntlet of Lightning (second image).

Therefore no iron golem is ever inscribed witha glyph of warding (ninth image).

Therefore no iron golem is ever made immuneto electrical attacks (fourth image).

Therefore no iron golem ever participates inthe Ritual of Air (sixth image).

So one can conclude that no iron golem is ever anointed with the Oil of Peace (first andninth image). The correct gift to bring isthe Oil of War.

##

Page 157: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 157/178

If the Oil of Peace is brought forth, the irongolem animates and attacks the group. Whatoccurs after this and the rewards for bringingthe correct gift are left up to the DM.

 Dial An EntranceThis puzzle appears on any door, usually one of 

thick stone or metal, which has no other appar-ent mechanisms for entry. There are no han-dles, locks, or even hinges visible. In the center of the door, three round dials appear. Each dialhas six letters written on it. The letters are usu-ally presented in Common, but can be writtenin any language appropriate to the location inwhich the door is found. (If the script is some-thing other than Common, the DM may want to prepare two sets of player handouts, one withnormal letters for those who can read the lan-guage, and one with strange symbols for those

who cannot.)

The letters on each dial are evenly spacedaround its circumference, so that when proper-ly rotated two of the letters will be oppositeeach other at the center of the dial. When thethree dials are all properly rotated, the six let-ters in the center of the dials spell out the pass-word that allows the characters to bypass thedoor (OPEN ME). Once the characters have

rotated the dials to spell out any six-letter word,they may push them back into the door. Assoon as they are fully depressed, one of twothings occurs. Either the dials have been cor-rectly rotated, in which case the door swingsopen, or the dials are set to an incorrect posi-tion, in which case the characters spring thedoors trap. The dials pop out and an arc of 

electricity shoots out among the characters, act-ing as a chain lightning cast by an 11th-levelcaster. The character that pushed in the dialsacts as the primary target of the spell.

Less deadly consequences can be substitutedfor the chain lightning  to make this puzzlemore appropriate for low-level characters.Some suggestions include magic missiles thattarget up to three characters, a 15-ft. cone of fire dealing 2d6 points of damage to all withinits area, and a confusion spell that targets who-ever depresses the dials. As written, the charac-ters trigger the effect each time they make anincorrect guess. This can be reduced to a one-time penalty to further reduce the difficultylevel of this puzzle.

    C    H    A    P    T    E    R    F    O    U    R  :    P   u   z   z   l   e   s   &    C   h   a   l   l   e   n   g   e   s

#$

Page 158: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 158/178

 C H  A P T  

E  R F   O  U  R  : P  u z z l e  s  & C h  a l l e  n  g 

e  s 

Dieing For The Answer  

This puzzle is usually set to guard a privatearea of a dungeon complex, most often one built by a wizard or a cleric of a god of either law or mathematics. It consists of a wall panel

in which are set five runes. The runes are:

A large equilateral triangle.A square.A medium-size equilateral triangle.A pentagonA small equilateral triangle.

When the party approaches, a magic mouth acti-vates and makes one of the following demands:

One: To pass, touch twelve.Two:  A spiders legs, an ants legs, a horses

legs, and the door shall open.Three: Sum the hours in a day, only then youll see the way.

The key is the symbols. Each represents oneside of a particular polyhedron, the most com-mon example being found on the dice in frontof the players.

The first shape represents 4, the second 6, thethird 8, the fourth 12, and the fifth 20. Toanswer the riddles of the mouth, the symbolsmust be touched in the correct sequence. Thefigures glow when touched, and the glow willfade after no figure has been touched for morethan 30 seconds. Entering a wrong answer canresult in anything from nothing to a lightning bolt or  flame strike spell.

The answers to the sample puzzles are:

One: Touch the pentagon.Two: Touch the medium triangle, the square,and the small triangle.Three: Touch the small triangle and the square,

or the square four times.

If the players come to understand what thesymbols represent, but choose a differentmethod to answer the question (i.e., for ques-tion three they touch the 4 and the 6, attempt-ing to multiply) the DM should accept this. Thechallenge is to figure out which symbols repre-sent which numbers; if the math is correct andlogical, the DM should accept the answer.

Four Paths A stairway ascends into this room, which is cir-cular and walled with closely fitted stone.There are four doors in the walls of the room,each leading off in one of the four cardinaldirections. In one wall, somebody has roughly

chiseled a warning, which reads:

 Beware, traveler, for the gods have warned methat at least one of the warnings here seeks to play you false, and only one path out of herewill let you escape with your lives.

The door to the north is made of oak, withdragons chasing each other around the frame.Above the door is a sign that reads:

 Both the east and south doors lead to doom,unless the west does.

The eastern door is cloaked in an illusion of creeping flame. The sign reads:

The message above the south door is true,unless the northern path is the safe one totake.

The southern door is dark black, so black that itseems to swallow the light around it. The signon the door reads:

 Both the east and west doors lead to doom,unless this one does.

The western door has three bright silver swordsengraved into its face. The sign reads:

The message above the north door is true,unless the north road is the one to take.

If the safe road is the eastern door, the southerndoor, or the western door, all four signs aretrue. But the inscription warns the charactersthat at least one of the signs is false.

The northern door suggests that if the westerndoor is dangerous, then the east and southdoors are safe. The southern door indicates thatif it is dangerous, then at least one of the east or west doors are safe. Only the signs at the east-ern and western doors are true, and the northernroad is the one to take.

#%

Page 159: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 159/178

The DM may place any desired horrible trap behind the other three doors. Many of the trapsin this volume are likely to be appropriate.

Feeding The Animals A stone lion sits along the path, with teeth andclaws made of steel. It looks up at the charac-

ters and speaks.

You must feed me to pass. My food is more evil than the lords of hell, but a greater good thanthe celestials. It is wanted by the rich and had by the poor. If you eat it, you shall die.

If the characters feed the lion, it will of courseattack (use stats for a gargoyle or stone golem,depending on the power level of the charac-ters). The correct answer is nothing.

Guard Duty This puzzle door is often used to guard a trea-sure hoard or other room full of valuables. Itappears as a stone door with a bas-relief drag-on carved into the center. The dragons headsticks out from the door nearly two feet, silent-ly sneering at any who would attempt to enter.

Any character touching the dragons head (bysearching the door for traps or locks, for instance) causes the head to animate, lookingaround menacingly at all in the area. It then

locks its eyes onto the character that touched itand recites the following riddle:

One creature guards the path to the room you seek, But first it is I you must defeat. Before I bow and let you through,Tell me what awaits you.One guardian awaits, next in line of four that came before,They were green slaad, succubus, lillend, and  gnoll, what remains behind the door?

 Dragon, minotaur, mummy, or witch?

The correct answer is mummy. All of the crea-tures that guarded the room at one time or another have double letters in their names. Themummy is the only one of the given list toduplicate this feature. The DM can print out theriddle and give it to his players if he thinks the

visual clues will help them solve it. Thecharacter answering the riddle must be

standing before the door, otherwise the dragonsculpture raises its voice and says  I prefer tobe spoken to directly, if you please!

Once the correct answer is given, the dragonshead moves toward the speaking character andeyes him up and down. It then returns to thedoor and becomes inert. A character need only

 push down on the dragons head (making itbow as spoken in the riddle) to cause the por-tal to open. It closes after one minute, but caneasily be opened again merely by speaking theword mummy. Of course, particularly nastyDMs might have the riddle be true, in whichcase a mummy attacks the party as soon as thedoor is opened.

The penalty for giving an incorrect answer mayvary according to the partys abilities and theDMs plans for the room beyond. If the room isinconsequential to the adventure at hand, anincorrect answer might simply prevent thecharacters from passing the door at all. One daymust pass before they can try again. Should thecharacters need to get into the room, then avariety of effects can occur upon giving theincorrect answer:

Dragon: CR 2; The animated dragons headlights up as if the correct answer has beengiven. It says  Im delighted you chose me, Ive so long waited to hear those words. Then itgoes silent again. If the party attempts to

 bypass the door, it rears up and sprays a 30 ft.cloud of acidic gas into the room. Everyone inthe clouds area takes 4d6 points of damage,half on a successful Reflex save (DC 16).

Minotaur: CR 3; The dragons eyes flash redmomentarily before it resumes its original posi-tion, remaining animated but unmoving. If anycharacter attempts to bypass the door, a giantaxe blade scythes out from the door, cuttinganyone within 5 ft. of the door for 6d6 points of damage. A Reflex save (DC 16) avoids the blade entirely.

Witch: CR 4; The dragon opens its mouth wideand then slowly transforms into a toad. If anycharacter attempts to bypass the door the frogstongue lashes out, striking out with a meleetouch attack with a +2 attack bonus. If it hits, thecharacter is affected by a polymorph other spell,turning him into a toad. A successful Fortitudesave (DC 16) resists the transformation.

    C    H    A    P    T    E    R    F    O    U    R  :    P   u   z   z   l   e   s   &    C   h   a   l   l   e   n   g   e   s

#&

Page 160: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 160/178

 C H  A P T  

E  R F   O  U  R  : P  u z z l e  s  & C h  a l l e  n  g 

e  s 

Pebbles A wizard with a particular interest in the starscreated this puzzle to bar entry to his tower. Hewished to guard against those without knowl-edge of the heavens, only desiring to play hostto those that shared his interests. Word of the

 puzzle spread quietly through the land and has been known to turn up in dungeons and other areas where trespassers and adventurers are notwelcome.

This odd looking corridor will give even themost seasoned adventurers pause when theyencounter it. Several stones float in midair inthe middle of a corridor, seemingly having been dislodged from the walls around them. Awall of force  blocks the passage, both on thecharacters side and some 20 ft. away. A plaqueon the wall next to the sealed chamber reads:

Go beyond this hall and the sky is the limit.Light my way and I shall guide you through.  Solus.

Characters who make a successful Knowledge(astronomy) or Profession (sailor) check (DC20) recognize that the stones are set in the same

 pattern as a portion of the night sky. Gemstonesfloat in the positions of the planets.

Deactivating the walls of force is as simple ascasting a light  spell or similar magic on thestone that corresponds with the location of thesun. Finding this stone requires a Knowledge(astronomy) or Profession (sailor) check (DC

10) once the pattern of the stones is deter-mined. The sun stone is located above and tothe left of the plaque, outside the wall of force.It radiates no magic, but a Search check (DC30) reveals to the character that it is smoother than the rest of the wall and radiates a faint nat-ural heat. Destroying the sun stone does notdeactivate the walls of force; in fact it makesthe passage impassable unless the walls can be brought down by other means.

Square Pegs A square board is inset into a door where thelocking mechanism would normally be built. Ithas 36 square depressions, each equal in size.Twenty-six of these have rune-covered tileswithin them, and 10 are empty. A leather pouchsits in an alcove next to the door, and within the pouch are the keys to opening the portal. Tentiles can be found within the pouch, each with

#'

Page 161: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 161/178

a rune corresponding to one found on the board. In order to open the door, the charactersmust figure out which tiles go in which squaresand place them accordingly. When the last tileis correctly placed, an audible click can beheard as the tiles lock into place and the doorslocking mechanism unlatches. The door canthen be pushed open and will remain passableuntil someone with knowledge of the lockingmechanism attends to it and places the tiles

 back in their pouch.

The letters are placed diagonally in alphabeti-cal order, starting with a and alternatingdirections with each line. So the final puzzlelooks thus:

A a c a e aB b b d b eA c c c d aD b d c b cA e b c b a

F a d a b a

The Key to Success The characters come to a door with a large key-hole. Beside the door rests a table upon whichthree keys sit. One key is crafted of gold, theother silver, and the last copper. An inscriptionon the wall reads:

One key and one alone can force this door toopen. Choose incorrectly and what lies beyond  shall never see the light of day. Three clues are given, but only one is true. Use wisdom to guide your hand, lest your dreams be dashed by your own folly.

The three clues are as follows:

The gold key opens the door.

The silver key does not open the door.The gold key does not open the door.

The solution lies within the three clues. If onlyone inscription is true, the first inscription isfalse. (If it were true, then the second inscrip-tion must also be true.)

If the second inscription were true, then thecopper key would open the door. But then thethird inscription would be true as well, makingthat statement false. Since that statement is

false, the players know that the silver key doesin fact open the door.

Should the characters try an incorrect key, astone slab more than 5 ft. thick drops down behind the door, sealing the tunnel beyond. Thecharacters can hear this as a resounding boomechoes throughout the dungeon (likely drawingwandering monsters to the area).

    C    H    A    P    T    E    R    F    O    U    R  :    P   u   z   z   l   e   s   &    C   h   a   l   l   e   n   g   e   s

$

Page 162: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 162/178

 C H  A P T  

E  R F   O  U  R  : P  u z z l e  s  & C h  a l l e  n  g 

e  s 

The Rod of King Jhaerith VThis is a three-foot-long golden rod, with a redruby in the center of a crown on one tip. Therod has platinum bands wrapped around theshaft, separated by three inches. The following phrase is inscribed on the rod:

DOMINANT FIFTH, DISAPPEAR OLSHT OIRYH ELNVE NDODK INIREOITGY DIMIT

The scepter is actually a rod of rulership. Touse it, the character must utter the commandword while holding the rod. The nonsense phrase provides a vital clue. If you take eachfifth letter in the nonsense phrase, eliminating aletter once it has been selected, the phrase can be decoded to read THE KEY TO LORDLYDOMINION IS DIVINE RIGHT. The phrase

divine right is the command word to activateits powers.

Wheel of WoeA large, brightly-colored disk is mounted into thefront of an iron chest. Markings on the chest indi-cate that the wheel must be rotated to the proper facing before the chest will open. The disk isdivided into seven equal wedges, each with a dif-ferent color. There is an arrow pointing down placed just above the disk, indicating where the

 proper stopping point is. The following riddle iswritten on a plaque underneath the wheel:

 Red is for right, and right makes might,Orange is oily, like a slippery tongue,Yellow is for yeomen, who serve their masterswell, Blue is for blood, noble and fair,Green is grainy, hearty and filling, Purple is placid, like a library old.Silver is sprightly, and quick like a fox, Now tell me, which color will open this box?

Six of the seven lines correspond to differentability scores: red (Strength), orange(Charisma), Blue (Wisdom), Green(Constitution), Purple (Intelligence), Silver (Dexterity). If any of these is chosen before acharacter attempts to open the chest, he sufferstwo points of temporary damage to that abilityscore. Yellow is the only color whose line doesnot correspond to an ability score, and turningthe wheel to that color allows the chest to popopen freely with no harmful effects.

$

Page 163: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 163/178

Tricks 

An A-mazing IllusionA 12th-level wizard can fill a 40-foot by 40-foot by 10-foot space with a  permanent illu- sion. He can cast two per day (three if he is anillusionist). That means in two days he canshape at least four  permanent illusions to fill an80-foot by 80-foot by 10-foot area, for a totalof 6,400 square feet of floor space. Mark thespace off on a grid and then fill it in with amaze of suitable complexity.  Permanent illu- sion includes visual, auditory, olfactory, andthermal elements, so the effect is extremely

convincing. A character who interacts with anillusory wall or ceiling (for example, searchesfor secret doors or traps) is allowed a Will save(DC 19) to notice that the particular section of the maze he is currently in is actually an illu-sion. To complicate matters further, add suit-able guards who know that the maze is not real.

The Doorway to Madness This trick is usually found in complexes

which are, or were, inhabited by individualswith great magical power and sadistic disposi-tions. It takes the appearance of a simple door-frame. There is no door or blockage of anykind, and the room on the other side of theframe is clearly visible. Only if something isthrown through the doorframe prior to anyoneentering will suspicions be aroused, because

the thrown item will not appear in the room beyond, but will seem to vanish.

Anyone or anything stepping into the door-frame will find themselves in a maze, as per thespell cast by a 17th-level wizard. The samemaze exists for each individual who passesthrough the door; that is, if four people enter the door, all will be in the maze concurrently.All of the trapped characters are placed at dif-ferent points in the maze, and this is where thefun begins, for the Doorway to Madness castsseveral spells on those who pass through it.

The first is a veil . This spell overlays a falseimage on top of the target, making him appear to be a monster of a sort appropriate to the levelof the party. The second is a modified compre-hend languages that makes speech impossiblefor the target.

The upshot of this is that, when the entire partyhas passed through the door, each member finds himself seemingly alone in a magicalmaze, until he randomly encounters the mon-

sters therein.

A Will save (DC 20) allows the character to penetrate the illusion, but in order to make thesave, there must be some reason to suspect anillusion is present.

Each round that passes, there is a 20% chanceof one character encountering another.Randomly determine which two party mem- bers have met, and tell each one that they see amonster approaching. Try to do this in such away as the players must think to realize they

are encountering each other. Anyone notinvolved in the encounter hears the screams of  battle and the clash of weapons, but cannotmove through the maze to the conflict.

If the complex is still inhabited, the controllersof the place almost certainly use scryingdevices to watch the intruders battle them-selves. Once the spells duration ends, the char-acters are deposited in the room on the other 

    C    H    A    P    T    E    R    F    O    U    R  :    P   u   z   z   l   e   s   &    C   h   a   l   l   e   n   g   e   s

$

Page 164: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 164/178

 C H  A P T  

E  R F   O  U  R  : P  u z z l e  s  & C h  a l l e  n  g 

e  s 

side of the doorframe. If any characters arekilled in the maze, their bodies (without theillusory disguise) also end up in that room.

Detecting the odd nature of the doorway with-out throwing something through it is difficult.A Search check (DC 34) reveals the presenceof a trap, possibly by the character noticing the

very slight distortions around the doorframe or the unusually high quality of the wood andcarving (indicating a possible magical item).

Improperly Stored Chemicals Sometimes noxious chemicals are stored for use in a variety of different projects. A deathgod temple, for example, might store arcaneembalming fluids used to animate the faithfuldead for eternal guard duty. No site, however,remains occupied forever. Eventually, for 

whatever reasons, the original occupants leaveand the site is left to ruin. Decades later, somegroup of adventurers come along on some mis-sion or another and explore the ruins, unawareof the dangers that lurk in the shadowy corri-dors and chambers.

The noxious chemicals stored in this roomhave slowly eaten though their storage contain-ers and have filled the space from floor to ceil-ing with flammable, highly poisonous gas. Thevapors barely seep through the rubber sealaround the door into the storage room, present-

ing no danger but alerting those with keen sens-es of smell that something is amiss. Since thisis not properly a trap, however, it cannot be dis-abled, or more accurately it can be disabled byanyone sufficiently clever.

Simply opening the door without dealing withthe gas is disastrous. The vapors flow from theroom, expanding to fill one 5-ft. square per round to a height of 10 ft., and sending out ten-drils into adjacent squares. The gas can fill asmany 5-ft. squares as there are in the floor areaof the storage chamber. If any open flames are

within 5 ft. of a gas-filled square, the fumesignite violently, causing 6d6 points of fire dam-age to all within 5 ft. (DC 20 Reflex savehalves this damage). If no open flames are inthe immediate area, the gas is still highly toxicwhen inhaled. Anyone caught within a gas-filled square must make a Fortitude save (DC18) or suffer 1 point permanent Constitutiondamage initially and 2d6 temporaryConstitution damage secondarily. If the gas is

not exposed to flame, it dissipates after 1d4+1hours, assuming adequate ventilation.

Someone searching the area can make a Searchcheck (DC 16) to detect something wrong with theroom beyond, whether it is a faint wisp of smokeor the strong smell of the leaking chemicals.

Mummy!This simple trick is good for a laugh or a groanif nothing else. A particularly jumpy party mayeven waste a spell or two in response to the per-ceived threat. It works best in a dark chamber in which many mummified corpses rest eter-nally upright in raised niches carved into thewalls. What curious adventurer could resist nothaving a look in the niches, especially after themummies do not animate and attack? If one of the characters does search a niche without first

removing the mummy, have everyone makeSpot checks (DC 10) as if they are suddenly being attacked. Describe how the mummy inthe niche being searched lurches quicklytoward the character, arms reaching out, drymouth dropping open in a silent scream.Everyone not surprised rolls initiative. Give themummy an initiative of 10. Now, let everyonereact however they want. On the mummysturn, it simply completes its topple to the floor where it lays in a dusty heap.

One Problem with ShootingFirst 

This trick works best at night in the wilderness, particularly a lightly wooded area throughwhich the characters have been tracking a gangof mounted humanoids. The humanoids knowthey are being tracked, and want to get the dropon the characters. The humanoids then dis-mount and dress captured innocents in their tunics, cloaks, and helmets. The disguised inno-cents are then gagged and tied to the saddles of the horses. The humanoids then send the bound

and gagged innocents charging directly at thecharacters. Allow Spot checks against thehumanoids Disguise check to determine theruse. Do not forget to modify the Spot check for range and low light. In all likelihood, the char-acters will open fire on the innocents withranged weapons and spells while the humanoidsmove into flanking positions.

$!

Page 165: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 165/178

Challenges A Lack of Class 

This challenge is designed to test the playersingenuity and to highlight the Use MagicDevice skill, which only skilled bards androgues possess.

An important section of the dungeon is blocked by a stone wall fitted with two handgrips, set insuch a way as it is obvious one person muststand between them and grip them. At the topof the wall is written Savage fury turns theleft, while holy sanctity turns the right. Oneman alone must bridge the gap. To further  play up the rogues less-used skills, this

inscription might well be in a lost tongue,requiring a Decipher Script check (DC 22).Close examination of the grips shows a veryfaint hairline groove surrounding each one, asif they were meant to rotate. It is virtuallyimpossible to turn them (Strength check DC30), and even if they are forced the passagewayremains closed.

To turn the grips, the Use Magic Device skillmust be employed, to emulate a barbariansrage ability on the left grip, while simultane-ously imitating the paladins divine grace abil-ity on the right. If this is done, the grips can beeasily turned, and a  stone shape spell is trig-gered which opens the wall.

Similar puzzles are often used by thievesguilds to help train novices in magic deviceusage without letting valuable magic items intothe hands of individuals who are, after all,training to be thieves. A rogue in the groupmight remember such training from his ownyouth and key in to the nature of the puzzle. Arelated Profession check could provide thisclue.

Having a paladin and a barbarian each attemptto turn their respective grips will not work; thegrips must be turned by the same individual. If a multiclassed barbarian/rogue tries it, he willnot need to use the Use Magic Device skill toturn the left grip. Similarly, a multiclassed pal-adin/rogue need not use his skill to turn the gripon the right.

    C    H    A    P    T    E    R    F    O    U    R  :    P   u   z   z   l   e   s   &    C   h   a   l   l   e   n   g   e   s

$"

Page 166: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 166/178

 C H  A P T  

E  R F   O  U  R  : P  u z z l e  s  & C h  a l l e  n  g 

e  s 

 Bloody SlopeThis challenging dungeon feature is primarily ahindrance, although it can cause a fair amountof damage in the process. It should be placed ina natural corridor underground, where a trickleof water accumulating into a brackish pool

does not seem too far out of the ordinary.

The Bloody Slope consists of a steeply sloped passageway, perhaps 10 feet long, preceded bya small pool of brackish water covering nomore than 5 feet of ground from wall to wall inthe passageway. The pool of water is unclear,so the bottom cannot be seen, but prodding itreveals that it never reaches a depth of greater than six inches. A successful Search check (DC18) reveals a rocky, uneven surface at the bot-tom of the pool but nothing else strange. Theslope begins out of the pool, so there is no flat

ground on the other side.

The slope itself angles upward at about 50degrees and is covered with a fine layer of slip- pery cave moss. Several tiny holes at the top of the slope act as the source of the water that fillsthe pool. Small trickles of water can be seen onthe slope, though none seems to be movingwith any notable speed. The water serves two purposes: to keep the pool at the bottom filledand to combine with the cave moss to keep theslope slick.

The damaging portion of the area lies under-neath the water in the form of jagged rock for-mations that damage the hands and feet of any-one attempting to walk through the area.Swirling the water does not reveal the jaggedrocks, but a  purify food and drink spell wouldclear it up enough to see the danger (Spot check DC 15). Only a skilled and observant character can detect the danger otherwise (Search check DC 21). The stones act as a  spike stones spellto anyone moving through the area, reducingthe characters movement and dealing him

damage.

Jumping over the water to the slope is relative-ly easy, but staying on the slope once the char-acter arrives is a different story. The mossmakes it incredibly difficult to traverse theslope, necessitating a Climb check (DC 15)from anyone attempting the climb. In additionto the Climb check, upon first contact with themoss a character must succeed at a Balancecheck (DC 15) or be thrown back into the

water, suffering the effects of the sharp stonesyet again. Anyone falling into the water in thisway might also suffer wounds to his hands aswell as his feet. This imposes a 1 penalty to allattack rolls as well as a 10% arcane spell fail-ure chance to any caster suffering the wounds.These penalties can be removed in the sameway as damage from a  spike stones can be

healed (PHB 255).

As soon as one character makes it to the top of the slope he can secure a rope, thus making iteasier for others to climb the slope (Climbcheck DC 5). Characters jumping to the slopeand grabbing the rope must still make aBalance check to avoid sliding back into thedangerous pool.

Fantastic Bridge

This dangerous structure can be placed any-where that a deep pit or chasm blocks move-ment to an important location. The chasmshould be at least 30 ft. wide, making jumpingover it a virtual impossibility. Two thincolumns of rock jut out of the cavern wallsnearly 100 feet below the characters, meetingin the center of the chasm and rising to a level point with the cavern in which the PCs arestanding. A mechanism that resembles a mush-room lies upon this finger of rock, and a long,flat board is attached to its center. This board ishalf the length of the gap in the floor, and cur-

rently rests on the characters side of thechasm.

As soon as any weight is placed on the middleof the board, the mechanism activates and begins to turn, causing the board to rotate. ABalance check (DC 12) is necessary to keepfrom falling off the blade as it begins to whirl.Even if this check is failed, a Reflex save (DC12) allows a character to grab the blade beforefalling into the chasm. This, however, causesan automatic one round delay in getting off the blade.

Getting off the blade is more difficult eachround the character stays on. It takes a fullround for the blade to rotate one turn, so thecharacter may choose to get off on either sideof the chasm with equal difficulty. A character can jump off the blade in the first round fairlyeasily, requiring only a Jump check (DC 10)to avoid damage. A Tumble check may besubstituted for any Jump check at a DC

$#

Page 167: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 167/178

of 5 lower than the current Jump DC. Missingany check by 5 or more results in 1d6 points of damage as the character is thrown hard to theground, although they still make it to safety.

The blades velocity increases for the next four rounds, until it is spinning incredibly fast. For 

each round after the first, increase the Jumpcheck DC by 4 and the damage dealt on a failedcheck by 1d6. So on the fourth round, the Jumpcheck DC is 22 and the damage dealt by afailed check is 4d6. Additionally, characters onthe blade must make a Strength check (DC10+number of rounds spinning) to hang on tothe blade, otherwise they are thrown off in arandom direction. This means that 50% of thetime the character will be thrown to safety (stilltaking damage depending on how fast the bladeis spinning) and 50% of the time the character will be thrown into the chasm (effects depend-

ing on the DMs wishes).

After the fifth round of spinning, the bladeslows down at the same pace, each level impos-ing the same difficulties on characters still onthe blade. At the end of the 9th round it stops inits original position. If any more weight is placed on the blade, it begins the process anew.

Spinning Target At the end of a corridor a 5-ft.-wide circular  portal of marble is mounted into the surround-ing rock. Minute fractures can be detected inthe marble leading careful observers (Search

check DC 15) to conclude that the slab twistsopen in some fashion. Slightly offset from cen-ter is a pattern of circles in alternating colors,the widest of which is close to 12 inches indiameter.

Thirty feet from the marble slab, a shaded box5 feet to a side can be found. This requires aSpot check (DC 15) to notice as the charactersapproach the slab, or a Search check (DC 12) if they are actively looking in the area. A charac-ter that stands in the slab while wielding aranged weapon sees the target flash briefly.

This is not visible to any other character.

Hitting the target with a ranged weapon israther simple, as the stationary circle is onlyAC 7. But after the first hit, things begin to getinteresting. The marble slab opens just a crack,leaving about an inch of space through whichthe other side of the portal is visible. In addi-tion, the slab begins to rotate slowly, increasingthe targets AC to 11. With each successive hit,

    C    H    A    P    T    E    R    F    O    U    R  :    P   u   z   z   l   e   s   &    C   h   a   l   l   e   n   g   e   s

$$

Page 168: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 168/178

 C H  A P T  

E  R F   O  U  R  : P  u z z l e  s  & C h  a l l e  n  g 

e  s 

the slab spins a bit faster and opens a bit further (though never enough for even a halfling or gnome character to crawl through), until thefifth hit causes it to rotate fully open. The tar-gets AC increases by 4 with each hit as well,capping out at AC 23 for the fifth and finalshot.

Each time the shooter misses the target, hisweapon is magically redirected back to him.The door has a ranged attack bonus of +8, andeven if the shooter dodges out of the square hecan still get hit. The marble portal is 10 inchesthick, hardness 8, hp 150.

Swinging Platforms In this challenge, four circular platforms sus- pended over a chasm (which could be filledwith water, lava, or just be a dead drop) present

the characters their only option for crossing tothe passageway beyond. Each platform is only5 ft. in diameter, meaning that jumping fromone to the other is beyond the ability of mostcharacters since they cannot take running jumps (except from the original ledge to thefirst platform). The trick is that one character must jump to the first platform and start itswinging; each is suspended by a chain longenough to allow it to swing near the next disk.

Starting a disk swinging requires an initialStrength check (DC 15), followed by two more

successful Strength checks (DC 15) to swingthe disk far enough in either direction. Once thedisks are swinging, a Strength check (DC 10) isenough to keep them swinging for an addition-al two rounds. An unattended disk swings for aminute before settling back to its resting posi-tion. Jumping from a swinging disk to a stilldisk requires a Jump or Tumble check (DC 10).Failure indicates the character takes 1d6 pointsof subdual damage for falling, failure by 5 or more indicates that the character has slipped off the disk and into whatever awaits him below.Jumping onto a swinging platform, whether 

from stable ground or another swinging disk, isa bit more difficult, requiring a Jump or Tumble check (DC 15) to perform. Charactersstill take damage for failing the check, but canstill make it onto the disk unless they fail by 5or more, in which case they fall to the dangers below.

The Collapsing Rope BridgeOn of the classic challenges is the collapsingrope bridge. Whether it breaks naturally, or theadventurers snap it while crossing to deter pur-suit, surviving its collapse can be a severe test

for a party unprepared for the challenge. If thecharacters try to cut the rope themselves, adju-dicate the attack using the normal rules. If therope bridge snaps unexpectedly (instead of  being deliberately cut), the adventurers caneach make a Spot check (DC 15) to see the dis-aster coming.

At the moment the first rope snaps, the charac-ters may be thrown off the bridge as half of itswings downwards. The characters must makea Reflex save (DC15) to grab onto one of the

ropes. Characters must have at least one handfree to grab onto the ropes; allow them to dropa held item if they wish. If they do not, theymay be able to hook a foot in between some of the planks to avoid falling (the Reflex save becomes DC 20 and the character also takes1d4 points of subdual damage as his legs areyanked unpleasantly).

When the rope finally snaps, the bridgefalls against the sides of the chasm it

$%

Page 169: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 169/178

crossed. Any character within 10 feet of theend of the bridge can make a Reflex save (DC20) to jump to safe ground. Otherwise, thecharacters must hold on as they fall and thenare slammed against the side of the chasm.They take subdual damage as if they had fallenan equivalent number of feet to their distancefrom the edge. The adventurers must also make

a Strength check to retain their grip. The DC of this check is 10 + 1 per 5 feet fallen (e.g., acharacter 30 feet from the edge of the chasmmust make a DC 16 check).

After all this, the characters are more or lessfine. They can proceed to climb up the rope bridge to safety, using the normal rules for suchactivityunless, of course, they have to fighttheir way up. See the core rules (PHB 65) for rules on fighting while climbing.

The Pit and the Pendulum As the adventurers progress through a dungeoncorridor, a pressure-sensitive plate triggers anopening in the floor. The floor falls away toreveal a 10 ft. wide, 20 ft. deep pit interruptingthe corridor. The bottom of the pit is filled withspikes. Normally, this would present little chal-lenge to the adventurers, except that a gigantic

 pendulum, sharpened on both ends, will fallfrom the ceiling behind and scythe through the party.

Characters within 10 feet of the pit must makea Reflex Save (DC 20) to avoid being hit by thescythe. Characters who fail the save take 3d6 points of damage and will be knocked forward

5 feet. If this takes them over the edge of the pit, they will plummet to the bottom.

Assuming the characters are not injured or killed by the initial sweep, they must figure outa way across the pit with a nasty, heavy bladesweeping back and forth across their heads.Since they cannot simply cross the pit, charac-ters will have to find a way to jump across tothe other side. The safest method is to actually jump onto the scythe (Jump DC 15) and leapoff as it reaches the far point of its swing.Failure on this Jump check causes normalscythe damage. This allows the person ridingon the scythe to only have to jump a 5-ft. gap.

The pit itself is 10 ft. deep and contains dozensof razor-sharp spikes. Falling into the pit caus-es 1d6 points of damage from the fall and 1d4spikes hit the character for 1d6 points of dam-age each.

    C    H    A    P    T    E    R    F    O    U    R  :    P   u   z   z   l   e   s   &    C   h   a   l   l   e   n   g   e   s

$&

Page 170: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 170/178

A Gift for the Guardian 154-156A Lack of Class 164Abyssal larvae jelly 134Alcoves 19All Wrapped Up 8

An A-mazing Illusion 162Anchor venom 145Angelcap 150Arcanbane 150Assassin butter 134Autogarrote 93-94Avert the Unwanted Hand 117Bearmad 135Belted whipvine 150Black Garden 48Blackcat 150Blackstones Chained Fist 30-32Blind Mans Bluff 78-79Bloody Slope 165Blue coldmoss 150Blue death 135Bookcover Blade Trap 32-33

Borbus berry juice 150Bragos Anger 48-49Breathtaking Corridor 49-50Bronze Dragon Trap 127Burning Breath 80-81Burning Wall 94-95Cats Claw 33-34Challenges 164-168Chokehall 66-67Cloak and Dagger 8-9Cockatrice feather 150Cockatrice yolk 148-149Cold Feet 95-96Collapsing Ladder 20Cowards bane 135Crossfire 10Crypt smoke candle 135-136

Crystal Case Trap 104-105Crystalweed 151Cutfoot Bridge 119Darkmetal Clawtrap 50-51Deadly Grove 103-104Death glass 136Deepcavern tar 151Defense Arcana 67Demonbane 149Dial an Entrance 156Die-ing for the Answer 157Dire amber 136-137Dire urchin spine 137Disarmed and Dangerous 96-97Door Jam 34Drop and Blade Crawl 97-98Drop and Slice 105-106Drowning Maiden 106Duck and Cover 127-128Dust to dust 145-146Elemental toxin, air 137Elemental toxin, earth 137Elemental toxin, fire 138Elemental toxin, water 138Elf Mire 67-68Eye-killer 138Falling Wall 107-108Fantastic Bridge 165-166Feeding the Animals 158Fellbanks Deadly Instruments 34-35Fellbanks Dulcimer of Doom 35

Fellbanks Loathsome Lute 35Field of Ruin 51-52Fiendish piranha 96Fire Shower 81Firemetal 138-139

Flame viper venom 151Flashblind 20Flip Corridor 52-53Foetid Paste 139Four Paths 157-158Fragmentation Book 53-54Frodericks Ensnaring Floor 81-82Frodericks Icy Cubes 128-129Frodericks Illusory Floor 36Frodericks Vanishing Levitators 108-109Ghost nettle extract 139Ghost nettle smoke 139Giant Sucking Sound 82-83Giants Step 68-69Goblin spit 151Golems bane 146Gore-Eyes Elevator 83-84

Gore-Eyes Piledriver 84-86Gore-eyes treat 139Grenade Chest 98-99Guard Duty 158Guard Spoof 86Hall of Daggers 21Hand It Over 117-118Hangmans Last Laugh 11-12Have a Seat 54Hellblood venom 140Hidden Door Misdirection 22Hunters friend 146Ice moccasin venom 151Ichor of chaos 146-147Illusory Oubliette 120Impaling Tree 36-37Improperly Stored Chemicals 163

Infectious Melody 37Ink Mine 12-13Intoxication, new condition 153Jaw Box 69-70Jaw Gate 54-55Jesters Game 86-87Jesters rash 140Jump Trick 22-23Kalis Kiss 109-110Killing Kiln 90Kinslayer draught 147Kiss of the aboleth 149Kruhrag 140Laburnum oil 152Lame, new condition 69Large-scale traps 6Leg Shredder 23-24Light Burst 70Light sensor tools 25Lightning and Mirrors 37Longpit 13Lotus vinegar 140Magic Falling Block 99-100Magic poisons 145-148Magnetic Wall 38-39Mantle of Dread 13-14Masters draught 147Meal Spears 14Metal Sickness 138Metalseep gas 141Misdirected Mechanism 71

Index

Page 171: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 171/178

Mist of the fatigued 141Mogros Coop 71-72Mogros Spring-Loaded Slayer 39Monstrous poisons 148-150Mouthing eyes 141

Mud Collapse 72Mummy! 163

 No Exit 120-121 No Fly Zone 39-40 Numbwrack 141Oil of order 147One Problem with Shooting First 163One Rug, Slightly Used 72-73Orc essence 152Outdoor traps 6Paladins Bane 55Palsy root extract 141Pebbles 159Pepper dust 152Perivaxs Chambers of Eternal Slumber 132Perivaxs Chemical Chaos 100Perivaxs Crushing Bands 55-56

Perivaxs Wicked Water 121-122Personal Darkness 24Pickle toad 152Pillar of Sharp Air 100-101Pillar Squeeze 122-123Pink smiles 147-148Pit Gallery 40Pit of Broken Statues 87-88Poison rarity 133-134Pooling breathtaker 141-142Power Saw Corridor 110-112Prankster poisons 150-153Pudding bean 149-150Pulling the Pin 73-74Purple mushroom 152Quiet Blanket 102Razor Mesh 56-57

Rogues rouge 142Roller Pit 112-113Room of Cunning Observation 14-15Rubie Flower 15-16Scaly mold 142Scarejuice 142Scarlet Howler 24-26Screaming Armor 102-103Seeper Trap 27Shadow ink 148Silent whisper 142Slide Room 26-27Slippery Stairs 16-17Snap Trap 28Snare Toss 57-58Sower of Chaos 40-41Spider on the Bridge 41-42Spiked Stairs 58-59Spindle shrub 152-153Spindle Sprayer 59Spinning Target 166-167Spiny toadstool 142-143Sprayed Surprise 17Spring and Winter 88-89Square Pegs 159-160Staircase moss 153Standard poisons 134-145Steam Tunnel 123-124Step in Blast 42-43Sticky Situation 29Stiffjoint 143

Stilted Wall 59-60Stinkhorn 153Stormchased 89Strip 103Suffer dust 143

Suns scorn 143-144Supernatural poisons 145-148Surgeons root 144Surprising Blades 89-90Swinging Platforms 167Sylvan Springspike 60-61Tagis root shavings 153Tamarack 153Tentacle Terror 61The Acid Path 113-114The Avalanche 114-115The Collapsing Rope Bridge 167The Crypt 30The Doorway to Madness 162-163The False Door 17The Good Samaritan 17-18The Grinning Skull 43

The Key to Success 160The Open Grave 74-75The Orc Crusher 124The Pit and the Pendulum 168The Plummeting Room 61-62The Poisoned Stone 43-44The Rod of King Jhaerith V 161The Sinister Stairs 75-76The Spinning Tunnel 76-77The Sticky Slap 115-116Times Up 44Tomb of Ice 118-119Trap enhancements 6-8Trap Key Trick 62-63Trick Coin 30Tricks 162-163Troggoil 144

Turkey Shoot 63-64Turn the Invader 18-19Ulatein 144-145Undead pact 148Undeads foe 148Unhinged Wall 124-125Unicorn tears 153Up and Away 90-91Vampiric draught 150Varlet Vice 44-45Vengeance Unleashed 45-46Vermin Pit 46Vertigo 145Veshers Killing Cube 46-47Veshers Vicious Grinder 129-130Violet X 145Wall Crawler Chaos 64-65Waltzing Tunnel 77Warded Repose 116Web of Lies 126Well of Tentacles 130-131Wheel of Woe 161Which Way 65-66Winch sap 153Wind Moat 92-93Withering draught 148Wizards bane 145

Index

Page 172: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 172/178

Trap List by CR  Mechanical Traps 

challenge rating 1Cloak and Dagger 8Crossfire 10Hangmans Last Laugh 11Ink Mine 12Longpit 13Meal Spears 14Ruby Flower 15Slippery Stairs 16The False Door 17

challenge rating 2Alcoves 19

Collapsing Ladder 20Flashblind 20Hall of Daggers 21Hidden Door Misdirection 22Leg Shredder 23Scarlet Howler 24Slide Room 26Seeper Trap 27Snap Trap 28Sticky Situation 29The Crypt 30Trick Coin 30

challenge rating 3

Blackstones Chain Fist 30Bookcover Blade Trap 32Cats Claw 33Door Jam 34Fellbanks Dulcimer of Doom 35Frodericks Illusory Floor 36Mogros Spring-Loaded Slayer 39Pit Gallery 40The Grinning Skull 43The Poisoned Stone 43Times Up 44Varlet Vise 44Veshers Killing Cube 46

challenge rating 4Bragos Anger 48Breathtaking Corridor 49Darkmetal Clawtrap 50Flip Corridor 52Fragmentation Book 53Jaw Gate 54Paladins Bane 55Perivaxs Crushing Bands 55Razor Mesh 56Snare Toss 57Spiked Stairs 58Spindle Sprayer 59Stilted Wall 59Sylvan Springspike 60The Plummeting Room 61

Trap Key Trick 62Turkey Shoot 63

Wall Crawler Chaos 64

challenge rating 5

Chokehall 66Giants Step 68Jaw Box 69Light Burst 70Mogros Coop 71Pulling the Pin 73The Open Grave 74The Sinister Stairs 75The Spinning Tunnel 76Waltzing Blades 77

challenge rating 6Blind Mans Bluff 78Burning Gaze 80

Fire Shower 81Giant Sucking Sound 82Gore Eyes Elevator 83Gore Eyes Piledriver 84Jesters Game 86Pit of Broken Statues 87The Killing Kiln 90Up and Away 90

challenge rating 7Autogarrote 93Burning Wall 94Drop and Blade Crawl 97Grenade Chest 98Perivaxs Chemical Chaos 100Pillar of Sharp Air 100The Deadly Grove 103

challenge rating 8Crystal Case Trap 104Drop and Slice 105Falling Wall 107Kalis Kiss 109Power Saw Corridor 110Roller Pit 112The Acidic Path 113The Avalanche 114The Sticky Slap 115

challenge rating 10+ Cutfoot Bridge 119

 No Exit 120Perivaxs Wicked Water 121Pillar Squeeze 122Steam Tunnel 123The Orc Crusher 124Unhinged Wall 124Web of Lies 126Duck and Cover 127Veshers Vicious Grinder 129

Page 173: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 173/178

Trap List by CR  magic traps 

challenge rating 1All Wrapped Up 8Mantle of Dread 13Room of Cunning Observation 14Sprayed Surprise 17The Good Samaritan 17Turn the Invader 18

challenge rating 2Jump Trick 22Personal Darkness 24

challenge rating 3

Fellbanks Loathsome Lute 35Impaling Tree 36Infectious Melody 37Lightning and Mirrors 37Magnetic Wall 38

 No Fly Zone 39Sower of Chaos 40Spider on the Bridge 41Step In Blast 42Vengeance Unleashed 45Vermin Pit 46

challenge rating 4

Black Garden 48Field of Ruin 51Have a Seat 54Tentacle Terror 61Which Way 65

challenge rating 5Defense Arcana 67Elf Mire 67Misdirected Mechanism 71Mud Collapse 72One Rug, Slightly Used 72

challenge rating 6Frodericks Ensnaring Floor 81Guard Spoof 86Spring and Winter 88Stormchased 89Surprising Blades 89Wind Moat 92

challenge rating 7Cold Feet 95Disarmed and Dangerous 96Magic Falling Block 99Quiet Blanket 102Screaming Armor 102

Strip 103

challenge rating 8Drowning Maiden 106Frodericks Vanishing Levitators 108Warded Repose 116

challenge rating 9Avert the Unwanted Hand 117Hand It Over 117Tomb of Ice 119

challenge rating 10Illusory Oubliette 120Bronze Dragon Trap 127Frodericks Icy Cubes 128Well of Tentacles 132Perivaxs Chambers of Eternal Slumber 132

Page 174: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 174/178

Page 175: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 175/178

Page 176: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 176/178

Page 177: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 177/178

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc.

and is Copyright 2000 Wizards of the Coast, Inc (Wizards).

All Rights Reserved.

1. Definitions: (a)Contributors means the copyright and/or 

trademark owners who have contributed Open Game Content;

(b)Derivative Material means copyrighted material including

derivative works and translations (including into other computer languages), potation, modification, correction, addition, exten-

sion, upgrade, improvement, compilation, abridgment or other 

form in which an existing work may be recast, transformed or 

adapted; (c) Distribute means to reproduce, license, rent,

lease, sell, broadcast, publicly display, transmit or otherwise dis-

tribute; (d)Open Game Content means the game mechanic and

includes the methods, procedures, processes and routines to the

extent such content does not embody the Product Identity and is

an enhancement over the prior art and any additional content

clearly identified as Open Game Content by the Contributor, and

means any work covered by this License, including translations

and derivative works under copyright law, but specifically

excludes Product Identity. (e) Product Identity means product

and product line names, logos and identifying marks including

trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,

symbols, designs, depictions, likenesses, formats, poses, con-

cepts, themes and graphic, photographic and other visual or 

audio representations; names and descriptions of characters,

spells, enchantments, personalities, teams, personas, likenesses

and special abilities; places, locations, environments, creatures,

equipment, magical or supernatural abilities or effects, logos,

symbols, or graphic designs; and any other trademark or regis-

tered trademark clearly identified as Product identity by the

owner of the Product Identity, and which specifically excludes

the Open Game Content; (f) Trademark means the logos,

names, mark, sign, motto, designs that are used by a Contributor 

to identify itself or its products or the associated products con-

tributed to the Open Game License by the Contributor (g)

Use, Used or Using means to use, Distribute, copy, edit,format, modify, translate and otherwise create Derivative

Material of Open Game Content. (h) You or Your means the

licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content

that contains a notice indicating that the Open Game Content

may only be Used under and in terms of this License. You must

affix such a notice to any Open Game Content that you Use. No

terms may be added to or subtracted from this License except as

described by the License itself. No other terms or conditions

may be applied to any Open Game Content distributed using

this License.

3. Offer and Acceptance: By Using the Open Game Content You

indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use

this License, the Contributors grant You a perpetual, worldwide,

royalty-free, non-exclusive license with the exact terms of this

License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are con-

tributing original material as Open Game Content, You represent

that Your Contributions are Your original creation and/or You

have sufficient rights to grant the rights conveyed by this

License.

6. Notice of License Copyright: You must update the COPY-

RIGHT NOTICE portion of this License to include the exact

text of the COPYRIGHT NOTICE of any Open Game Content

You are copying, modifying or distributing, and You must add

the title, the copyright date, and the copyright holders name to

the COPYRIGHT NOTICE of any original Open Game Content

you Distribute.

7. Use of Product Identity: You agree not to Use any ProductIdentity, including as an indication as to compatibility, except as

expressly licensed in another, independent Agreement with the

owner of each element of that Product Identity. You agree not to

indicate compatibility or co-adaptability with any Trademark or 

Registered Trademark in conjunction with a work containing

Open Game Content except as expressly licensed in another,

independent Agreement with the owner of such Trademark or 

Registered Trademark. The use of any Product Identity in Open

Game Content does not constitute a challenge to the ownership

of that Product Identity. The owner of any Product Identity used

in Open Game Content shall retain all rights, title and interest in

and to that Product Identity.

8. Identification: If you distribute Open Game Content You must

clearly indicate which portions of the work that you are distrib-uting are Open Game Content.

9. Updating the License: Wizards or its designated Agents may

 publish updated versions of this License. You may use any

authorized version of this License to copy, modify and distribute

any Open Game Content originally distributed under any ver-

sion of this License.

10. Copy of this License: You MUST include a copy of this

License with every copy of the Open Game Content You

Distribute.

11. Use of Contributor Credits: You may not market or advertise

the Open Game Content using the name of any Contributor 

unless You have written permission from the Contributor to doso.

12. Inability to Comply: If it is impossible for You to comply

with any of the terms of this License with respect to some or all

of the Open Game Content due to statute, judicial order, or gov-

ernmental regulation then You may not Use any Open Game

Material so affected.

13. Termination: This License will terminate automatically if 

You fail to comply with all terms herein and fail to cure such

 breach within 30 days of becoming aware of the breach. All

sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be

unenforceable, such provision shall be reformed only to theextent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the

Coast, Inc.

System Reference Document Copyright 2000, Wizards of the

Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip

Williams, based on original material by E. Gary Gygax and

Dave Arneson.

Traps & Treachery II Copyright 2002, Fantasy Flight, Inc.

Page 178: Legends & Lairs - Traps & Treachery 2 (OCR)

7/30/2019 Legends & Lairs - Traps & Treachery 2 (OCR)

http://slidepdf.com/reader/full/legends-lairs-traps-treachery-2-ocr 178/178

Traps & Treachery IIThe characters might rest between adventures, but

their adversaries don’t....

More than 150 complete descriptions of magic and mechanical traps

Dozens of beautiful illustrations detailing the mechanisms behind these sin-

ister creations

Tricks and techniques for making traps even more difficult to bypass

Rules for poison rarity, two new types of poisons, and more than 80

detailed listings of new poisons, natural and supernatural alike

A chapter devoted to unique puzzles and challenges to test the abilities of