Traps and Treachery II
Traps and Treachery II
Traps and 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, Paul
Sudlow, William Timmins, Bree Zastrow
INTERIOR ILLUSTRATIONS
Toren Macbin Atkinson, Paul Butler, David Griffith, Kenneth Kay, Brian Schomburg, Chris Seaman, Tyler Walpole
LAYOUT
Wil Upchurch
PUBLISHER
Christian T. Petersen
PRINTING
Bang Printing
Contents
CHAPTER ONE
CHAPTER TWO
New Traps: CR 6+ 78
CHAPTER THREE
CHAPTER FOUR
Introduction
game.
Emile Zola once said that the artist is nothing voking fun for both players and DMs. These
without the gift, but the gift is nothing without situations offer characters a chance to highlight
work. Putting together a book of this magni- their non-combat skills and players a chance to
tude would not be possible without the hard exercise their brains.
work of many talented people. It is truly a
group effort, and is every bit as satisfying as
anything Ive done in my life. The Open Game License
Traps & Treachery II is published under the
The task at hand this time was to follow up one terms of the Open Game License and the d20
of the most successful d20 releases of all time, System Trademark License. The OGL allows
Traps & Treachery. In some ways it was easy, us to use the d20 System core rules and to pub-
the formula for success having been crafted lish gaming material derived from those rules.
before my arrival. In other ways it became a
challenge to recreate that formula while putting Material that is strictly rules related is Open
forth a novel product that had the same electric Game Content. You can use this material in
feel to it. I believe that we have succeeded at your own works, as long as you follow the con-
this task, and I am proud to present you with ditions of the Open Game License. You can
Traps & Treachery II. copy the material to your website or even put it
in a book that you publish and sell.
To all the players out there who have grown
attached to their characters Im truly sorry. Not everything in this book is Open Game
Content, however. The names, mechanics, and
Wil Upchurch game statistics of races, feats, skills, equip-
Fantasy Flight, Inc. ment, spells, and magic items, and rules
derived from the d20 SRD are designated as
To detect such traps, a character may use either Accident: A large-scale trap is accidentally
Search or Wilderness Lore. If the character has tripped and the characters are either in its path
5 or more ranks in the skill he chooses not to or must protect those who are. The Well of
use, he gains a +2 synergy bonus on his check. Tentacles is an excellent candidate for this sort
So, if a ranger with 6 ranks in Search decides to of scenario.
use his Wilderness Lore skill to search for
traps, he gains the synergy bonus on his Terrorism: Someone, either an enemy outsider
Wilderness Lore check. or unbalanced city official, is running around town
activating all of the siege traps, which makes leav-
Outdoor trap rules apply to any region that has ing or entering the city a dangerous proposition.
wild vegetation or broken up landscape, and
natural paths through these areas. It does not
apply to roads, areas of worked stone, or simi-
Trap Enhancements
lar surroundings. The following ideas are not pure traps per se;
they are ways to make traps more cunning and
Large Scale Traps deadly, especially for high-level parties that
might trivially overcome many challenges.
Traps are very much a staple of fantasy set-
tings, from the poison needle of the common Invisible Mechanisms
treasure chest to the morbid death oubliettes of
The mechanics of a trap can be made invisible.
the Snake King. It only stands to reason that, in
This can be done by a 3rd-level mage with
such a culture, trap makers would be pressed
access to Craft Magic Trap and the invisible
into service by their rulers and commanders to
object spell from Traps & Treachery. The cost
create huge or elaborate traps designed to con-
is 500 gp over and above any other costs for the
found or destroy large numbers of warriors at a
trap. The effect is to make the trap much hard-
time, especially in siege settings. Thus you will
er to detect, adding +5 to the DC of detecting
find within these pages a number of large-scale
the trap, and even then, the DM must rule there
traps that target dozens, rather than one or four
is some method of sensing or inferring that the
victims at a time.
trap is there. This enhancement is used primar-
ily on locks, but is also useful anywhere a
Here are some ideas on bringing such traps into
rogue visually inspects a mechanism for signs
the campaign:
of a trap. Even if the trap is detected, Disable
Device check DCs are also increased by 5, sim-
Battle: The characters are enlisted in a battle
ply because it is harder to work on what you
against an enemy city or castle. Encountering a
cannot see.
siege trap as a victim makes for an exciting
moment, of course. If you wish to make the
This adds +2 to the CR of the trap.
trap more central to an adventure, perhaps
the characters are assigned the task of infil-
$
point of negated bonus, the trap negates one
Suggestion Gems
point of the rogues uncanny dodge save bonus
A suggestion gem is created via the Craft against traps. (In other words, for 500 gp, the
Magic Trap feat, requiring a 5th-level caster uncanny dodge bonus is reduced by one, 1,000
with the ability to cast suggestion, 2,500 gp, gp buys a two point reduction, and so on.) The
attracting guards and keeping the party in one Activation Type: Instant
place while the guards approach. Trigger: Local; magic
Mechanism: Magic
False Traps should be considered CR 1 to 3, Effect: Hindrance
and the DM should consider an ad hoc XP Attack Bonus: No attack roll necessary
award to any character that figures out the ruse Damage: None
without resorting to skill checks. Save: Reflex save (DC 14) avoids
Search DC: 26
Lockpick Destruction Disable Device DC: 26
Challenge Rating: 1
There are several locks, usually door and chest Construction Time/Cost: 1 day; 500 gp; 20
locks, which are designed with complex mech- XP
anisms whose purpose is not to damage the
thief, but his tools. The nasty bit is that in order This is an amusing trap that is usually com-
to disarm these traps you need to put your tools bined with an alarm. One big advantage of the
into them, making even the slightest error trap is that it is not very dangerous. This is use-
extremely annoying. ful for inhabited buildings, where a servant or
visitor can get lost.
Two common variants are the acid trap and the
locking trap. When a character steps on the traps symbol,
animate rope is cast. This causes any rope that
The acid trap usually has interior components is carried by the character to move and entan-
made of ceramic and glass, or else the metal gle the bearer. If the target is not carrying any
components are alchemically treated to resist rope, the trap triggers but has no effect. The
acid. On any failed Open Lock or Disable trap could be used on an item, perhaps with a
Device check, the acid pours over the picks, command word override. Sometimes a rope is
destroying them unless the rogue succeeds at a placed nearby so that the trap cannot fail. It is
Reflex save (DC 25) to yank them back. The often hidden within a chandelier or curtain so
rogues bonus to Reflex saves due to uncanny as to avoid tipping off observant trespassers.
dodge applies to this check.
Subtle signs of struggle around the trap provide
The locking trap uses a set of gears and springs a clear sign for observant rogues. The wear
to clamp down on any picks or probes that have marks are unusual, compared to normal traffic.
entered the lock. The picks are then held in the The symbol is repeated elsewhere, but is
lock. Removing them without breaking them is engraved a bit more precisely here.
difficult, requiring a successful Disable Device
check (DC 25). Failure means that the tools are
broken and the lock has been jammed or dam- Cloak and Dagger
aged, causing additional Open Lock checks to Trap Type: Pit Trap
suffer a 4 penalty. Construction Type: Simple mechanical
Activation Type: Instant
Locks with these mechanisms are considered Trigger: Local; switch
CR 1. Mechanism: Gravity
Effect: Ensnarement
&
The Cloak and Dagger trap has two parts: one
to fool victims and the other to catch them. It is
primarily used by primitive humanoids such as
kobolds and goblins to capture creatures that
might be too powerful for them in a straight
'
very close to the wall nearest to the door, so
Crossfire intruders must pass between them. The cross-
bows fire through small holes hidden in the
Trap Type: Crossbow Trap designs on the pillars.
Construction Type: Simple mechanical
CHAPTER ONE: New Traps: CR 1-5
Activation Type: Instant The trigger for the trap is the tile section
Trigger: Local; pressure plate between the pillars. As all the tiles are raised,
Mechanism: Spring the trigger is difficult to see. Stepping onto any
Effect: Injury of the trapped tiles sets off the trap. Two bolts,
Attack Bonus: +10 ranged one from each of the adjacent pillars, shoot out-
Damage: 1d8 per bolt wards toward the trespasser. If only one person
Save: None stepped on the tile, he is the target of both. If
Search DC: 20 two people triggered the trap simultaneously,
Disable Device DC: 20 one bolt is aimed at each. If more than two
Challenge Rating: 1 stepped forward, determine the targets random-
Construction Time/Cost: 1 week; 1,000 gp ly. Each crossbow holds only one bolt, so after
one triggering the trap is rendered useless until
Crossfire is a simple mechanical trap designed reloaded.
to harm or kill intruders. The room that holds
the trap is a small temple of sorts with an altar The simplest way to disable the trap is to plug
at the far end of the room. Raised, brightly col- the holes from which the bolts shoot. Another
ored tiles cover the floor, and the walls and pil- possibility is to jam the trigger mechanism with
lars bear paintings that depict the exploits of a pitons. Each pillar has a hidden door (Search
god and his followers. DC 17) on the rear side where the trap can be
reloaded. 2d4 bolts can typically be found in
The trap consists of crossbows held in hollow each pillar, and 30% of the time the bolts will
pillars to either side of the door. The pillars are be blessed.
Hangmans Last Laugh
Trap Type: Poison Trap
Construction Type: Simple mechanical
Ink Mine
Trap Type: Aquatic Ink Cloud Trap
Construction Type: Simple mechanical
Activation Type: Instant
Trigger: Local; tripwire
Mechanism: Spring, pressure
Effect: Hindrance, identification
Attack Bonus: No attack roll necessary
Damage: None
Save: Reflex save (DC 22) avoids
Search DC: 20 (see text)
Disable Device DC: 20
Challenge Rating: 1
Construction Time/Cost: 1 week; 1,000 gp
horses. There are more deadly versions, some such as a trap door or empty suits of armor with
using elaborate designs to spread the explosion weapons pointed upwards increases the deadli-
(2d6 to everyone within 5 feet, CR 2; 2d6 to ness of the Slippery Stairs.
everyone within 20 feet, CR 4).
The trigger is magical and activates when
Slippery Stairs someone treads upon a specific stair designated
by the traps creator. Usually this trapped stair
Trap Type: Stair Trap is situated halfway up the staircase for maxi-
Construction Type: Simple mechanical, magic mum effect. If the trapped stair is within 5 feet
Activation Type: Instant of the staircase top, a successful Reflex save
Trigger: Local; magic not only avoids the trap, but also allows a vic-
Mechanism: Magic tim to reach the top untouched. Otherwise, a
Effect: Hindrance successful saving throw implies that the victim
Attack Bonus: No attack roll necessary has run down the stairs and gotten off in time
Damage: See below or grabbed a handhold such as a railing to avoid
Save: Reflex save (DC 18) avoids being swept away.
Search DC: 26
Disable Device DC: 26 The flow of oil follows the staircase regardless
Challenge Rating: 1 of design but must always travel with gravity. It
Construction Time/Cost: 1 day; 1,000 gp; 20 cannot go uphill. At the bottom of the stairs, the
XP oil abruptly stops flowing and leaves a slick
residue that remains for 15 minutes before it
The Slippery Stairs trap sends a wave of slick magically dissolves.
oil down a flight of stairs to slip up and wash
away anyone who triggers it. This trap works A character who wishes to traverse the slick
best on a staircase of at least 30 or more stairs stairs must make a Climb check (DC 20) and a
with few handholds or railings. Setting up a Reflex save (DC 20). Anyone on the stairs that
nasty surprise at the bottom of the stairs manages to grab a handhold does not have to
$
make the Climb check. Victims of this trap take
1d6 points of damage for every 10 feet fallen. The False Door
A Tumble check (DC 18) halves the damage
taken in this manner. Trap Type: Door Trap
Construction Type: Simple mechanical
The intent of this trap is to disable potential The explosive trap consists of two vials of
intruders while not hurting them in any perma- chemicals, one on top of the other. When the
nent sense. It is combined with an alarm, so door opens more than an inch, the top vial
that guards can subdue any remaining charac- pours its contents into the second vial causing
ters. Once bound, the characters can be interro- a chemical explosion. In addition to the simple
gated, jailed, or whatever is appropriate. Less explosive trap, the false door can be equipped
scrupulous types simply prefer the tactical with almost any other door trap available
advantage this trap gives them if sprung imme- ,although this will adjust the cost and time of
diately before combat; those who escape the construction accordingly.
effects of the trap can be targeted first, and then
the other intruders dispatched. The benefits of investing in a False Door trap
are twofold: the costs and time involved are
This spell trap is normally placed on a door at small and it is hard to accidentally set the trap
the head of a corridor. The placement ensures off. Since the door doesnt go anywhere, the
that the intruders are lined up within the spell owner has no reason to ever touch it.
effect. It casts color spray in a cone and sounds Particularly clever trapmakers will install
an alert for nearby guards. The trigger of the secret doors behind these false doors, expecting
spell is based on darkvision, so invisibility or trespassers to overlook them in frustration after
magical darkness can confound it. A key is setting off a trap.
usually set up, and the trap deactivates for 10
seconds when someone presents a badge with The Good Samaritan
the key symbol.
Trap Type: Poison Trap
Designs threaded into the surface of the door Construction Type: Magic
are, to a trained eye, clear indications of magic. Activation Type: Instant
A few simple applications with a chisel can Trigger: Local; creature
destroy the trap and its magic trigger. Mechanism: Magic
Effect: Injury
Attack Bonus: No attack roll necessary
%
Damage: None Climate/Terrain: Forest
Save: Fortitude save (DC 16) resists Organization: Solitary
Search DC: 25 Challenge Rating: 1
Disable Device DC: 25 Treasure: None
Challenge Rating: 1 Alignment: Neutral
CHAPTER ONE: New Traps: CR 1-5
Alcoves
Trap Type: Chute and Slide Trap
Construction Type: Simple mechanical
Activation Type: Instant
Trigger: Local; counterweights
Mechanism: Counterweights
Effect: Ensnarement, injury
Attack Bonus: No attack roll necessary
Damage: 1d3
Save: Reflex save (DC 25) avoids
Search DC: 20
Disable Device DC: 21
Challenge Rating: 2
Construction Time/Cost: 2 weeks;
2,000 gp
'
Collapsing Ladder Flashblind
Trap Type: Pit Trap Trap Type: Item Trap
Construction Type: Simple mechanical Construction Type: Complex mechanical
CHAPTER ONE: New Traps: CR 1-5
The Collapsing Ladder trap is meant to injure This trap sprays a fine magnesium powder and
unsuspecting adventurers. The trap is in the then ignites it, causing an intense flash of light
guise of a 15-ft.-tall ladder leading up to a sim- and heat. The heat is enough to singe and pos-
ple wooden trapdoor in the ceiling of an alcove. sibly ignite paper within a foot or so of the trap.
Also, anyone looking in the general vicinity of
The ladder itself is iron and quite sturdy; it is the trap must make a Reflex save (DC 21) or be
attached to the wall by thick metal rods. A rung blinded for 1d3 minutes.
12 feet up the ladder is the trigger. Pulling that
particular rung acts as a lever, which pulls on a Flashblind is a popular trap for chests, but it
steel pole running behind the wall. The steel can be arranged for other containers or even
pole holds the floor beneath the ladder and the doors. Item versions are usually one-shot traps,
rods that secure the ladder in place. The rung while those in more elaborate arrangements
moves down slightly, triggering the release may work multiple times. In the latter case,
mechanism and prying the steel pole back and Flashblind traps require a great deal of work to
away from the ladder. keep in proper working order.
The floor beneath the ladder drops out while The simple form of Flashblind is relatively
the ladder is released from the wall, dropping easy to notice and disarm. A hook set near the
the ladder and any person on it into the 40-ft.- locking mechanism of the trapped item triggers
deep pit. Characters on the ladder can make a the trap. When the lock is opened properly, it
Reflex save (DC 22) to jump off and away blocks the hook. Otherwise the hook is free to
from the pit before falling. Those who fail suf- drop when the chest opens. This motion
fer 4d6 points of falling damage. engages gears near the hinge on the lid.
Opening the lid now releases a counterweight,
The trap is difficult to detect because of the which drives the trap mechanism to fling out
cleverly disguised rung. Disabling the powder and sparks.
Collapsing Ladder involves propping up the
lever rung so that when pressure is placed on it Noticing and pinning the hook in place can dis-
the rung does not release and trigger the trap. arm this whole system. Another method is to
Careful characters can also merely avoid the simply turn the chest on its back and carefully
trapped rung, assuming the first climber spot- open it. This prevents the counterweight from
ted the deception. exerting any force. Item versions of the trap
often use springs, and are not as vulnerable.
tion chamber. The pillars themselves serve no
Hall of Daggers structural purpose and are merely storage silos
for the 4d6 animated daggers.
Trap Type: Animated Blade Trap
Construction Type: Simple mechanical, A character who attempts to open one (or all if
The trap is easy to disarm by wedging the trap-
Hidden Door Misdirection door closed. Since the trapdoor does not acti-
vate unless the levers are moved, there is no
Trap Type: Pit Trap danger of the trap activating while a disarm
Construction Type: Complex mechanical attempt is underway.
CHAPTER ONE: New Traps: CR 1-5
Personal Darkness
Trap Type: Blinding Trap
Construction Type: Magic
Activation Type: Instant
Trigger: Local; magic
Mechanism: Magic
Effect: Hindrance
Attack Bonus: No attack roll necessary
Damage: None
Save: Fortitude save (DC 12) negates
Search DC: 27
Disable Device DC: 27
Challenge Rating: 2
Construction Time/Cost: 1 day; 1,000 gp; 40
XP
Scarlet Howler
Trap Type: Mark and Alarm Trap
Construction Type: Complex mechanical
Activation Type: Instant
Trigger: Local; light sensor
Mechanism: Chemical
"
Light Sensor Tools
Many of the traps in these pages use complex mechanisms that employ light-sensitive materials and
light sensors to activate and deactivate their devices. Over the years many devices have been designed
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 areas
from 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-based
switches, giving a rogue a +2 equipment bonus to such checks. It also allows a rogue to examine
traps 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 that
if the mirror armature takes damage it requires a successful Craft (trapmaking) check (DC 15) to
adjust 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 adjustable
sides. 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 usually
overkill, 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 working
order. 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. By
using a slow match and a bit of charred wood, a rogue can create a decent amount of smoke useful
for 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 be
refilled. Additionally, with a little practice, anyone can properly char the wood pieces needed to
refuel it (Wilderness Lore check DC 10).
Cost: 10 gp; Weight: 3 lb.
Effect: Identification Howler trap generates a loud alert and sprays tres-
Attack Bonus: No attack roll necessary passers with a dye. It is fairly harmless, and even
Damage: None the scarlet dye is only a mild irritant if it gets in the
Save: None eyes. The mechanism is sophisticated, however.
Search DC: 21
Disable Device DC: 25 (spray nozzle only) A continual flame is set in one wall. The light
Challenge Rating: 2 shines through a hole in the wall and crosses
Construction Time/Cost: 2 weeks; 2,110 gp the space. A material that changes shape due to
exposure to light is the heart of a small light
In many cases, killing anyone who enters the sensor in a hole in the opposite wall. Under
wrong room of your castle is excessive. normal circumstances, the light crosses from
Curious children or youths, lost servants, and one wall to the other, lighting the sensor and
unwise but otherwise harmless villagers being keeping it in an off position. If something
torn to ribbons by deathtraps can be a political blocks the light the sensor goes dark, and
nightmare in some societies. The Scarlet the switch is engaged.
#
The first stage of the trap is the mixing of two
chemicals. The reaction expands rapidly and is Slide Room
used to propel the scarlet dye out of a sprayer
in the ceiling. The escaping gas then goes Trap Type: Slide Trap
through a whistle, producing the alarm. The Construction Type: Complex mechanical
CHAPTER ONE: New Traps: CR 1-5
sound draws guards, while the dye makes it Activation Type: Instant
clear who triggered the alarm. With a bit of Trigger: Local; trapdoor
ingenuity, it is also possible to determine what Mechanism: Counterweights
people were up to or where they were standing Effect: Injury
from the patterns of the ink marks around the Attack Bonus: See below
room. Damage: See below
Save: Reflex save (DC 20) avoids
The dye sticks to clothing and flesh for a day or Search DC: 21
two, but is relatively easy to wash off. The trap Disable Device DC: 21
must be reset with more chemicals and dye Challenge Rating: 2 or 6
after each use. Designing the trap to be auto- Construction Time/Cost: 2 weeks; 2,000 gp
matically reset is difficult, as the dye tends to or 6 weeks; 6,000 gp
clog the light sensor after a short time unless it
is regularly cleaned. Slide Room is a simple trap that takes advan-
tage of an unprepared or inattentive party by
Experienced thieves wary about light sensors providing an ordinary scene to hide its dangers.
can use fine flour or smoke to look for them.
This light system lacks the concave and flat A Slide Room appears to be a simple bedroom,
lens combination that more sophisticated and is most effective when placed near other
mechanisms use. There is a telltale pinpoint of such rooms in a dungeon or castle so as to hide
light around the light sensor, a clear indication its true purpose. Simple furnishings fill the
of its presence. There may also be signs of ink room, though all sit against the walls.
residue. The head of the sprayer in the ceiling
is a strong hint as to the nature of the trap. The trap is sprung as soon as a creature weigh-
ing at least 100 lb. steps halfway into the room.
Once identified, the simplest way of avoiding Once this happens, the floor tilts forward rapid-
the trap is crawling under the thread of light. ly due to the counterweights underneath the
This requires a Dexterity check (DC 16) to per- room. The pivot point is along the wall where
form without triggering the trap. the PCs entered. The rooms furnishings, how-
ever, do not fall because they are bolted to the
Actually disabling the trap is impossible with- walls.
out either a mirror armature (see sidebar) or
inventive use of magic. The sprayer is difficult PCs at least halfway into the room must make
to jam properly, and difficult to access without a Reflex save (DC 20) to avoid sliding into the
tripping a switch. In addition, there is no way waiting pit. The DC is reduced to 15 for those
for an observer to know about the alert noise. less than halfway into the room.
Even if the nozzle is disabled, activating the
trap still produces the alert. There are two variations of the Slide Room
trap: a 20-ft.-deep spike trap (CR 2) and a shal-
The trap as presented is a rather high-end ver- low acid pit (CR 6). The spiked pit deals 2d6
sion of the mechanism. Though traps like this points of damage for the fall and the character
are not dangerous, they can be vital in protect- falls on 1d4 spikes, each having a +10 melee
ing secure areas. Given the difficulty of acquir- attack bonus and dealing 1d4+2 points of dam-
ing light sensors, pressure plate versions are age. Being immersed in acid deals 10d6 points
also common (Search check DC 22, Disable of damage per round.
Device check DC 23, CR 3). Those uninterest-
ed in avoiding bloodshed may substitute poison The floor springs back up after 1d4 rounds,
or acid for the dye, making a particularly dead- resetting itself and trapping characters in the
ly trap (CR 4+). pit. A short ledge rings the pit, allowing those
who fall in to climb out fairly easily (Climb
check DC 15). However, they must still find a
way to lower the floor before they can escape.
$
Observant adventurers can
detect the trap because the
furniture is not flush against
the floor. Disabling the trap is
difficult, though, because all
Seeper Trap
Trap Type: Item Trap
Construction Type: Simple
mechanical
Activation Type: Extended
Trigger: Local; heat activat-
ed
Mechanism: Spring
Effect: Injury, hindrance
Attack Bonus: No attack roll
necessary
Damage: Fatigued
Save: Fortitude save (DC 17)
resists
Search DC: 25
Disable Device DC: 20
Challenge Rating: 2
Construction Time/Cost: 2
weeks; 2,000 gp
The trap is detectable in the unusual construc- The save listed is for bearmad poison, but any
tion of the grip. A character taking time to contact poison can be substituted.
examine it carefully may suspect something is
%
Glyph Eggs
Glyph eggs are inexpensive spheres that release arcane or divine spells when shattered. They are
covered in detail in Fantasy Flight Games Spells & Spellcraft.
CHAPTER ONE: New Traps: CR 1-5
The advantage of the Snap Trap over hiring a mage to imbue a trap with magic is flexibility. A traps
effect 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 the
egg to the trap price.
'
signs of foul play may be the stench of the
The Crypt mummies rot that hangs in the stale passage-
way air. To disarm the trap, a rogue need only
Trap Type: Monster Trap avoid the tripwire or secure the tripwire with a
Construction Type: Simple mechanical successful Disable Device check (DC 20).
CHAPTER ONE: New Traps: CR 1-5
Behind the four slabs await four mummies. Blackstones Chain Fist
Naturally, the mummies attack anyone in the Trap Type: Net Trap
passage once they are released. For many Construction Type: Complex mechanical
builders, undead creatures are ideal guardians Activation Type: Instant
because of the low cost of maintenance Trigger: Local; switch
involved in their upkeep. Mechanism: Gravity, counterweight
Effect: Ensnarement, injury
It is important to remember that the listed chal- Attack Bonus: +8 melee
lenge rating is for this trap only, not for the Damage: 2d6
mummies described above. DMs using this trap Save: Special
may choose to modify the creatures used to Search DC: 21
adjust to her players average party level. Disable Device DC: 21
Challenge Rating: 3
A keen-eyed rogue may notice the tripwire Construction Time/Cost: 3 weeks; 3,000 gp
that extends across the passage floor. Other
!
Blackstones Chain Fist is typically constructed
in a room with few furnishings and roughly
equal dimensions; to work properly the trap
must have four walls. In the temples, palaces
and mausoleums where the trap is most often
!
CHAPTER ONE: New Traps: CR 1-5
The counterweight exerts considerable pres- Possibilities include heavy iron spheres, large
sure on those caught within the trapthe dam- spiked caltrops and terra cotta bottles of deadly
age inflicted is due to constriction within the acid. Such additions do make the presence of a
stout chains. Additional damage might result trap a good deal more obvious.
from self-inflicted wounds; those who fail to
drop sharp weapons or lanterns as the chains
sweep them up may find cause to regret it.
Bookcover Blade Trap
There is a 50% chance that any piercing or Trap Type: Item Trap
slashing weapon deals its damage to a random Construction Type: Complex mechanical
trapped character on the round after the trap is Activation Type: Instant
sprung. Trigger: Local; switch
Mechanism: Spring
If allies remain at large, escaping Blackstones Effect: Injury
Chain Fist is a matter of snapping a few chain Attack Bonus: No attack roll necessary
links with a small pry bar or saw (readily avail- Damage: 2d6
able in any thieves kit), or of detaching the Save: Reflex save (DC 15) avoids
chains from the anchor in the ceiling by loos- Search DC: 21
ening the now-exposed bolts. Escaping from Disable Device DC: 27
within the trap is a bit more difficult. Challenge Rating: 3
Movement is severely restricted, and getting at Construction Time/Cost: 3 weeks; 3,000 gp
tools or weapons might well be impossible.
The Chain Fist is a Large net with a Strength A popular item trap, this thick book cover con-
bonus of +2, so the traps Grapple DC is +14. tains numerous sharp blades that are secreted
away in thin slots arranged on all sides of the
Variations: More deadly versions of this trap book. A particularly common design uses two
may be created by placing items in the room vertical and two horizontal bands of iron, joint-
that will inflict damage on anyone who is ed carefully and bolted to the wooden cover.
caught in the chain vice along with them. The metal lock is arranged in such a way that
!
the application of acid is likely to burn through are particularly popular with dwarves, as they
and damage the book itself. The cover design, allow mechanisms to be used safely with little
even without a trap, makes the book extremely effort. Though easy to disarm, light sensors
difficult to open; doing so requires a successful wear slowly and are harder to tamper with
Craft (bookbinding) check (DC 24) or Open directly than switches or other activation meth-
plate must be reset, but only after the scoop has and the trap triggered harmlessly. Discovering
been set back into the ceiling. Clever trapmak- the trap can be accomplished by seeing a faint
ers attach the scoop to a winch that can be outline of the stone or noticing the trigger
turned to draw it back into its resting position, before the door opens too far. Resetting the trap
but this adds an additional layer of complexity is a difficult and frustrating task, as the bar that
(as well as an additional 1,000 gp) to the traps holds the stone in place is very difficult to line
construction. Otherwise it takes a Strength up since it locks into place under the stone. It
check (DC 25) to reload the scoop. usually takes multiple attempts by several
workers, one pushing on the stone and another
Door Jam jiggling the lever.
The trap involves an ordinary door, which may Bards and musicians who know of Fellbanks
or may not be locked depending on the whim of legacy are always just a little hesitant when
the traps creator. The trap itself is not in the picking up a superb instrument of unknown
door or lock, but behind the door. A flat metal origin; for the unwary player, his next perfor-
lever sticks out of the floor to a height of eight mance could be his last. A successful Bardic
inches immediately behind the door. Opening Lore check (DC 30) reveals the origin of any
the door more than a few inches causes the instrument examined, and a Knowledge or
lever to move backwards, triggering the trap. Craft (musical instruments) check (DC 25)
reveals the same information.
Once the lever is pushed, it pulls a wire that is
tightly wound around a series of pulleys under- Note: Under ordinary circumstances, only
neath the floor. The other end of the wire is rogues may use Search to detect complex traps.
connected to a metal bar that holds a stone However, because of their great familiarity
block, behind which is a tightly wound spring. with musical instruments, at the DMs discre-
The metal bar stops the spring from shooting tion bards may also detect Fellbanks traps with
out, but when the bar drops, the stone shoots a Search check.
forward and strikes those within 5 feet of the
door, dealing 4d6 points of damage to anyone Two of Fellbanks most deadly and notable cre-
that fails a Reflex save (DC 22). ations are detailed on the opposite page.
magic
Activation Type: Instant
Impaling Tree
Trigger: Local, trapdoor Trap Type: Impaling Defense Trap
Mechanism: Gravity Construction Type: Magic
Effect: Injury, movement Activation Type: Instant
Attack Bonus: No attack roll necessary Trigger: Local; magic
Damage: 4d6 Mechanism: Magic
Save: Reflex save (DC 20) avoids Effect: Injury
Search DC: Special Attack Bonus: +8 melee
Disable Device DC: 25 Damage: 4d6
Challenge Rating: 3 Save: Reflex save (DC 17) partial
Construction Time/Cost: 3 weeks; 3,500 gp; Search DC: 28
20 XP Disable Device DC: 28
Challenge Rating: 3
Not all traps with magical elements involve Construction Time/Cost: 1 week; 2,500 gp;
complicated enchantments and the Craft Magic 100 XP
Trap feat. Frodericks variation on the all-too-
common illusory floor is one example of this This trap is usually worked into the trunks of
fact. Instead of simply covering a hole with a trees that hold elven scouts or lookout posts.
permanent illusion, a trick too easy to defeat Such trees are found scattered throughout most
since illusions do not have actual substance forests with a large elven population, and can
with which to thwart tapping or gravity, be identified by the keen-eyed by the small
Froderick covered not only the hole but also 15 platforms built into the upper layers. Such plat-
feet of collapsible floor on either side of the forms often hold supplies and ammunition, so
hole with a permanent illusion. they are ideal targets for bandits.
As a result, poking and prodding ahead does not Unfortunately for those who would rob the
reveal the illusion, for it covers solid material. elves, even an abandoned tree is not unprotect-
Once more than 50 lb. passes more than 5 feet ed. A fairly simple ritual creates an Impaling
across a collapsible section, the floor gives way, Tree. Anyone climbing it without first speaking
pivoting sharply down. The trespasser plunges a safeword finds the tree sprouting long, lethal
through the permanent illusion into a steeply spikes from the trunk and branches. A Reflex
angled funnel that leads to a 40-ft. drop into a save halves the damage, but the sudden shock
lower dungeon level. The collapsible floor sec- can cause even a skilled climber to fall. A
tions spring back into place once there is no Climb check (DC 28) is required to avoid
more weight on them, although they are some- plunging from the tree. The spell usually does
times set to delay for several rounds in case a not activate until a climber is at least twenty
trapped characters friends wish to follow him. feet up, so the fall often finishes what the
spikes began.
A Search check cannot reveal this trap, but
interacting with the floor in this manner does Should a climber survive the spikes and retain
permit a Will save (DC 20) to notice that the their grip, there is a slight boon. The now-spiky
floor is an illusion. If this saving throw fails, no tree is much easier to climb, reducing the
Search check, no matter how high the result, Climb check DC for the remainder of the
detects the trap. The simple act of probing ascent by 5.
ahead with a staff or pole, for example, is not
sufficient interaction to allow the Will save to Possible means of detecting this trap include
notice the illusion. A falling character can noticing odd lines carved very subtly in the
attempt a Reflex save (DC 20) to halt his drop trunk of the tree, flowing along the lines of
into the vertical shaft. In most cases, he still bark but glistening with eldritch power. There
falls through the floor, but halts his may be odd distortions in the bark where the
descent in the funnel.
!$
spikes had previously erupted, or a character
might notice a corpse riddled through with Lightning and Mirrors
what at first seem to be arrow wounds, but
which on closer examination were clearly Trap Type: Lightning Magic
made by something else. Construction Type: Magic
!%
faces away from the room. Stepping on a specif-
Magnetic Wall ic tile in the center of the room triggers the trap.
When the pressure plate below the tile is
Trap Type: Arrow Trap depressed, a series of ropes spins the enchanted
Construction Type: Magic stone 180 degrees so that the magnetized side
CHAPTER ONE: New Traps: CR 1-5
Activation Type: Instant now faces the wall with the arrows. All metal is
Trigger: Local; switch immediately drawn to the leftmost wall. A vic-
Mechanism: Spring tim carrying a metallic object, such as a sword
Effect: Injury or bag of gold, can make a Reflex save (DC 16)
Attack Bonus: +4 ranged to drop the object before getting dragged along.
Save: None Victims wearing metallic armor receive no
Search DC: 20 save and are automatically thrown against the
Disable Device DC: 28 wall (armor crafted partially of metal, such as
Challenge Rating: 3 studded leather, allows a Strength check (DC
Construction Time/Cost: 3 weeks; 3,000 gp; 15) to act normally for the round). The arrow
250 XP tips, all 24 to 36 of them, fire from their holes.
Victims pinned to the wall are considered
The Magnetic Wall trap not only harms intrud- stunned for the purposes of the arrow attack.
ers, it also pins them to a wall. A 10 ft. by 10 ft. The arrows deal 1d4 damage each and the DM
stone-tiled room with one entrance and one exit can roll 1d10 to determine how many arrows
houses the trap mechanism. The doors to the strike a single target.
room are made completely of wood with stone
hinges. On the rightmost wall, several dozen Freeing magnetized objects from the wall by
arrow tips lie in notched holes. A large stone pulling requires a Strength check (DC 22).
enchanted with a strong magnetic property on Sliding an object along the wall to free it requires
one side lies hidden behind the opposite wall. a Strength check (DC 16). Individuals in metal
Before activation the enchanted side of the stone armor can free themselves by slipping out of the
!&
armor with a successful Escape Artist check (DC Surviving characters have another problem: the
18). Victims hit by an arrow and pinned against passageway is now blocked. The only methods
the wall must remove each arrow with a Strength of continuing involve climbing either down the
check (DC 16) before they can be freed. pit and back up or over the platform. Doing
either has dire consequences. The trap is craft-
casually tossed around knock spells to open known to the viewer (Bardic Knowledge check
chests and, especially annoying to the nimble DC 23 or Knowledge (art) check DC 28). A
rogue, used fly spells to make the need for stone table stands on a mosaic pattern in the
climbing skills superfluous. Thus it was that center of the room. The paintings are all poor-
this trap was conceived, and a cunning plan ly rendered portraits of well-known nobles.
hatched to lure the entire party into the dun- They would not fetch a worthy sum on the open
geon where it had been placed. The final fate of market, but the sculpted frames are made of
the party is unknown; sages suspect that the pure silver and could be sold fairly easily (45
trap worked well, and then, without a wizard, gp each).
the party was destroyed by a demon or similar
creature that is immune to non-magical attacks. Pulling any of the frames causes the trap to
No one knows for sure, but the mechanism of spring. The floor collapses, its pivot point at the
the trap has spread to many lands. center of the room, sending all viewers tum-
bling into a pit trap. Anyone standing next to
This trap is usually baited thus: a valuable trea- the table or doorway receives a +2 bonus to his
sure or important passageway is placed high off Reflex save. Those who fail the save tumble
the ground (at least 60 feet) but in such a posi- into the 20-ft.-deep spiked pit trap, taking 2d6
tion as to be visible from below. The walls points of damage from the fall as well as possi-
leading up to the area are especially smooth bly impaling themselves on several spikes. 1d4
and slick, making passage by climbing very spikes strike each character for 1d4+2 points of
difficult. damage per spike. The spikes have a +10 melee
attack bonus.
About 50 feet up, or 10 feet below the goal, a
dispel magic (5th caster level) is triggered. The After it is sprung, a series of gears, pulleys, and
wizard has just enough time to yelp before she counterweights are set to immediately close the
plummets toward the ground. Particularly apparatus. The process is fairly quick, requir-
nasty variants of this trap have additional dis- ing only six rounds to reset. Only pulling
pel magic spells set to trigger incrementally another picture frame or destroying the gears
down the wall, so that even a feather fall spell from below can stop the reset mechanism.
will be negated.
The only way to disable the trap from above is
Detecting this trap requires sensing the odd aura to cut the wires behind each picture frame.
surrounding the walls, having some foreknowl- Each picture requires a separate Disable
edge of this sort of trick, or seeing an oddly Device check in order to completely neutralize
mangled skeleton in the center of the room. the trap. It would be easy to sabotage the trap
by destroying the mechanisms that release and
Pit Gallery reset the floor, but this can only be accom-
plished after the trap is sprung.
Trap Type: Pit Trap
Construction Type: Complex mechanical
Activation Type: Instant
Sower of Chaos
Trigger: Local; tripwire Trap Type: Charm Trap
Mechanism: Counterweight Construction Type: Magic
Effect: Injury Activation Type: Instant
Attack Bonus: See below Trigger: Local; magic
Damage: See below Mechanism: Magic
Save: Reflex save (DC 23) avoids Effect: Hindrance
Search DC: 21 Attack Bonus: No attack roll necessary
Disable Device DC: 21 Damage: None
Challenge Rating: 3 Save: Will save (DC 13) resists
Construction Time/Cost: 3 weeks; 3,000 gp Search DC: 28
"
CHAPTER ONE: New Traps: CR 1-5
Disable Device DC: 28 until the spell trap runs out. Such magic may
Challenge Rating: 3 also work as a kind of geas.
Construction Time/Cost: 4 days; 2,000 gp; 80
XP Spider on the Bridge
This can be quite a deadly trap, depending on Trap Type: Bridge Trap
the party, using magic to turn them against each Construction Type: Magic
other. The sigil can be on a door, a chest, or Activation Type: Instant
along the floor; it also works quite well as an Trigger: Local; magic
item trap. Mechanism: Magic
Effect: Ensnarement
The trap itself combines message and sugges- Attack Bonus: No attack roll necessary
tion to silently tell the triggering character one Damage: See below
of two messages, depending on how it was set Save: Reflex save (DC 13) avoids
up. Search DC: 24
Disable Device DC: 24
The first message is straightforward: These Challenge Rating: 3
people you are with, they are working against Construction Time/Cost: 1 day; 1,500 gp; 60
you. You must destroy them soon. XP
The second is subtler and works well for games Spider on the Bridge is a magic trap designed
in which characters have a lot of depth. The to both entangle and possibly kill intruders. It is
message is You can really trust your friends. best placed on a narrow bridge that runs next to
You should tell them your deepest, darkest a wall, ideally over a body of water that is
secrets, now. home to aquatic dangers such as snakes or
sharks. Halfway across the bridge is the trigger
There are obviously many other messages that for a web spell: an arrangement of smooth
can be crafted to suit each particular party. black rocks arrayed upon the ground to
Items with such magic on them may provoke resemble the eyes of a spider. Any crea-
paranoia or protectiveness of the item, at least ture walking past the stones without
"
As the trap has no mechanical portion,
detection is difficult. A rogue must
make a successful Search check (DC
24) to detect the active magic. He may
sense an odd energy in the area of the
CHAPTER ONE: New Traps: CR 1-5
Step In Blast
Trap Type: Fire Trap
Construction Type: Magic, simple
mechanical
Activation Type: Instant
Trigger: Local; magic
Mechanism: Magic
Effect: Injury
Attack Bonus: No attack roll neces-
sary
Damage: 5d6
Save: Reflex save (DC 13) partial
Search DC: 28
Disable Device DC: 28
Challenge Rating: 3
Construction Time/Cost: 2 days;
1,500 gp; 60 XP
Characters within this 20-ft. radius must move The Grinning Skull trap is designed to incapac-
out of the corridor or take an additional 1d6 itate victims for later disposal by guards or
points of damage per round in which they wandering monsters. A silver-inlaid etching in
remain inside the flames. Movement out of the the shape of a skull with a tiny hole in the left
area can be along the stepping stones or direct- eye socket hides the trap. This etching could be
ly through the tar. If the character moves on a wall, alcove, door, pedestal or floor, and
through an area of burning tar, his feet become serves as the center point for a cloud of sleep-
covered in the stuff. He takes 1d4 points of ing gas. Contained in a pressurized tube, the
damage per round until he can scrape the burn- gas erupts from the trap when a specific lever is
ing tar off his feet, a standard action. depressed.
On the second round, the fire begins to spread, The gas cloud has an initial 10-ft. radius burst
filling the entire 40-foot length of corridor. and quickly spreads an additional two feet per
This is otherwise like the first round for anyone round for five rounds. The gas remains in the
in the area of fire. In addition, on this round vicinity for one minute before dispersing.
anyone within the corridor or up to 10 feet Victims that are caught in the cloud and fail a
beyond is subject to smoke inhalation (DMG Fortitude save (DC 18), fall into a deep slum-
89). Each subsequent round the area of smoke ber for 1d4x10 minutes. Waking a sleeping
expands 20 feet in each direction. character counts as a standard action and
requires loud shouting or slapping.
The smoke and the flames last another 3 rounds
(5 in all). At the end of the fifth round, the fire Pouring water down the left eye socket clogs
burns out, and the smoke extends 70 feet the tube and renders the gas harmless.
beyond the corridor in both directions. In two
rounds the smoke clears enough so that there
are no further smoke inhalation checks.
The Poisoned Stone
Trap Type: Needle and Deadfall Trap
The design certainly encourages characters to Construction Type: Simple mechanical
inspect the area carefully. One common Activation Type: Instant
assumption may be that one of the stones is Trigger: Local; switch
loose, causing someone to slide into the dan- Mechanism: Pressure, gravity
gers of the tar. Poking at the tar near one end Effect: Injury
shows it to be shallow, but intruders are unlike- Attack Bonus: +10 ranged
ly to conclude that it is safer to cross through Damage: 1d4 (needles) plus poison and 4d6
the tar. The patterns of the middle stone are deadfall
subtly different and more intricate than the rest, Save: Reflex save (DC 22) avoids
a hint of something unusual. Careful chiseling Search DC: 20
breaks the pattern, destroying the trap and Disable Device DC: 20
allowing safe passage over the stones. Challenge Rating: 3
Construction Time/Cost: 3 weeks; 3,000 gp
The Grinning Skull The Poisoned Stone trap utilizes two simple
Trap Type: Gas Trap elements, a poisoned needle trap and a large
Construction Type: Simple mechanical deadfall, to severely punish the curious.
Activation Type: Extended
Trigger: Remote; lever Placed within narrow corridors in dun-
Mechanism: Pressure geon complexes and underground cav-
"!
erns, the first stage of this trap is activated that the sand and liquid begin to mix, the trap is
when a character steps on a concealed pressure sprung in one of two equally deadly ways.
plate within the trapped passage. The pressure
plate triggers two different effects, which acti- Examining the hourglass carefully reveals two
vate simultaneously. First, a pressure-loaded clues that indicate that all is not as it seems.
CHAPTER ONE: New Traps: CR 1-5
poisoned needle gun is fired into the area of the The liquid is the first clue, while the second is
pressure plate. The needle is coated with poi- that there are tiny holes drilled in the glass near
sons that slow or paralyze the victim (DMG the middle of the item, allowing air to enter as
80). A wounded character suffers 1d4 points of the chemicals mix and poisonous gases to vent
damage as well as the poisons effects. from the item.
As the needle is fired, a second mechanism If the hourglass is tipped so that the dry chem-
releases a large stone deadfall from above the icals sift into the clear liquid, the resulting reac-
pressure plate area. A character in this narrow tion is vigorous, but not explosive. In this case,
area must make a successful Reflex save (DC a clear, odorless poison gas vents from the
22) or suffer 4d6 points of damage. The char- hourglass filling a 10 ft. by 10 ft. area in two
acter is also considered pinned. A successful rounds. The poison typically causes weakness
Strength check (DC 20) is required to escape and nausea in its victims unless the character
from the weight of the stone block. makes a successful Fortitude save (DC 18).
A rogue may notice either the slightly discol- If the hourglass is tipped so that the liquid
ored pressure plate in the floor or possibly flows into the powdered mixture, the reaction
smell the odor of the poison within the gun. A is much faster and much more spectacular.
rogue need only jam the pressure plate with a After one round the hourglass explodes vio-
dagger or climbing piton to diffuse this trap. lently, spraying the room with glass and metal
shards and dealing 5d6 points of damage to
Times Up those within 20 feet of the explosions point of
origin. This is also the result of smashing the
Trap Type: Item Trap hourglass, whether deliberately or by accident.
Construction Type: Simple mechanical
Activation Type: Instant If the hourglass is carelessly picked up and
Trigger: Local; chemicals thrown into a backpack or other container, the
Mechanism: Gravity DM should assign a 50% chance that either
Effect: Injury event results and proceed accordingly.
Attack Bonus: No attack roll necessary
Damage: 5d6 plus poison
Save: Fortitude save (DC 20) resists
Varlet Vise
Search DC: 20 Trap Type: Net Trap
Disable Device DC: 22 Construction Type: Complex mechanical
Challenge Rating: 3 Activation Type: Instant
Construction Time/Cost: 2 weeks; 5,000 gp Trigger: Local; switch
(includes cost of chemicals and hourglass) Mechanism: Gravity, counterweight, gear
Effect: Ensnarement
This trap is a simple design that takes advan- Attack Bonus: No attack roll necessary
tage of a violent alchemical mixture to slay Damage: None
those who cannot leave well enough alone. An Save: Reflex save (DC 22) avoids
ornate brass hourglass lies on its side on top of Search DC: 22
a chest, table, or on the floor of a room full of Disable Device DC: 25
other items. A casual glance at the hourglass Challenge Rating: 3
reveals that the sand is all on one side of the Construction Time/Cost: 3 weeks; 3,000 gp
twin glass globes, filling it half way. In reality,
the sand is a dry chemical mixture, and the Blackstones Chain Fist pioneered the idea of
empty globe is half full of a clear liquid that concealing chain net traps within walls, but his
reacts violently with the contents of the other design had a major flawit could only be
globe. As long as the hourglass is left on its placed in symmetrical rooms. Other trap
side, nothing happens. Once it is tilted so designers adapted his concept to corridors, giv-
""
ing rise to the Varlet Vise. Challenge Rating: 3
Construction Time/Cost: 2 days; 1,500 gp; 60 XP
The Varlet Vice consists of two chain nets,
cross-woven with five-inch openings, con- Many relics and important items have curse
cealed in facing walls and attached to counter- traps on them. The specific curse depends on
When the pressure plate is set off, the counter- A trap typically has 50 charges, ready to curse
weights pull the chain nets out of the walls at anyone that tampers with the relic. Note that
great speed. The nets meet in the middle of the once a curse is set on someone, the trap will not
room, trapping whatever they caught up along affect that person again unless the curse is lifted.
the way in a new vertical chain link fence
standing lengthwise along the corridor. Possible curses include:
The trap inflicts no damage, but those caught in The character has a 4 penalty to all Charisma-
it are considered pinned. Victims making a suc- based checks when dealing with people of
cessful Escape Artist check (DC 20) can worm authority.
their way free. Releasing people from the trap
requires an outside ally to cut the chains run- When entering a town for the first time the
ning along the ceiling and floors. Once free of character must roll a Charisma check. If the
the weights, the chain walls can be pulled apart. check result is less than 15, townspeople will
It is also possible to cut a hole in the net, but be convinced that the character is a hated vil-
this takes a good deal longer. lain. A character already openly hated can still
be inconvenienced when entering the town in
Variations: Builders occasionally place the disguise.
Varlet Vise near arrow slits or within bowshot
of an emplacement or guardpost. Riddling an 6 to all attempts to Hide, Move Silently, or
enemy with arrows while she is caught fast otherwise evade attention.
usually makes short work of her.
6 to all attempts to Bluff, Diplomacy,
Vengeance Unleashed Disguise, Forgery, Intimidate, or otherwise
manipulate others.
Trap Type: Item Trap
Construction Type: Magic The character cannot heal naturally, even with
Activation Type: Instant application of the Heal skill.
Trigger: Local; magic
Mechanism: Magic When first entering combat, the character has
Effect: Hindrance a 50% chance of dropping held weapons and
Attack Bonus: No attack roll necessary shields. During combat, any time he draws or
Damage: None picks up a weapon or shield, he has a 50%
Save: Will save (DC 13) negates chance of dropping it. This happens after
Search DC: 28 the character attempts to use it, so he
Disable Device DC: 28 loses whatever action he was about to
"#
take and must use an additional action if he The very simplicity of pit traps makes them
wants to pick it up again. less usefuleveryone knows about them,
expects them, and takes steps to avoid them or
Whenever the character goes to sleep, there is minimize the damage from them. Thus, the
a 25% chance that any sleep in the next 24 evolutionary cycle of traps continues, with
CHAPTER ONE: New Traps: CR 1-5
hours will be plagued by nightmares. Either each new design trying to prove itself superior
normal or restless sleep applies to naps or peri- by finding variations on a theme. This is one
ods of rest the character attempts for this entire such variation.
period. A nightmare result means the character
has not rested and cannot regain arcane spells. A simple panel, which opens up when pressure
is placed on a switch, usually covers the pit
Animals react poorly to the character, includ- itself. The pit is fairly deep (40 ft.) and thus
ing mounts. Any Animal Empathy, Handle requires some effort to escape. The walls of the
Animal, Ride, and similar skill checks are pit are smooth, making climbing difficult
made with a 6 penalty. This has little effect (Climb check DC 23) unless someone lowers a
on familiars or a paladins mount, other than rope down. Unfortunately for the person or per-
making them a little touchy with the character. sons stuck in the pit, there is more to this trap
than a simple pitfall.
The character is at 8 when making Fortitude
saves against disease. One round after the trap is activated, a summon
swarm spell is cast. The swarm so summoned
The character becomes paranoid. He is con- will be fixed at the time of casting, but is usu-
stantly spotting NPCs and PCs out of the cor- ally something quite nasty. Each round, anoth-
ner of his eye rifling through his things, look- er swarm appears, filling another 5 ft. cube of
ing at him cruelly, or otherwise acting suspi- the pit, until the entire pit (usually 5 ft. wide by
cious. Characters that are already paranoid are 40 ft. high) is completely filled with writhing
inspired to extremes. vermin. Anyone in the pit must climb through
the swarms, suffering all effects as described in
The character becomes blind to threats. As a the spell. The spells reset when the trap is reset.
result he suffers a 6 penalty to all Listen,
Search, Spot, and initiative rolls. Anyone trying to help the person trapped in the
pit must consider the effects of the swarm.
The markings of the trap are hard to make out. Forcing a rope down to the victim exposes
A rogue is most likely to notice the trap when them to the ravening insects. A fireball can
appraising the item, or otherwise examining it clear away most of the swarms, but if it is cast
closely. Obscured by whatever artwork is on before the entire cycle of summoning is com-
the item are characteristic runes and markings plete, the caster will most likely need to cast
outlining the trap. Dripping sealing wax in just again. Vermin-affecting spells are the most use-
the right spot disperses the curse magic. ful. Anyone in the party who can cast summon
swarm can attempt to counterspell the spells
Vermin Pit cast by the pit.
Trap Type: Vermin-Filled Pit Trap Detecting the magical nature of the pit involves
Construction Type: Magic recognizing the arcane symbols that line the upper
Activation Type: Instant surface of the pit, or noticing the odd, eldritch
Trigger: Local; magic, switch sparkle that comes from the crystals placed at
Mechanism: Gravity, magic strategic locations along the inside of the pit.
Effect: Injury
Attack Bonus: No attack roll necessary
Damage: 4d6 fall plus spell
Veshers Killing Cube
Save: Reflex save (DC 20) avoids Trap Type: Monster Trap
Search DC: 20 (27 for magic) Construction Type: Complex mechanical
Disable Device DC: 27 Activation Type: Extended
Challenge Rating: 3 Trigger: Local; switch
Construction Time/Cost: 3 weeks; 3,500 Mechanism: Gravity
gp; 100 XP Effect: Ensnarement, injury
"$
Attack Bonus: No attack roll necessary
Damage: 2d6 plus 1d6 acid
Save: Reflex save (DC 16) avoids
Search DC: 21
Disable Device DC: 25
ster involved. Experience should be awarded separately for the trap as well as the monsters.
poison. Though this poison is not particularly magic mouth (such as in the Tomb of Perennial
potent, the advantages of transparency, long Guardians trap from Traps & Treachery), the
life, and lack of odor are significant. system can function for quite some time.
Since the corridor is tilted, the party enters the Tombs or lairs of undead are both useful loca-
poison as if entering pooled water. The first tions for such a trap. Dwarves may also set up
indication of trouble will be from the shortest these corridors as access tunnels, relying on
members then up to the tallest. Also, regular hearty constitution and their innate resistance
torches and lanterns (but not continual flame) to poisons. A dwarf may be able to hold her
will gutter out once they are immersed in the breath a long time while passing through these
gas. Undead or other beings that do not require areas, and is unlikely to be carrying an open
oxygen are unaffected. flame because of his darkvision.
Torches may be the first signs of trouble if they DMs gathering information on the height of
are held low and thus encounter the gas first. party members might want to make a point of
Familiars and other animals close to the ground doing so well before the party encounters this
are also affected before humanoids. trap. Another trap that seems height related
could misdirect suspicions about the intent of
Once immersed in the gas, the initial effect is gathering such information.
shortness of breath. The first Fortitude save and
poison effect kick in at this point. If the char- There are other variations using different gases,
acter retreats to fresher air and takes deep though the design relies on the substance being
breaths, the gas can be cleared from the lungs. heavy and inert. One form in dwarven mines
If a character passes out while in the gas, suf- uses the corridor as a metalseep gas catch basin.
focation effects proceed. There is no middle door in this version. Air
flows through the bent corridor, warm from pas-
There is no distinct way to disable this trap. The sage through concentrated amounts of firemet-
locked door has three good locks on it, each al. Airflow is sluggish, allowing the heavier
requiring a successful Open Lock check (DC 30) metalseep gas to sink into the corridor. Though
to bypass. Once open, a character can simply hold not always intended as a trap, it can be placed to
her breath and run through. An easier method induce such an effect. There is no obvious effect
would be two applications of knock, cast while of gas exposure, making this a particularly sub-
outside the effect of the poison. The boundaries of tle attack. Only one Fortitude check is required
the gas can be determined with a flame. per visit unless the character dawdles. Such a
trap has a Challenge Rating of 3.
When the door is open, a gust of wind can be
used to push the gas out and dilute it. After a
few minutes, the gas pools again, but only at
Darkmetal Clawtrap
half the length it covered before. Another gust Trap Type: Bladed Snare Trap
brings the distance to a third of the original. No Construction Type: Complex mechanical
further gusts significantly disperse the gas. Activation Type: Instant
Trigger: Local; switch
There are magic sigils near the door that, when Mechanism: Spring, gears
the gas is diluted, open valves near the ceiling, Effect: Ensnarement, injury
replenishing the trap automatically. This is not a Attack Bonus: No attack roll necessary
quick process, and the reservoir of gas is limit- Damage: 2d6
ed. Filling the hall from one-third length to full Save: Reflex save (DC 25) avoids
takes about a day. Though these sigils may Search DC: 25
alarm characters who notice them (Search DC Disable Device DC: 25
30), this is their only function. If dispelled, the Challenge Rating: 4
corridor simply does not refill with gas. Construction Time/Cost: 4 weeks; 4,000 gp
#
The Darkmetal Clawtrap appears as an ornate away from home, especially in the winter
doorlock. Bands of metal radiate from it along months when foraging yields poor results.
the door. One piece of the lock is made of a
metal that changes shape in the presence of light. The Field of Ruin is a large-scale magical trap
Anyone attempting to operate the lock, whether that strikes at the belly of an invading force. It
Disarming the Field of Ruin requires locating Once the character reaches the opposite side, even
at least three of the stones and chipping the by moving a small distance from the midpoint,
CHAPTER ONE: New Traps: CR 1-5
runes and sigils away. The stones then lose the second trigger is released. A single individual
their potency and the trap is ruined. Casting weighing at least 150 lb. needs to reach the oppo-
purify food and water restores spoiled supplies site end of the corridor for this to happen.
within the range of the spell.
Each trigger releases a ratchet holding the axis
The Field of Ruin is obviously most devastat- in place. When both are released, the weight of
ing in areas where replacing spoiled food and its occupants swings the corridor to a vertical
water is difficult. Deserts, tundra, and desolate alignment. Once this happens, another mecha-
steppes all make excellent choices. Most settle- nism slowly pulls the corridor back to a hori-
ments using the Field of Ruin are careful not to zontal position and locks it in place.
place it too close to its farms and villages.
Doing so would only encourage enraged The corridor is bare and with a surface of solid
invaders to take it out on their people and strip marble. Magic combined with expert crafts-
them of the resources they need to survive. manship provides a surface with no features on
which to hold. It is somewhat slick, though it
The Field of Ruin is not merely a defensive provides decent footing when walking through
trap. One creative team of clerics mounted a it. Once the corridor is vertical, however, the
daring expedition to plant a Field of Ruin on surface provides insufficient friction for any-
the bottom of an enemys harbor just before a thing short of magic.
critical grain shipment arrived, plunging the
kingdom into famine and forcing it to sue for A character may only take free actions before
peace. the room spills onto its side, and it requires a
Concentration check (DC 20) to cast quickened
Flip Corridor spells. If the character is within a few feet of
either end, he may make a Reflex save (DC 26)
Trap Type: Pit Trap to escape the corridor; otherwise no save is
Construction Type: Complex mechanical allowed.
Activation Type: Instant
Trigger: Local; pressure, switch The pit is 30 ft. deep and has a locked service
Mechanism: Counterweight, gear, gravity entrance. That door requires a Strength check
Effect: Ensnarement, injury (DC 30) to batter down, as it has no visible lock
Attack Bonus: No attack roll necessary mechanism on the pit side.
Damage: 3d6 or 5d6
Save: Reflex save (DC 26) avoids Damage from the fall depends on where the
Search DC: 22 character is when the corridor goes vertical.
Disable Device DC: 22 Base damage is 3d6 points for falling into the
Challenge Rating: 4 pit, +1d6 per 10 feet of corridor through which
Construction Time/Cost: 4 weeks; 4,000 gp the character falls. Note that the corridor can
swing in either direction, depending on which
This 20-ft. section of corridor is actually a sep- direction the characters were traveling when
arate structure, set up on an axis. It is locked in they triggered the trap.
place with a relatively simple two-step mecha-
nism. Each end of the corridor has a trigger The corridor may have an external lock mech-
based on weight. If an end receives 150 lb. or anism in a remote location so that inhabitants
more, the trigger is released. The trap is sprung can use the corridor without trouble. This lock
when both triggers have opened. simply bolts the corridor in place, so the mech-
anism does not register any pressure.
The corridor moves only slightly during trig-
gering, but it is perceptible (Spot check DC A perceptive character might note the slight
15). Due to the design of the trigger, a char- gap along the ceiling and walls at either end of
acter could step into the corridor, back off, the corridor section. Furthermore, the gap
#
along the walls is distinctly curved, giving the not involve magic. Light sensitive metal is
character a possible clue as to function. A char- crafted into numerous slivers and affixed to a
acter with Knowledge (mathematics) or a sim- thin sheet of vellum. Another sheet is then
ilar skill can calculate the probable length of glued to the surface, forming a new sheet only
corridor that is mobile. Similarly, once the cor- slightly thicker than usual. This page is com-
the item. It can also be used as a method of and keep; once the settlements gate doors are
assassination, such as affixing these fragments breached, defending it becomes much more diffi-
to the inside of a gift box. cult. Jaw Gate is a siege trap designed to confound
the battering ram before it can do its damage.
Have a Seat Built around an opening that is located within a
Trap Type: Teleport Trap gate tower, the Jaw Gate consists of a cluster of
Construction Type: Magic huge iron spikes that slide from holes within
Activation Type: Instant the walls of the gate tower to catch the batter-
Trigger: Local; magic ing ram as it strikes the gate (the spikes hit the
Mechanism: Magic ram five to 10 feet behind its tip). Guards with-
Effect: Movement in the tower activate the trap by pulling a lever.
Attack Bonus: No attack roll necessary The lever releases a series of massive counter-
Damage: None weights hidden within the walls of the gate
Save: Will save (DC 19) negates tower. Driven by the counterweights, a network
Search DC: 30 of gears propels the spikes out from the walls
Disable Device DC: 30 of the gates interior, causing them to bite deep
Challenge Rating: 4 into the ram or other war machine.
Construction Time/Cost: 4 days; 4,500 gp;
120 XP Since the guards wait until the ram has struck
the gate itself, there is no opportunity for those
The magus Therimin never cared much for handling the ram to steer it clear of the trap; the
guests of any sort and devised dozens of spikes are too quick for that. Freeing a spiked
fiendish ways to deal with them. One of his ram requires its wielders to hack away the
favorite tricks involved a comfy chair and a wood surrounding the spikes and wrest the ram
nearby swamp. Therimin liked to think about free. The counterweights can be reset and the
the dawning moment of confusion his victims spikes retracted in 15 rounds, allowing them to
felt just before they took a bath in the grimy menace invaders again; but defenders rarely
waters. retract the spikes when a ram is caught fast.
Just touching the chair does not activate the Though not intended to target individuals, the
trap. A victim must completely sit down and spikes inevitably impale some of the soldiers
rest against the back of the chair to trigger it. manning the ram. While there are a dozen
Anyone sitting in the chair when the trap trig- spikes on either side, they are spaced out con-
gers must make a Will save (DC 19) or the siderably, and no more than two can strike a
chair teleports the unwanted loafer several single person.
miles away and approximately 5 feet above the
waters of a swamp. The spike holes are sealed with wooden plugs
in peacetime, though no effort is made to con-
Jaw Gate ceal them. Deducing the presence of the trap is
therefore not all that difficult for someone, as
Trap Type: Siege Spike Trap long as they are given a few moments to exam-
Construction Type: Complex mechanical ine the inner walls of the gate tower. The trap
Activation Type: Instant may be activated with the plugs in, but it deals
Trigger: Remote; switch only half damage in this case.
Mechanism: Counterweight, gears
Effect: Hindrance, injury Disarming the trap requires access to the trap
Attack Bonus: +15 melee machinery located in the bowels of the gate
Damage: 4d6 tower. (Note that there are two trap mecha-
Save: Reflex save (DC 16) avoids nisms, one for each inner wall of the gate
Search DC: 24 tower, and they are often located in separate
#"
rooms.) A would-be saboteur must bypass both the pin to be disconnected from the door before
the gate and its guards to get to the trap mech- opening it. Jamming the nozzle only disables
anisms. Smashing the gear assemblies or cut- the traps effects on one side of the door.
ting the chain connecting them to the counter-
weight is the easiest way of disarming the trap. Creating the corrosive dust used in this trap
This trap uses a pressurized blast of air to dis- Perivaxs Crushing Bands is a simple door trap
perse a cloud of alchemical dust from a dis- that is used by nobles to punish trespassers and
guised nozzle when a switch is triggered. The meddlesome thieves.
dust, created from the antennae of a rust mon-
ster, cause metal to dissolve into rusted flakes. This trap can be found in any type of strong-
hold, dungeon complex, or crypt. Although the
This trap is most commonly built into a bas original design came from the mad trapsmith
relief sculpture above a wood or stone door that Perivax, this trap has made its way across sev-
acts as the switch. Opening the door, even eral continents, along with several variations
slightly, releases a cloud of dust that fills a 5-ft. that have been developed over the years. One
space on each side of the door. Creatures with- popular variation for this trap is the use of odor-
in this area must make a Reflex save (DC 20) less contact poisons coating the iron bands.
to escape the dust as it hisses from its hidden
outlets. Any creature that fails its Reflex save is The trap itself appears to be a large, reinforced
covered in dust, causing exposed metal to cor- door. The materials used to construct the door
rode and fall to pieces, becoming useless are left to the builder , the only similarity being
immediately. Magic armor, weapons, and other the use of four heavy iron bands that are joined
items made of metal must succeed at a Reflex together by a central band on the door. While
save (DC 20) or be dissolved. Wood, stone, and appearing as reinforcement for the door, the
other nonmetallic materials are unaffected. bands serve a more sinister purpose.
A successful Search check allows a perceptive Any character attempting to open the door acti-
creature to notice the nozzle hidden within the vates the trap. As the doorknob is jarred, a
intricate sculpture. Further investigation identi- series of simple mechanisms within the door
fies the door as the switch that pulls a hidden activate to release all four of the highly
pin when opened. Disarming the trap requires tensioned, spring-loaded iron bands to
##
CHAPTER ONE: New Traps: CR 1-5
Effectively using a catapult as a trap, the major Resetting the trap is a fairly simple matter of
difficulty encountered by users of the Snare pulling the arm back into place. This can be
Toss is in hiding the arm of the device. There accomplished with a draft horse or ox, a few
are several versions, following along the lines men, or a winch. Outdoors, this activity
of various designs of catapult. The version pre- negates the benefits of Wilderness Lore in
#%
hiding an outdoor trap. Scarejuice is normally Effect: Injury
applied to prevent animals from triggering the Attack Bonus: No attack roll necessary
trap. The rope and other materials require main- Damage: 6d6
tenance every few months, and an outright over- Save: Reflex save (DC 23) for half
haul after six months, due to exposure to ele- Search DC: 24
CHAPTER ONE: New Traps: CR 1-5
The Snare Toss can be modified in a number of This is a fairly simple trap that is usually set up
ways to make it significantly more deadly. in likely avenues of exploration, and in areas
Spikes placed in the drop location can increase that the inhabitants of the complex know to
damage. Poison may be interesting, but is a bit avoid. Built into staircases, this trap offers con-
impractical for long term outdoor use. A catch siderable pain to those who blindly rush ahead
can be employed to release the victim at the when they see a staircase.
height of the arc, making the device more like
a siege engine. This will normally do less dam- The mechanism is simple. Weakened boards or
age, but can be used to toss a character off a stones held together with weak concrete are set
cliff. in the center of a staircase. When someone
charges up or down the stairs, the false stairs
Spiked Stairs break, dumping the victim onto the spikes
below.
Trap Type: Impalement Trap
Construction Type: Simple mechanical Disabling this trap requires somehow reinforc-
Activation Type: Instant ing the weakened portion of the stairs, or build-
Trigger: Local ing a bridge over the trapped area.
Mechanism: Gravity
#&
Noticing the weakened construction or hearing
an odd hollowness upon taking a first step onto
the stairs can give away this trap.
Spindle Sprayer
has traditional guardians (golems or other con- Effect: Ensnarement, identification, injury
structs, for example) or lurking undead (espe- Attack Bonus: No attack roll necessary
cially incorporeal types), they may be alerted Damage: 2d6
by the thunderous crash of the falling room or Save: Reflex save (DC 20) avoids
the shrieks of the characters trapped within. Search DC: 20 (initial triggers), 24 (middle
triggers)
Some variants of this trap are built so that the Disable Device DC: 25
doors of the room open up to passageways after Challenge Rating: 4
the place has fallen to the lower level. In this Construction Time/Cost: 4 weeks; 4,000 gp
way intruders can be funneled to more deadly
areas of a dungeon or sent to specific guardians One way to greatly increase the effectiveness
who can deal with them before they cause too of a trap is to play on the psychology of poten-
much trouble. tial intruders. In the Trap Key Trick, there are
three pressure plates. Two plates are dummied
An alert rogue notices the trigger switch up to look like traps, but actually disarm and
between the bottom of the door and the floor. It rearm the real trap, which is located in between
is possible, though difficult, to jam the switch them. The fake traps are pressure plates, rela-
into place in order to prevent the springs from tively easy to spot. The walls facing the trapped
firing. area are lined with small holes that look like
outlets for poison gas or darts. The false pres-
Trap Key Trick sure plates can be avoided by walking on the
left or right sides of the corridor, or a rogue can
Trap Type: Pit and Alarm Trap simply disarm it. If the pressure plates are
Construction Type: Complex mechanical tripped, nothing obvious happens.
Activation Type: Instant
Trigger: Remote; trick lock The middle trap is complex and has two trig-
Mechanism: Gravity, gear, light sensitive gers. The first is a simple spring trapdoor. The
metal second is a bell alarm that reverberates
$
throughout the area, activated by a light sensi- Effect: Injury
tive metal trigger. The alarm rings when going Attack Bonus: +6 ranged
from light to dark or the reverse, and is also Damage: 1d10 per hit; see below
activated whenever the trapdoor opens. The Save: None
trapdoor is somewhat straightforward to dis- Search DC: 25
$!
mechanisms, causes the bows to turn and aim stones, and pressure-released sacks of oil, this
towards individuals walking on the bridge. trap turns an easy climb for a would-be thief
Each time someone moves or runs, the contin- into a dangerous and slippery undertaking.
ual tugging of the ropes realigns the crossbows,
causing them to track the victims. This trap has become very popular among
CHAPTER ONE: New Traps: CR 1-5
Detecting the trap involves studying the way in The trap itself appears as a normal brick wall or
which the ropes cross and intersect, and notic- tower wall with the exception of an ornate
ing that most of the ropes are not, in fact, fas- overhang that protrudes close to one foot below
tened to the walls, but instead go into the walls. the top of the wall (or window in some cases).
Climbing the wall normally requires a success-
Disabling the trap requires cutting one or two ful Climb check (DC 15).
key ropes, which triggers the mechanism.
The design of the overhang varies from builder
On occasion, the crossbows are manned instead to builder, either reflecting a theme for decora-
of being automated. In such a case, use the tion or simply appearing as some sort of rain
kobolds skill to determine attack accuracy, but gutter. But no matter the appearance, the func-
the firing does not stop when the bridge is tion remains the same. Hidden within the over-
abandoned. So long as anyone is visible, the hang are a series of wall-mounted wineskins
kobolds will keep shooting. (or similar storage vessels) that each hold sev-
eral gallons of common oil.
In order to make this trap more lethal for high-
er-level characters, the crossbows can be mag- The trap is activated when a character more
ical or loaded with magical (or poisoned) bolts concerned with scaling a wall than paying
of any sort. Furthermore, characters who take attention to details triggers one of the loose
more than 50% of their current hit points in stone switches placed into the surface of the
damage from a single hit while standing on a wall. The exact number of switches on a par-
rope bridge might be required to make a Reflex ticular surface varies from one construction to
save (DC 15) or plummet to the cavern floor the next, but on average there will be one
below. switch for every 15 ft. of wall. Once the switch
is triggered, a simple pressure mechanism
Wall Crawler Chaos releases the oil stored in the hidden wineskins.
The oil cascades quickly down the wall, cover-
Trap Type: Wall Trap ing its entire surface. A successful Climb check
Construction Type: Simple mechanical (DC 20) is required to stay on the wall (The oil
Activation Type: Instant increases the DC of the original Climb check
Trigger: Local; switch by 5).
Mechanism: Pressure
Effect: Injury If a character fails this Climb check, she falls to
Attack Bonus: No attack roll necessary the ground if otherwise unable to avoid the fall
Damage: Falling (such as through magic effects, climbing kits,
Save: None and so on). The climber suffers 1d6 points of
Search DC: 21 damage for every 10 feet she falls.
Disable Device DC: 21
Challenge Rating: 4 Several variants of this trap exist, crafted by
Construction Time/Cost: 4 weeks; 4,000 gp. those who wish to do more harm to potential
trespassers. Such notable variants include the
Wall-Crawler Chaos is a simple yet effective use of lantern oil or hot oil that can be ignited
trap designed to keep agile trespassers away. by a nearby guard or additional trap component
By making use of high walls, hidden trigger when the trap is activated. Other deadly varia-
$"
CHAPTER ONE: New Traps: CR 1-5
tions include the use of chemicals such as acid,
contact poisons, and alchemists fire. Any of Which Way
these variations raise the CR of the trap by 1.
Trap Type: Teleport Trap
In terms of detection and disarming, a cautious Construction Type: Magic
rogue may notice the carefully hidden switch Activation Type: Instant
stones placed into the stone wall. Several Trigger: Local; magic
things might tip off an observant climber to the Mechanism: Magic
trap that awaits her. The switch stones may be Effect: Hindrance
discolored, as if they had not suffered the same Attack Bonus: No attack roll necessary
weathering as the rest, or perhaps they may Damage: None
stick out farther than those around them. The Save: Will save (DC 14) negates
overhang along the top of the wall may serve as Search DC: 30
another sign of suspicion as the occasional drip Disable Device DC: 30
of loose oil may fall on a character as she Challenge Rating: 4
climbs. A few final signs of danger may be the Construction Time/Cost: 5 days; 4,500 gp;
faint odor of the oil that has stained the wall or 180 XP
the indication of discoloration caused by the
cascading substances. Which Way is a magical trap designed to con-
fuse those wandering about dungeons or cas-
To disarm the trap, a rogue must either jam the tles. It is an octagonal room with four hallways
trigger stones that line the wall or possibly leading into it. Every wall and passageway
reach the overhang and the wineskins that hold looks identical.
the oil. By carefully cutting the connecting
mechanisms that activate the oilskins, a rogue The trap has two stages. It is activated when
may successfully disarm the trap. Either anyone enters the room from any of the four
method requires a Disable Device check (DC passageways. At this time, there is no effect.
22), failure by 5 or more indicating that the trap Only when the intruders try to leave does
is sprung as normal. the trap activate. As soon as an intruder
leaves the room, a magically induced
$#
darkness lasting for one round appears in the is disarmed and it begins to reset immediately,
room and each hallway. Those within must ultimately unbolting the doors.
make a Will save (DC 19) to avoid being tele-
ported to a different hallway. All affected char- Once the doors both bolt shut, valves near the
acters are transported to the same hall. If the floor of the corridor open, filling the space with
CHAPTER ONE: New Traps: CR 1-5
DM wants to be particularly nasty, several of pooling breathtaker poison. The space fills one
these traps can be placed in the same area of the foot per round, until the eight-foot-tall ceiling
adventure, so the PCs are never sure of which is reached. The trap waits 10 minutes before
way they are headed. To leave the room in the pumping the gas back into the reservoirs. The
direction intended requires a trigger word, doors then unbolt but remain locked.
which intelligent dungeon inhabitants in the
area know. A simple speakhorn allows guards on either
side of the chokehall to communicate and coor-
Detecting the trap is extremely difficult (Search dinate their activities, though this also allows
DC 30); it has more to do with sensing the those using gaseous form or similar magic to
traps presence than actually seeing it. bypass the hall.
Disabling it is also difficult, since no obvious
triggers can be found. To remove the trap, the There are several clues as to the nature of the
stone around the archway must be chiseled off trap. The first is revealed upon opening one of
from both the walls and the ceiling at a depth of the external locks. In the process of opening it,
one-half inch. This must be done for each pas- the rogue may note a mechanism that has
sageway through which the characters wish to another purpose that is not immediately obvi-
travel, and each attempt requires at least 30 ous. Another clue, once the rogue has the first
minutes of digging (likely attracting wandering door open, is the bolts in the floor and ceiling.
monsters in the process). The metal square ends of these are flush, but
any rogue that detects them should certainly be
Chokehall suspicious. Additionally, the hall may have the
remains of previous victims, depending on how
Trap Type: Poison Gas Trap often the area is cleaned. If the first door is
Construction Type: Complex mechanical wedged or kept open, the keyhole on the oppo-
Activation Type: Extended site side can be accessed. A successful exami-
Trigger: Remote; switch nation (Search check DC 23) reveals it to have
Mechanism: Spring no actual function.
Effect: Injury, hindrance
Attack Bonus: No attack roll necessary The speakhorn, the small vents along the walls,
Damage: Poison and the revelation that the doors are airtight
Save: Fortitude save (DC 12) resists should give a rogue all that he needs to figure
Search DC: 22 out the nature of the trap. There is no trace of
Disable Device DC: 35 water or odors, which may actually give an
Challenge Rating: 5 alchemist an indication of the gas used.
Construction Time/Cost: 5 weeks; 5,000 gp
Disabling the trap is rather easy, in one sense.
A sophisticated and difficult trap to beat, a The initial door can be wedged open, thus dis-
Chokehall is designed to trap and possibly kill arming the trap. However, opening the other
intruders between two lockable doors. door, now bolted, requires a successful
Strength check (DC 35). Otherwise the charac-
Entering the hall without unlocking both doors ters must hack their way through it, which may
simultaneously triggers the initial phase of the be difficult depending on the material used.
trap. Thus, it normally takes two guards to allow Additionally, carefully plugging all the vents
safe passage through the hall, a very effective disables the trap. This has the advantage that,
security measure. The initial phase of the trap once employed, the trap can cycle, allowing the
involves a mechanism that bolts the unopened party to simply use the far door as normal since
door shut. The open door shuts two rounds later, it is now neither locked nor barred.
and it too is bolted. Both doors remain locked
until keys are operated on the outside of both The reservoirs require basic maintenance,
doors simultaneously. If this is done, the trap though judicious alchemy or magic can give
$$
the mechanism a long life. The trigger and reset There are several variations of this trap, includ-
mechanism are powered by counterweights, ing one that hits the target with a faerie fire
which must be wound back up through physi- spell after detection. This allows the offender
cal or magical means. The trap also works well to be targeted by spells and attacks even if he is
if a few undead are placed in the hall, provid- invisible. Sometimes protection spells such as
The second part of the trap is triggered when a This trap was first perfected by elves, hence the
magical aura of any strength is detected. The name. It has since been adopted by almost all
aura is then targeted with a dispel magic cast at of the woodland races, at least those who regu-
7th level. The aim of this is to drop any magi- larly produce druids. Centaurs, animen, and
cal defenses and capabilities being used by the many fey communities use this trap or sub-
attacker, including invisibility, fly, and any oth- tle variants thereof.
ers that may be active.
$%
The trap is set across a large area where A number of traps, especially those built by
invaders, or any visitors who are not fore- smaller races, are designed so that light beings
warned, are likely to travel. Likely targets can scamper safely across them, while heavier
include an easy grade up or down a hill, a path beings trigger them. Small races can, thus,
through dense forest, or a rocky ledge that move freely through a maze of traps to which
CHAPTER ONE: New Traps: CR 1-5
could provide a good view of the land beneath. larger beings then fall victim. It takes a bit of
A skilled druid places magical triggers in the engineering and ingenuity to devise a trap that
ground and the surrounding plants, which turns a giant can safely traverse while letting smaller
the entire area (usually at least 50 ft. by 50 ft.) creatures suffer the effects.
into a trap. Whenever anyone enters the region
without first speaking a safeword the trap is This trap is one such example. The original design
triggered, but the magic is not cast until one was probably commissioned by a green dragon,
round later, long enough for an entire group to but it has since been adopted by many other drag-
enter the affected area. on species, as well as the more clever species of
giants (especially cloud giants, who tend to build
The first spell to be triggered is transmute rock large castle complexes).
to mud. The entire region encompassed by the
spell becomes a mire, dragging down men and The trap is often placed in a long corridor,
animals. Then, a round later, the second spell, which allows the gas to build up as trespassers
transmute mud to rock, is triggered. The make their way down. A pressure plate at the
trapped invaders are now frozen in stone. If the entry of the corridor, which even a light being
area where the trap was set is still inhabited, can trigger, activates a pump that begins to
someone eventually comes along to determine pump a deadly toxin into the air. The gas is
if those trapped are hostile or not. Friendly or pumped through a series of tubes drilled
neutral beings are freed; archers shoot down through the massive stone blocks that form the
evil beings. Of course, if this trap is set by evil floor of the corridor. These blocks, in turn, are
beings, anyone caught in it is likely dead. mounted on thick, heavy springs, which require
considerable weight (at least 1,000 lb.) to push
A Reflex save (DC 23) can be made to avoid down. In their normal resting position, the
either spell effect; those who fail the first may holes in the block are perfectly aligned with the
still try to make the second. tubes leading out from the gas pump. Gas flows
into the blocks first and then into the corridor.
Escaping from the stone requires dealing it 50
points of damage. The stone has a hardness of When a large being (a giant or a dragon) walks
8. Area effect attacks aimed at the stone also on the blocks, the springs compress, so that the
impact any beings trapped in the stone. tube pumping the gas is blocked. The springs
Trapped beings suffer a 10 to any Reflex decompress slowly, so that the giant has time to
saves to avoid such attacks. Spells with somat- walk to the other end of the corridor and trigger
ic components may not be cast by trapped a second plate, which resets the trap (this sec-
beings unless prepared with the Still Spell feat. ond plate also requires at least 1,000 lb. of pres-
sure to depress). When a light being walks
Giants Step across the blocks, though, they do not com-
press, and thus, the gas is pumped.
Trap Type: Poison Gas
Construction Type: Complex mechanical The exact gas used is up to the DM. Good or
Activation Type: Instant neutral beings tend to use a crippling gas, caus-
Trigger: Local; pressure plate ing initial and secondary damage of 2d6 tem-
Mechanism: Gas, spring porary Dexterity. Evil beings generally use a
Effect: Injury more lethal poison, often one that causes 2d6
Attack Bonus: No attack roll necessary points of temporary Constitution on initial and
Damage: Poison secondary damage. The traps CR as presented
Save: Fortitude save (DC 21) to resist assumes use of non-lethal gas, so DMs may
Search DC: 23 have to adjust the CR if using a more deadly
Disable Device DC: 25 poison.
Challenge Rating: 5
Construction Time/Cost: 5 weeks; 5,000 gp Clues that might indicate the presence of this
$&
New Condition: Lame
Characters whose legs and feet are severely injured by traps or other dangers can become lame. This
condition reduces their movement rate by three-quarters and their Dexterity by 6 points for all
This condition lasts until the character is tended overnight by someone who makes a successful Heal
check (DC 15) or the character is fully healed by magical or mundane means.
trap include the slight unevenness of the blocks The lid of the box, flush with the floor, has four
that compose the corridor, the small-but-visible toothed rods extending downward. These are
holes in their upper surface, or the initial trig- engaged with a series of gears. The gears lead
ger block. Disabling the trap will involve either to a spindle and rope. When pressure is applied
getting 1,000 lb. of mass onto each block as the to the lid, it begins to drop. The gears turn,
party moves, or, somewhat easier, sliding a stepping down the one-foot drop to a few turns
block of some sort between the gas pump and of the spindle. Once the lid reaches the bottom
the first block. A thin piece of metal or wood of the box, the spindle is engaged with the jaws
would do the trick. (Anyone who has minor of the trap and disengaged from the lid. The
creation could create such an item trivially.) torsion of the rope then drives the jaws togeth-
er onto the targets leg.
Jaw Box A character stepping on such a plate has some
Trap Type: Trapped Leg Trap time to react, as the floor is felt to give way.
Construction Type: Complex mechanical The mechanisms use of the characters weight
Activation Type: Instant also means it slows down somewhat as the lid
Trigger: Local; switch drops, giving even more time to react. If the
Mechanism: Torsion, gear Reflex save is successful, the trap has not com-
Effect: Ensnarement, hindrance, injury pleted its process. The lid slides back up to a
Attack Bonus: +15 grapple normal position, and the mechanism is still set
Damage: 2d6 for activation.
Save: Reflex save (DC 16) avoids
Search DC: 25 Failing to evade the jaws results in 2d6 points
Disable Device DC: 21 of damage to the characters leg (the character
Challenge Rating: 5 is now considered lame, see sidebar). The char-
Construction Time/Cost: 5 weeks; 5,000 gp acter is also trapped within the jaws, requiring
a successful Escape Artist check (DC 18) to
There are a number of variations of the leg break free. Failure by 5 or more on this roll
traps that were originally used for trapping ani- results in an additional 1d6 points of damage to
mals. The Jaw Box has advantages over a num- the character. Alternatively, a Strength check
ber of other designs. First, since it was (DC 22) allows a character to pull the jaws
designed to be set underneath floor level, it apart long enough for a trapped character to
uses the falling weight of the victim to wind the escape. Trapped characters receive a 4 penal-
mechanism. This gives it longevity. Using tor- ty on any such checks due to their poor lever-
sion, it eliminates the need for elaborate and age. After the character has been freed, the
expensive springs. The design also allows the jaws come fully together and the gears reset.
device to be relatively compact. Many other The jaws then immediately fall back to their
traps rely on counterweights, which require a original position. At this point the trap can
rather large amount of space underneath the be reset by pulling the lid back up into
floor. place.
$'
One of the best ways to neutralize threats is not
to attack them directly, but to hamper their abil-
ity to respond to your guards. A light burst is an
excellent mechanical means for doing so.
CHAPTER ONE: New Traps: CR 1-5
cockatrices. There are four holes in the area, daggers or climbing spikes.
typically one in each wall of the chamber.
These holes are just big enough to allow the
cockatrices free movement. The holes are each
Mud Collapse
covered by a small iron fence. A successful Trap Type: Collapsing Ceiling
Listen check (DC 15) allows a character to hear Construction Type: Magic
the sounds of the cockatrices gobbling from Activation Type: Instant
one or more of these holes. Trigger: Local; magic
Mechanism: Gravity, magic
This trap is activated when a character breaks a Effect: Ensnarement, injury
thin tripwire that stretches across the chamber Attack Bonus: No attack roll necessary
floor. Breaking this wire activates a series of Damage: 8d6
complex gears hidden within the chamber Save: Reflex save (DC 15) avoids
walls. These gears quickly raise several iron Search DC: 30
fences from within the chamber floor, connect- Disable Device DC: 30
ing them to locking mechanisms hidden within Challenge Rating: 5
the ceiling of the chamber. Runes cover each of Construction Time/Cost: 5 days; 250 gp; 10
the fences. These fences divide the chamber XP
into four equal sections, trapping each charac-
ter within one of the areas. If a character is This is a simple, one use magic trap. A rough
standing on an area where the fencing is rais- corridor leads to an archway, perhaps before
ing, a successful Reflex save (DC 15) is the central room in a crypt. The magical trigger
required to avoid taking 1d6 points of damage. is placed on the inside of the arch, activating if
anyone that is not undead passes through it.
Two secondary gear effects take place after the
fences are raised. First, any doorways in the The effect is simply a transmute rock to mud
chamber close and lock. A successful Strength aimed at the ceiling. This causes the ceiling to
check (DC 20) is required to prevent any open collapse, dealing 8d6 points of damage to
doorway from closing. A successful Open everyone in the corridor. The collapse affects
Lock check (DC 20) unlocks the chamber door. the alcove beyond the archway, out 20 feet, and
Also, the small iron fences covering the holes back another 30 feet, with slide zones extend-
in the walls raise, allowing one cockatrice to ing out another 10 feet in each direction. See
enter each section. the core rules (DMG 114) for more information
on cave-ins.
As mentioned above, the fencing itself is cov-
ered with runes and magical inscriptions. If a This is a relatively simple trap to set up, but the
character touches any part of a fence she must degree of structural damage incurred leaves
make a successful Will save (DC 16) or be something to be desired. It is best within a larg-
stricken with a hold person spell with a dura- er complex, where casual annoyances have
tion of five rounds. Each section of fence con- already been weeded out, and the mud collapse
tains only one charge. can thus serve as a last ditch protection.
damage and must make a Strength check (DC Activation Type: Extended
15) to avoid being pulled under the cylinder, Trigger: Local; pressure plate
suffering an additional 3d6 points of damage. Mechanism: Gears
Effect: Injury
Ideally, characters should run away from the Attack Bonus: No attack roll necessary
cylinder by moving towards the second stair- Damage: 5d6
case. If not careful, characters may trigger the Save: Fortitude save (DC 25) halves
second falling cylinder, thus necessitating a Search DC: 25
second set of saving throws and Strength Disable Device DC: 25
checks for all in the cylinders path. Challenge Rating: 5
Construction Time/Cost: 5 weeks; 6,000 gp
A rogue with an eye for detail may notice the
contours of the carefully hidden trapdoors inset The Spinning Tunnel trap catches dungeon
into the stairway ceiling. Also, she may notice crawlers by surprise with a rotating tunnel that
the slight raise of the trigger-plate within the dumps a vat of acid on them. The trigger is a
staircase or along the passage floor. pressure plate under a stone tile that sets the
complex collection of gears in motion. The
To disarm the trap, a rogue must either jam the gears turn a 20-ft. section of the tunnel 90
trigger plates on the floor and stairs or jam the degrees clockwise. Chains on the left wall,
trapdoors in the ceiling with a large object. 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
%$
plugs that pop open and pour acid from a vat Due to the complexities of constructing and
hidden behind the blocks on the left wall. As designing this trap, it has limited use in tight
the tunnel turns and the chains are pulled, acid quarters or in areas with little or no manual
pours on the victims. support. Large dungeon complexes, castles,
and strongholds are among the most common,
New Traps:
CR 6+
of this spell adds to the traps effectiveness and
Introduction increases the difficulty for a trapped character
who attempts to escape. This trap is used pri-
This chapter presents full descriptions, game sta- marily to injure and detain curious trespassers.
tistics, and illustrations of a variety of magical
and mechanical traps. The trap names and statis- The trap itself is typically found within large
tics, as well as rules and mechanics derived from dungeon complexes and strongholds, as the
the d20 SRD are designated as Open Game size of the pit itself and the gearworks used to
Content. Background text and trap descriptions control the moving wall requires a great
are designated as closed content. amount of space to construct. It appears as a
10-ft.-square room with only one visible door.
Blind Mans Bluff A piece of unique art or an ornate carving of
the creators choosing is typically mounted on
Trap Type: Pit and Blindness Trap the rooms far wall. This is referred to as the
Construction Type: Complex mechanical, trigger item. A popular variation uses valuable
magic gems or precious metals to lure the greedy. A
Activation Type: Extended successful Appraise check (DC 15) allows a
Trigger: Local; magic character to discern the value of the gems or
Mechanism: Magic, gear precious metals in question.
Effect: Ensnarement, injury
Attack Bonus: No attack roll necessary The Blind Mans Bluff is activated when a
Damage: 6d6 character moves within 5 feet of the trigger
Save: Fortitude save (DC 15) negates item. When she does so, a blindness spell is
Search DC: 27 triggered. A successful Fortitude save (DC 15)
Disable Device DC: 27 is required to avoid the spells effect. The spell
Challenge Rating: 6 always targets the character closest to the trig-
Construction Time/Cost: 4 weeks; 4,150 gp; ger item. If two characters are equally close,
6 XP determine the target randomly.
Blind Mans Bluff is a complex pit trap that A character that fails her save is stricken blind
is accented with a blindness spell. The use and thus suffers from the spells listed effects.
%&
In many cases, a rogue will be the first into a
room, thus increasing the traps deadly effects if
a groups only rogue is stricken blind. Once the
spell is activated, a series of gears are set into
motion that perform several functions.
trespassers. A section of the floor likely to be known to turn their keen minds more toward
stepped on is actually a hidden pressure plate. survival than games. Nothing demonstrates this
When depressed, the plate breaks a magical better than this trap, which kills in a manner
seal underneath the floor and activates the trap. that is both inefficient and very unpleasant.
This trap is difficult for non-gnomes to con-
The first effect is a stone to flesh spell that struct, but those who have conquered a
affects the person who stepped on the trigger. gnomish realm may find it possible to at least
Unless the character succeeds at a Fortitude keep the trap maintained and functioning.
save (DC 19), he and his possessions are
instantly transformed into stone. A standard floor trigger initially sets off the
trap. This activates a massive vacuum pump,
One round later, the affected character is tar- which draws the person standing on the trigger
geted by a modified meld into stone spell that upwards into a winding shaft. The same mech-
causes him to sink into the ground. If the char- anism that drives the pump also drives a large
acter made his initial Fortitude save, this spell rotating fan blade, which is mounted at the end
automatically fails. If not, he immediately of the shaft. The victim is pulled onto the blade,
sinks into the floor where he remains for 110 which proceeds to slice and dice, with the
minutes. resulting mess being dumped into a feeding pit.
The animals in the pit are usually of a type used
Since the trap relies on a mechanical trigger, it as guard or hunting beasts. The trap is not their
is easy to find in comparison with most magical main source of sustenance, just the occasional
traps. Still, the pressure plate is cleverly built tasty treat.
and fits the pattern of the floor quite well. Since
the pressure plate is also very sensitive, jam- Anyone dumped onto the blades takes 6d6
ming it in place requires a great deal of finesse. points of damage before being dumped into the
Even slight pressure could be sufficient to break room beyond. The fan mechanism is fairly
the magical seal. A rogue who fails his Disable complex, and if the victim can deal 25 points of
Device check by more than 5 may trip the trap. damage to it with a suitable weapon, it can be
stopped. Unfortunately, dealing 30 or more
This trap is often made more deadly by the points of damage also drops the blade and
inclusion of guardian monsters or even sum- pump mechanism down into the room below,
mon monster spells that trigger after the meld where the beasts therein lunge to the attack.
into stone.
The trap can only grab one victim at a time, and
Giant Sucking Sound after it spits the victim into the room beyond it
takes it one round to get back to speed. So,
Trap Type: Vacuum and Blades there is a two round gap after the trap has
Construction Type: Complex mechanical claimed its first victim in which characters can
Activation Type: Instant traverse the shaft and sabotage the trap. All
Trigger: Local; pressure plate checks made on the second round, however, are
Mechanism: Vacuum, spring made with a 2 circumstance penalty due to the
Effect: Movement, injury suction created by the blades. On the third
Attack Bonus: +14 melee round and each round beyond, a Reflex save
Damage: 6d6 (DC 16) must be made to avoid being pulled
Save: None into the blades.
Search DC: 24
Disable Device DC: 24 Detecting this trap usually involves noticing
Challenge Rating: 6 the pressure switch located under the suspi-
Construction Time/Cost: 6 weeks; 6,000 gp cious hole in the ceiling. Gnomes often dis-
guise this with an illusion, however. Disarming
Gnomes are merry pranksters whose cun- the trap consists of disabling the trigger mech-
&
anism, but, once the trap has been activated,
disarming the trigger does no good. Anyone
not caught in the fan can attempt to disable the
fan mechanism itself, but they suffer the dan-
gers and penalties described above.
Gore-Eyes Piledriver
Trap Type: Corridor Trap
Construction Type: Complex mechanical
Activation Type: Extended
Trigger: Remote; switch, trapdoor, and pres-
sure plate
Mechanism: Gravity, gear
Effect: Injury, identification
Attack Bonus: No attack roll necessary
Damage: 6d6 piledriver, 1d6 pit, drowning
Save: Reflex save (DC 20) avoids
Search DC: 25 (door), 28 (corridor)
Disable Device DC: 25
Challenge Rating: 6
Construction Time/Cost: 6 weeks; 6,000 gp
door is opened. This method does not perma- retreat. This could be a clue that it is merely an
nently disable the trap, however. Once the door illusion.
is open, the steel wire is visible between the
door and the jamb. At this time, the wire can be The trap is quite hard to spot normally. The pat-
severed without activating the trap. terns of dots that make up the glyphs look much
like normal spots along the walls. Disabling the
Guard Spoof trap requires a delicate touch, applying careful-
ly timed taps to set up a destructive resonance in
Trap Type: Misdirection Trap the magic of the trigger.
Construction Type: Magic, simple mechani-
cal
Activation Type: Instant
Jesters Game
Trigger: Local; magic Trap Type: Magical Gas Trap
Mechanism: Magic Construction Type: Simple mechanical,
Effect: Hindrance, identification magic
Attack Bonus: No attack roll necessary Activation Type: Extended
Damage: None Trigger: Local; magic
Save: Will save (DC 16) to disbelieve Mechanism: Magic
Search DC: 31 Effect: Injury
Disable Device DC: 31 Attack Bonus: No attack roll necessary
Challenge Rating: 6 Damage: Poison (1d4 Wisdom/2d6 Wisdom)
Construction Time/Cost: 3 days; 3,000 gp; Save: Will save (DC 16) negates
120 XP Search DC: 30
Disable Device DC: 30
The Guard Spoof is a simple trap that can cause Challenge Rating: 6
considerable confusion. The design is suited Construction Time/Cost: 4 weeks; 4,500 gp;
for a wide range of environs, from forest paths 180 XP.
to dark tombs. Combined with an alarm, it can
work as a delaying factor, distracting intruders The Jesters Game is a deadly trap that utilizes
while guards approach from another direction. a combination of dangerous magic and poiso-
nous gas to punish trespassers.
The spell trap is triggered by pressure placed
on a specific area, and it casts a programmed This trap is placed in a 15 ft. by 15 ft. stone
image in addition to alerting nearby guards. room found within a stronghold, dungeon com-
The illusion creates sounds of voices around a plex, or castle. Typically, the room will have
bend. Then it creates a quick image of guards only one entryway and no exits, although vari-
coming into view, looking surprised, and then ations of this trap do exist. Placed inside of the
ducking back out of sight. In a crypt, it may be room is a large wall carving of a court jester.
a sound of shuffling undead stepping into sight This carving depicts either a jester of the cre-
and then retreating. ators race or, more commonly, that of a race
for which the creator holds a particular hatred.
In either case, characters can check for surprise To lure in the curious, the jester is adorned with
and roll initiative normally. Unless the charac- valuable gems worth no less than 500 gp each.
ters were somehow not surprised (a foresight It is recommended to use real gems as a clever
spell, for example) then the illusory creatures jewel cutter may quickly spot a fake. A suc-
should have time to retreat before they can be cessful Appraise check (DC 15) allows a char-
interacted with. If the characters get initiative, acter to identify the genuine nature of the
a successful attack quickly reveals the illusion. jesters inset gems.
Regardless of what happens, the illusory
guards react in the same way and retreat. The trap is activated when a character steps
within 10 feet of the jester carving. This acti-
&$
vates a feeblemind spell stored within one of acts exactly as insanity mist (DMG 80). The
the gems set into the carving. A successful Will gas extinguishes oxygen, thus creating a suffo-
save (DC 16) allows a character to avoid the cation danger (DMG 88).
spell effect. Additionally, the magic gem radi-
ates a moderate Enchantment aura if detect A rogue may notice the faint smell of the poi-
&%
Construction Time/Cost: 6 days; 3,000 gp; Damage: None
120 XP Save: None
Search DC: 31
It is not difficult to escape from most pitfalls if Disable Device DC: 31
the character both survives the fall and has Challenge Rating: 6
CHAPTER TWO: New Traps: CR 6+
allies nearby. The Pit of Drowned Statues, Construction Time/Cost: 6 days; 3,000 gp;
however, adds a little complication to the sce- 120 XP
nario; it turns its victims to stone before drop-
ping them into a deep pool filled with other This is a rather straightforward trap that can be
statues. This trap is favored by certain high- set up in a corridor or room. There are two sig-
powered mages who are given to long trips and ils on the wall; both are part of more complex
who like to keep intruders preserved for a long, designs and usually remain hidden without a
enjoyable interrogation session when they get good search or detect magic. When either is
back. activated, it casts transmute rock to mud on the
floor, turning it into mud to a depth of 10 feet
The Pit of Broken Statues is in most respects a as per the usual functioning of the spell. This
conventional pit trap. When it is triggered, a slows characters down as normal for the spell.
concealed trapdoor pops open, dropping those
standing on it down a 30-ft. deep shaft. Triggering the second rune, by moving within
Characters can avoid falling in the pit with a the mud for example, causes an effect similar to
Reflex save (DC 20). After falling 10 feet the heat metal spell to fill the muddy area. Note
down the shaft, the victims pass through a field that if the characters have somehow managed to
that turns organic matter into stone. It requires use mats and other material to float on the mud,
a Fortitude save (DC 16) to avoid this effect. they will only be momentarily inconvenienced.
The petrified and non-petrified alike drop Each trigger has an active detection area 5 ft.
another 20 feet into a 40-ft. deep pool of brack- wide and 10 ft. tall. This area extends to the far
ish water; the trapdoor, meanwhile, closes and wall, and relies on magical darkvision to detect
locks itself. intruders. Once activated, a trigger does not
reset until there are no creatures within view or
Needless to say, the bottom of this pool is lit- five hours have passed. After five hours, any
tered with statuary. Some of these statues are being in view is ignored until it has left the area.
the remains of former victims of the trap, while
others are mundane statues crafted to look like The effect alternates, so the direction from
victims. Characters may find it a challenge to which a character approaches does not matter.
immediately locate fallen comrades by fum- Also, if a character moves into the detection
bling around in the dark, deep water. A few area, leaves, and then returns, the next effect is
Search checks may be required to turn up the triggered. A character can remain in the detec-
right statue, and the only way to identify the tion space of one trigger while another charac-
correct one is to haul each statue up to the sur- ter enters the space of the other trigger. This
face one at a time. results in the next effect in sequence.
The traps weakness is of course its trapdoor. This trap is often combined with guardian crea-
Although cunningly hidden, it is still a mun- tures to increase its deadliness. Such creatures
dane trapdoor that can simply be avoided or are either taught to avoid the sigils or have
jammed shut. means to attack trapped characters without
entering the area. Often creatures with fire
Spring and Winter resistance are used so that they can attack
trapped characters without suffering the effects
Trap Type: Floor Trap of the heated area.
Construction Type: Magic
Activation Type: Instant A rogue can disable either sigil by chipping
Trigger: Local; magic away the stone around it. One disabled trigger
Mechanism: Magic does not mitigate all of the danger, however.
Effect: Ensnarement Only when both are disabled is the trap com-
Attack Bonus: No attack roll necessary pletely neutralized.
&&
This is a useful trap for tombs and other instal- The spell trap activates when touched by some-
lations. It is less useful for buildings that see a one without the utterance of a key phrase. It
great deal of foot traffic, though beings capable casts control weather, turning the nearby
of flight or invisibility might find it useful. In weather as hostile as possible for the season.
the case of flying creatures, the room or corri- Tornadoes, torrential rains, sleet, blizzards, and
Other options include castle defenses, where a It takes 20 minutes for the weather to be affect-
guard may have a simple touch activated plate ed, and it lasts for 4d12 hours thereafter. The
to turn an area near the castle into mud; press- weather created is centered on the item, span-
ing it again turns the area back to stone. ning two miles in every direction. A character
Internal areas may be equipped with such that moves with the item brings the weather
switches, granting a defensive edge to prepared with him.
and magically equipped defenders.
A character carrying this item in a pack does
not trigger the item until he next touches it, and
only one triggered effect applies at a time. If
By the gods! There we were, about to exit the character can learn the key phrase associat-
the fabled Tomb of Thors Abyss when the ed with the trapped item, he can handle the
damned corridor turned into a cauldron item normally whenever he wishes.
of goo. Whats worse, someone decided
that would be a good moment to turn up The spidery traces of this spell are only clear to
the heat! That damned mud burned into an experienced rogue. Disabling the trap
my skin until all I could do was shed my requires a bit of pine pitch applied to specific
armor and run for the exit! points on the rune. The result of accidentally
triggering the trap is somewhat milder than that
of other traps, though it can still cause quite a
-- Hekrod Jalabar, mercenary stir for those around the bearer.
Surprising Blades
Stormchased Trap Type: Blocking Trap
Construction Type: Magic
Trap Type: Weather Trap Activation Type: Instant
Construction Type: Magic Trigger: Local; magic
Activation Type: Instant Mechanism: Magic
Trigger: Local; magic Effect: Ensnarement, hindrance
Mechanism: Magic Attack Bonus: No attack roll necessary
Effect: Hindrance Damage: 11d6
Attack Bonus: No attack roll necessary Save: Reflex save (DC 19) negates
Damage: None Search DC: 31
Save: None Disable Device DC: 31
Search DC: 31 Challenge Rating: 6
Disable Device DC: 31 Construction Time/Cost: 3 days; 3,000 gp;
Challenge Rating: 6 120 XP
Construction Time/Cost: 3 days; 3,000 gp; 60
XP This potentially deadly trap is mostly intended
to startle unwanted guests, hopefully causing
This spell trap is designed to curse an item. them to reconsider their foray. It is common in
Clever characters may find ways to turn the temples of war gods, as a way of testing the
effect to their advantage, however. The service mettle of intruders. Bravery and steel nerves
of mages or scholars is crucial in identifying the are respected, even if people are intent on
magic used, the source of the magic, and ideas theft.
on how to handle it. Finding the key phrase can
make this a positive rather than negative effect.
&'
The trap is typically placed down a corridor, just The Killing Kiln is a sinister, yet simple trap that
before a locked door. As the door is approached, uses an oiled stone chute and alchemists fire to
the trap casts blade barrier just behind the trig- ignite the curious or punish slow-footed thieves.
ger. The trigger reacts to anything visibly mov-
ing through the area, so may be confounded by This trap is most often placed within strong-
CHAPTER TWO: New Traps: CR 6+
invisibility or darkness. The blade whirls hori- holds and dungeon complexes. The first step of
zontally, making it impossible to pass without this trap is activated when a character steps
damage. If someone was standing behind the onto the trapdoor mechanism located above the
character, in the way of the blade, a Reflex save oiled chute. A successful Reflex save (DC 22)
is necessary to avoid damage. is required for a character to avoid the opening
trapdoor. A character that fails her saving
The safest course of action is for the person throw is sent down to the bottom of the 30-ft.-
stuck between blade and door to simply wait deep, oiled chute. The opening of the trapdoor
110 minutes until the blade vanishes. activates a secondary mechanism that releases
Alternately, the blade can be dispelled. The trap alchemists fire into the bottom of the chute.
is set so that it does not go off until 30 minutes The alchemists fire ignites the oil lining the
after the end of the previous activation. chute and causes 6d6 points of damage to any-
one inside.
The locked door requires an Open Lock check
(DC 20) to bypass. Once open, it reveals a sim- The second effect of this trap is the oiled chute,
ple stone wall. There are no secret panels and which not only serves as a lubrication agent, but
the door is not intended to lead anywhere. also ignites when contacted by the alchemists
Stone shape or other spells may be able to open fire. The oiled chute only burns for one minute
this wall to a crossing corridor beyond, depend- before the oil is spent due to the reaction of the
ing on layout of the structure in which it is alchemists fire. A character trapped at the bot-
found. tom of the chute must make a successful Climb
check (DC 24) to escape. If the chute is still on
The biggest initial clue to an observant charac- fire, the character suffers 1d6 points of damage
ter is the lack of wear on the floor leading in for every 10 feet she travels.
this direction. This is a common sign that
nobody normally uses the passage, but it is not This is a one-use trap, requiring extensive work
definitive, since it could also indicate that to reset. The alchemists fire must be replaced,
acolytes and petitioners are not allowed in the the walls of the pit coated with oil, and the trap-
area. Wear depends on the material of the floor, doors and pressure plate reset.
age, and how accessible the place is. An obser-
vant rogue can spot the inlaid designs along the An observant rogue may notice the trapdoor
walls, subtle icons that draw on divine power. within a passage floor or smell the faint odor of
A muttered prayer combined with casting salt the oil-coated chute. To disarm the trap, a rogue
onto the two power symbols disrupts the aura need only avoid the trapdoor or jam the trap-
that forms the spell. door mechanism.
Approximately 60 feet above the ground is a The ladder begins to spin faster and faster,
rung that is actually the trigger for this particu- threatening to fling the characters off and
lar trap. While detecting the trigger itself is not onto the sharp stalagmites below.
easy, disabling it is considerably more difficult Adventurers must make Climb checks each
as it can only be seen and disabled by a charac- round in order to hang on to the ladder. The
ter that is adjacent to the rung itself. Avoiding checks start at DC 10 and add 5 to the DC
the rung is easy for Medium-size adventurers, each round until the total DC reaches 30, at
but smaller individuals will find climbing which time the ladder begins to slow down,
beyond the trapped rung a bit more difficult necessitating more Climb checks that get
(Climb check DC 10). progressively easier until the ladder stops
spinning.
If the rung is used, it snaps into the body of the
pole with an audible click. Whoever broke the An electrical shock shoots through the lad-
rung must make a Climb check (DC 15) to der. Anyone not fully protected (leather
avoid falling just from triggering the trap. Once gloves and boots) takes 5d6 points of damage
the trap is set in motion, a variety of effects are and must make a Fortitude save (DC 20) to
available to the DM: keep from being flung off the ladder. Anyone
wearing non-metallic gloves and boots
All rungs are suddenly released from the cen- receives half damage.
tral pole, plunging the party to the ground
below and putting the room above out of
'
spell. The default trap is set to protect an area
Wind Moat 30 ft. high and 60 ft. long, and requires a spell-
caster of 6th level or higher to initiate.
Trap Type: Siege Trap Additional keystones may be spaced out to
Construction Type: Magic cover a longer wall, but the wind wall must be
CHAPTER TWO: New Traps: CR 6+
'
height of greater than 30 feet may cast the wind This setting is transferred to the armatures
wall spell at a higher level. The spell must be holding the garrote. The device slides down to
cast at 8th level for a wind wall 40 ft. high and a distance one foot below the estimated height,
80 ft. long, and at 10th level for a wind wall 50 then the entire assembly is pulled rapidly
ft. high and 100 ft. long, for example. This will through a section of corridor. A character with-
Burning Wall
Trap Type: Burning Oil Trap
Construction Type: Complex mechanical
Activation Type: Instant
Trigger: Local; switch
Mechanism: Gear
Effect: Injury
Attack Bonus: No attack roll necessary
Damage: 4d6
Save: Reflex save (DC 20) to avoid
Search DC: 28
Disable Device DC: 28
Challenge Rating: 7
Construction Time/Cost: 7 weeks; 7,000 gp
Cold Feet
Trap Type: Cold Magic and Monster Trap
Construction Type: Magic
Activation Type: Instant
Trigger: Local; magic
Mechanism: Magic
Effect: Ensnarement, injury
Attack Bonus: No attack roll necessary
Damage: See below
Save: None
Search DC: 31
Disable Device DC: 31
Challenge Rating: 7
Construction Time/Cost: 5 days; 5,500 gp;
220 XP
'#
Fiendish Piranha
Combat
Tiny Magical Beast (Aquatic)
Hit Dice: ½d8 (2 hp) Frenzy (Ex): Piranhas are group hunters that
CHAPTER TWO: New Traps: CR 6+
An otilukes frozen sphere (frigid sphere ver- trap by finding another way around the water or
sion) is triggered as soon as a character reach- triggering the trap and walking across the
es the middle of the pond. The water immedi- frozen surface.
ately freezes, trapping the character and any
others in the water as detailed in the spell
description (PHB 233). At the same moment, a
Disarmed and Dangerous
summon monster spell sends six fiendish pira- Trap Type: Weapon Trap
nhas underneath the frozen surface of the water Construction Type: Magic
to feast on trapped characters feet and legs. Activation Type: Instant
Characters who take damage from the piranhas Trigger: Local; magic
must make a Reflex save (DC 18) each round Mechanism: Magic
in which they are damaged or be temporarily Effect: Injury
lame. Lame characters have their movement Attack Bonus: +8 melee
rate reduced by 75% and may not run or Damage: See below
charge. This lasts until the character receives Save: Will save (DC 17) resists
magical healing or rests for one day for every Search DC: 30
point of damage suffered. Disable Device DC: 30
Challenge Rating: 7
Noticing this trap is difficult, though cautious Construction Time/Cost: 1 week; 4,500 gp;
rogues may decide to check out the stream or 180 XP
pond before wading through. With a successful
Search check (DC 31) the rogue may notice an This trap is usually set in a large, high-
unnatural cold emanating from nearby walls. In ceilinged room, though it does not need to be.
order to disable the trap, the rogue must chisel The room is almost always empty, but placed at
into the walls and find the white diamond (400 a crucial juncture. The spell is triggered when
gp) that powers the magical portion of the trap. someone passes the centerpoint of the room,
This requires another Search check (DC 22) and it covers the entire area so all within the
and a half-hour of cutting into the wall. room when the spell is triggered are targeted.
Alternatively, the characters can avoid the
'$
Whichever weapons or items are currently as well as limiting the speed and capabilities of
readied (held in the hand) are grabbed away by potential intruders. Typically 3 6 tall by 3
a variant telekinesis spell. Essentially the spell wide, these tunnels are enough for most
makes a Strength check against the character gnomes to have a little clearance. Dwarves are
wielding the weapon or item it is trying to grab. forced to stoop, and cannot run down these cor-
to well-traveled areas, but areas that have fall- hint is that the hinge is internal, although this
en into disuse have grisly remains strewn could simply be a secure design.
throughout. Gnomes generally see this as an
effective way of deterring unwanted visitors. Once a character has this information, he can
automatically keep the lid from swinging fully
Grenade Chest open. The contents of the chest can be removed
while keeping the lid from opening completely,
Trap Type: Item Trap unless he is trying to remove particularly large
Construction Type: Complex mechanical items. Every round the character is engaged in
Activation Type: Instant a complex action, a Reflex save (DC 12) is
Trigger: Local; switch required to avoid losing his grip on the lid. A
Mechanism: Spring, gears, chemical complex action is one that involves taking
Effect: Identification, injury items out or performing any detailed examina-
Attack Bonus: No attack roll necessary tion of the chest. If the character holding the lid
Damage: See below is not taking any other action, and nothing is
Save: Reflex save (DC 15) partial being done to the chest, no check is needed.
Search DC: 26
Disable Device DC: 26 Knowing the functioning of the chest, a thief
Challenge Rating: 7 might suppose there is a deactivation switch.
Construction Time/Cost: 7 weeks; 7,000 gp Looking for such a switch on the inside of the
chest requires a Search check (DC 20). The
Combining a simple spring mechanism with an switch, when operated, locks the spring. The
explosive device, this is a useful one-shot sur- first noticeable effect is that the lid stops
prise for would-be thieves. It is intended to kill, pulling away from the closed position. The lid
or at least seriously injure, anyone who opens will not close past this position, but is slack
the chest improperly. In addition, due to the when lifted further. This prevents the explosive
noise generated, it also acts as a simple alarm. mechanism from being activated.
Note that given its price, it will only be used for
quite valuable possessions. Value, of course, is In addition, once the chest is opened, a charac-
relative, as the chest has been used to protect ter can notice that the lid itself is the source of
treaties or merchant records as often as gold damage simply by looking at it. This is appar-
and jewels. ent from the elaborate design and sharp bits of
metal set in the lid. If the character is curious,
When the lock is opened (either picked or a Search check (DC 24) also reveals that the
opened normally), the lid springs open due to a effect is probably explosive. This check is not
tension spring inside. Then, two chemicals that needed to disarm the trap.
are stored in the lid are mixed. The reaction
causes an explosion, firing many sharp pieces The trap can only be disarmed while the lid is
of metal from the inside of the lid in a 15 ft. opened. A successful Disable Device check
cone, causing 8d6 points of damage to all with- (DC 26) correctly diagnoses the mechanism
in the area; a Reflex save (DC 15) is allowed and disables it. The crucial trigger is a wire
for half damage. leading from the body of the chest to the lid.
Careful examination reveals that it is not under
There is a small slide switch on the inside lip, tension, and it is fairly clear that it is what
near the lock, which deactivates the system. releases the final effect. All the rogue need do
Someone opening the chest merely needs to is cut the wire, although the task is somewhat
keep a grip on the front handle, let it open a complicated by the need to hold the lid only
small amount, and then reach in to slide the slightly ajar. If someone else holds the lid of
switch. the chest while he works, the rogue gains a +2
circumstance bonus on the attempt.
The easiest way to detect the trap is that the
'&
While some may regard it as overkill, the trap The danger is that anything attempting to pass
has the plus side that the items within are rela- through this space will be crushed completely.
tively safe from the explosion. The most criti- The block weighs tons. Note that if an object in
cal components are the spring and the chemi- the activation area stops moving, the magic
cals used. Springs that can hold tension for returns and the block falls back upward.
Once popular, the Grenade Chest was unfairly Luckily, the Reflex save is fairly easy (DC 12),
criticized for poor design, leading to it falling due in part to the noise created when the block
into disfavor. Cheaper versions suffered from a begins to fall. In addition, there is a momentary
tendency for the springs to snap due to poor lifting sensation as the characters foot moves
materials used in its construction. into the reverse gravity field before the effect
Unfortunately, the explosive effect of the trap goes inactive.
is triggered by a release of tension in the
spring. This resulted in a number of rather Once identified, the characters still face a prob-
unfortunate misfires. lem. The trap is nearly impossible to disarm
directly (DC 35). The trigger has a visual com-
Magic Falling Block ponent, so characters crossing in darkness or
under the effects of an invisibility or similar
Trap Type: Falling Block spell can cross the area without triggering the
Construction Type: Simple mechanical, trap. In any case, the character must still con-
magic tend with the reverse gravity.
Activation Type: Instant
Trigger: Local; magic Dispel magic cast on the sigil works as normal
Mechanism: Magic, gravity (13th-level spellcaster as target). However,
Effect: Injury, hindrance such a dispelling causes the block above to fall,
Attack Bonus: No attack roll necessary creating a barrier. At this point, a passwall or
Damage: 10d6 stoneshape would be useful. This secondary
Save: Reflex save (DC 12) avoids difficulty was one goal of the design of the trap,
Search DC: 25 to slow down invaders capable of neutralizing
Disable Device DC: 25 it.
Challenge Rating: 7
Construction Time/Cost: 1 week; 6,500 gp; Moving at a speed of greater than 150 ft. per
260 XP round allows a character to simply run through
the area before the block can fall. This means
This is a relatively simple trap relying on magic that a running character with a speed of at least
to provide energy and control. It is not hard to 40 ft. can make it through, as could a normal
detect, with a fairly obvious magic sigil as a character with the Run feat. A character can
trigger, and signs of scraping along the walls also make a Tumble check (DC 20) to get
providing useful information. If the group risks through the area, but the consequences for fail-
it, a pebble tossed through the trigger space ure are dire indeed.
demonstrates the trap mechanism readily, as a
huge stone block falls from the ceiling. The magic falling block requires little mainte-
nance, as it is designed so that it lasts long after
The block itself is not magical. The block is 10 the builders are gone. It could also be used as
ft. by 10 ft. by 10 ft. The corridor is 10 ft. wide an access hall in an arcane guild, as a simple
by 9 ft. high. Even when the block has fallen use of expeditious retreat would allow all but
completely, a good foot of it still extends above the tallest of mages easy passage.
ceiling level. The spell trigger in the floor pro-
duces a continuous but interruptible reverse The trap can easily be made more deadly. A pit
gravity. Anything moving across the floor trap placed just beyond the falling block, or
beneath the block triggers a brief suppression underneath it, is a possibility, as is making
of the spell. the falling block invisible. However, sud-
''
den death traps are unlikely to endear a DM to A character covered in the chemical powder
players. A relatively low-level party with dark- who enters this area suffers 4d6 points of fire
ness or dispel magic can potentially neutralize damage and is considered to be on fire (DMG
this trap easily. 86) as the two chemical agents ignite upon con-
tact. There is no saving throw to avoid being on
CHAPTER TWO: New Traps: CR 6+
Perivaxs Chemical Chaos fire if the character suffers the initial damage.
As before, a successful Alchemy check (DC
Trap Type: Chemical Fire Trap 20) allows a character to smell and identify the
Construction Type: Complex mechanical gas in the passageway.
Activation Type: Extended
Trigger: Local; switch An observant rogue, on a successful Search
Mechanism: Pressure check, most likely notices the pressure plate on
Effect: Injury the floor of the corridor. Further investigation
Attack Bonus: No attack roll necessary leads to the discovery of the jet-spray on the
Damage: 4d6 wall, adjacent to the floor panel. Near the gas-
Save: Reflex save (DC 22) avoids powder filled area, a rogue may notice some light
spray scorching or discoloration from previous uses
Search DC: 30 of this trap. A rogue would simply have to jam
Disable Device DC: 30 the floor panel or plug the jet-sprayer to disarm
Challenge Rating: 7 the trap. Of course, on a critical failure, the
Construction Time/Cost: 7 weeks; 7,000 gp rogue may accidentally set off the trap with all
rules for the trap applying.
Perivaxs Chemical Chaos is a two-step trap
that plays heavily off of two of Perivaxs
favorite elements in trapmaking: the trapmak-
Pillar of Sharp Air
ers strong knowledge of alchemy and the Trap Type: Corrosion Pit Trap
exploitation of a characters ignorance of that Construction Type: Complex mechanical
same science. Activation Type: Extended
Trigger: Local; trapdoor
Typically placed in an underground cave or Mechanism: Gear, counterweight
stone passageway, this traps first step is to Effect: Ensnarement, injury
spray an unsuspecting character with a chemi- Attack Bonus: No attack roll necessary
cal powder. This happens when a pressure plate Damage: Special
on the passage floor is triggered and a high- Save: None
pressure cone of the powder is sprayed from a Search DC: 25
small hole placed on one of the passages walls. Disable Device DC: 25
A successful Reflex save (DC 22) allows the Challenge Rating: 7
character to avoid the powder spray. Construction Time/Cost: 7 weeks; 7,000 gp
The dust alone is harmless and produces only a This is an unusual and quite complex mechan-
faint brimstone smell. A successful Alchemy ical trap that doubles as a polishing or cleaning
check (DC 20) identifies the powder as one of device. The floor of the room swings down
the two major components found in alchemists once pressure on the floor increases over a
fire. Players may assume this to be a malfunc- threshold amount and activates the mechanism.
tioning trap or a trap that has laid dormant for A hidden keyhole set just within the room
too long and dried out. A sprayed character allows the trap to be disarmed. The room is
cannot remove all of the dust without total sub- kept free of furniture and other loose items,
mersion in water or through the use of magic, which may be a tip-off to a seasoned rogue.
as the fine grains of chemical dust permeate the
characters clothing and equipment. Below the floor is a space 40 ft. deep, with a
few inches of fine glass dust at the bottom.
No fewer that 20 ft. down the passageway, an Once the trap is engaged, vents open and
invisible gas fills a 10 ft. area (larger or small- engines start generating huge gusts of air. The
er, depending on the passage). This gas is the wind created forms a vortex within the center
second step of this trap as it is the second of the room, quickly filling with the glass dust.
major component for the chemical reaction. At high velocities glass dust acts like a corro-
sive, wearing away all surfaces. The first round
after the trap is triggered, the wind begins to
blow. Each round after that, anyone in the pit
takes a cumulative 1d6 points of damage.
Therefore, the damage on the second round
cal XP
Activation Type: Instant
Trigger: Local; magic Many powerful mages and clerics who do not
Mechanism: Magic wish to be disturbed favor subtle and nonfatal
Effect: Ensnarement, injury traps that keep intruders out of their hair. Large
Attack Bonus: No attack roll necessary traps such as a Screaming Well are not likely to
Damage: Drowning appeal to that set. Necromancers and high
Save: None priests sitting on skull thrones are the sorts who
Search DC: 28 love the idea of installing a suit of Screaming
Disable Device DC: 28 Armor in the library to entertain unwelcome
Challenge Rating: 7 guests.
Construction Time/Cost: 4 weeks; 5,000 gp;
80 XP The trap is to all appearances a masterwork suit
of full plate mail placed in a hall or foyer as a
A magical variation on the mundane water pit decoration. It has a prominent visor, gilded in
trap, this is usually part of a more elaborate gold and platinum, which is elegantly crafted in
system. One common form places this spell the stylized shape of a gold dragons head. It
trap at the bottom of a pit trap. It is also fre- appears to be entirely functional armor and is in
quently used in a corridor. In either case, any- all respects a magnificent-looking suit.
one stuck in the trap must get out or soon
drown. This may involve opening a trap door The armor tests positive when probed for mag-
from below, or breaking down a sealed door. ical properties, but if someone attempts to
The Open Lock check or Break DC of a door is manipulate its joints or remove it from its
set at 22. The bottom of the pit or corridor is a stand, it remains frozen in place. Everything,
metal grate, with water visible underneath. that is, except the visor. If the visor is raised, it
emits a penetrating magical wail that has the
When a 10 ft. by 10 ft. section of grate is effects of a blasphemy spell.
touched, the spell trap casts control water. It
causes water below the grate to rise up, filling A weak magical force holds the armor in place,
the space. The total volume is 70 ft. by 70 ft. by and a dispel magic, knock, or similar low-level
14 ft. high, filling the space completely. The spell is sufficient to free it. When examined,
effect lasts 70 minutes. the armor proves to be finely crafted but orna-
mental armor. It is trapped, not cursed, and may
A character entering the area along the side has be donned and removed freely. However, it is
a chance to notice the trap before activating it. hardly a prize. It only provides an armor bonus
The carefully inscribed symbols and lines in of +2 due to weaknesses in the joints and mate-
the metal grate are hard to pick out, given the rials used in construction, and in all other
grime that covers them and the poor lighting in respects, including maximum Dexterity bonus,
the area. Once identified, it requires deft appli- armor check penalty and weight, is identical to
cation of the corner of a chisel to cross out a full plate mail.
few of the lines and dissipate the magic safely.
Detecting and disarming the trap is extremely
Screaming Armor difficult because the script that powers the spell
is etched on the inner surface of the visor.
Trap Type: Item Trap Detecting the trap entails freeing the armor
Construction Type: Magic from its mounting, disassembling it, and peer-
Activation Type: Instant ing up into the visor through the neck opening.
Trigger: Magic The script found therein reveals the function of
Mechanism: Magic the trap. To disable the trap, a rogue must deli-
Effect: Injury, hindrance cately scratch out the script without opening
Attack Bonus: No attack roll necessary the visor. Failure sets the trap off.
Damage: See below
Variations: Substituting other spells for blas-
phemy may create more and less fatal versions
of the Screaming Armor trap. Shatter, shout,
sound burst, and wail of the banshee are all
effective alternates. Adjust the traps CR and
Strip
Trap Type: Teleport Trap
Construction Type: Magic
Activation Type: Instant
Trigger: Local; magic
Mechanism: Magic
Effect: Hindrance
Attack Bonus: No attack roll necessary
Damage: None
Save: Will save (DC 17) resists
Search DC: 32
Disable Device DC: 32
Challenge Rating: 7
Construction Time/Cost: 7 days; 3,500 gp;
140 XP
Next, a spring-loaded mechanism fires a hail of the lock, then pull off the top to get at the cases
needles into the area where the tripwire was contents.
broken. The needles have a ranged attack mod-
ifier of +8 and are coated with giant wasp poi- As it turns out, however, this is not the case.
son (DMG 80), which may damage the The panels of the case are double paned and
Dexterity score of a character struck by the nee- contain a pressurized vial of numbwrack acid.
dles. Anyone in the area is hit by 1d4 needles. There is no key for the lock, so it requires a
successful Open Lock check (DC 20) to
In addition, 1d6 caged assassin vines are bypass. Once picked, the cover jerks up due to
released when the tripwire is broken. These the pressure and the acid sprays out, hitting
vines are spread about the grove, but there is anybody within 10 feet that fails a Reflex save
always one within attack range of the tripwire. (DC 15). The pressure loss also activates an
alarm, indicating specifically that someone has
Due to the foliage and overgrowth of the grove, opened the case.
a rogue may have a difficult time spotting the
tripwire along the path. If the trap has been It is assumed that the person picking the lock
activated within two days of the characters can at least jerk aside sufficiently to only get
arrival, a successful Alchemy check (DC 28) one dose. If for some reason the person is
allows a character to smell the pungent residue unable to move from in front of the chest, she
of the giant wasp poison, alerting the character takes five doses (roll and handle each separate-
to the potential danger. To disarm the trap, a ly and consecutively) and blocks those behind
rogue need only avoid the tripwire, or careful- her from being sprayed.
ly snip and secure the tripwire. On a critical
failure, the rogue activates the trap as normal. The proper way to open the chest is actually by
carefully unscrewing one of the disks on the
Popular variations on this trap include placing cover. The threadwork is difficult to spot, as are
secondary traps on the locked doors or placing the grooves that allow one to insert a fingernail
illusions of false exit doors in the grove to lead to get the disk turning. The walls of this open-
characters further into the assassin vines lairs. ing are solid, so no acid is released. The con-
tents of the case can then simply be plucked out
Crystal Case Trap through the large hole.
Trap Type: Ensnaring Water Trap Due to this traps magical trigger, it is unusual-
Construction Type: Magic ly difficult to notice at a casual glance. Also,
Activation Type: Extended because of the nature of the trap, rogues who
Trigger: Magic carefully move closer to the Drowning Maiden
Mechanism: Magic to investigate may accidentally fall victim to
Effect: Ensnarement, injury the trap themselves. A rogue may notice such
Attack Bonus: No attack roll necessary clues as the maidens false opening crease, the
Damage: Drowning fact that no visible traces of the caskets ability
Save: Will save (DC 19) to resist to open are present, or a slight condensation on
Search DC: 33 parts of the casket. Apart from dispelling the
Disable Device DC: 33 traps magic, the only method for disarming
Challenge Rating: 8 this trap is to simply avoid it.
Construction Time/Cost: 1 day; 650 gp; 26
XP
$
CHAPTER TWO: New Traps: CR 6+
ally two-thirds of the way up the wall, the char-
Falling Wall acter will hit a trigger point. (There are many of
them scattered around the upper third of the
Trap Type: Hinged Wall wall; any climber will hit one unless she has
Construction Type: Complex mechanical explicitly taken steps to avoid it. Even then it is
Activation Type: Instant difficult, as detailed below.) When a trigger is
Trigger: Local; switch touched, there is an ominous click, a sudden
Mechanism: Gravity, spring slight vibration, and then, the surface the char-
Effect: Injury acter is climbing peels away from the wall, flip-
Attack Bonus: No attack roll necessary ping downwards to crush the climber and any of
Damage: 8d6 plus fall her companions who might be in the way.
Save: Reflex save (DC 24) to avoid
Search DC: 30 The climber must make a Reflex save (DC 24)
Disable Device DC: 26 in order to leap away from the wall; characters
Challenge Rating: 8 on the ground gain a +4 bonus to their save. If
Construction Time/Cost: 8 weeks; 8,000 gp the climber successfully leaps away from the
wall, she is still airborne and may make a
This trap is usually set at a point where climb- Tumble check as if she had fallen from her cur-
ing seems necessary. For example, a corridor rent height to attempt to minimize damage. If
could end at the base of a vertical shaft, and 60 she fails the Reflex save, she suffers 8d6 points
ft. up another passage is visible. To add to the of damage from being crushed as well as for
temptation, a rope or ladder might be seen at the fall.
the top; all someone has to do is climb up and
then lower the rope for the rest of the party. To This trap is very hard to detect, as the trigger
make matters even simpler, the wall is rough- mechanism is far from the ground and well
hewn, with ample footholds and handholds. concealed. Possible clues could include odd
The climb should be trivial for any moderately construction or markings at the base of the wall
skilled rogue. or a suspiciously high ceiling in front of the
wall (allowing the wall to fall forward
When the climber begins her ascent, things go unimpeded). Odd pits or scratches on the
quite smoothly for a while. At some point, usu- floor from previous triggerings of this
%
CHAPTER TWO: New Traps: CR 6+
trap might also tip off the truly cautious. This chamber, found originally in one of his
many false tombs, is one product of the arch-
Once the nature of the trap is known, a charac- mages questionable mind. Constructed as a
ter may attempt to climb it safely. Doing so large chamber with a high domed ceiling, this
requires moving at one-half normal climbing trap is a hindrance but is hardly deadly. To
speed, and a Search check (DC 21) must be attract attention away from the real trap, there
made each round to avoid accidentally trigger- is a broad stripe of black painted around the
ing the trap. Alternatively, once the mechanism room about eye level for a human. On the stripe
is known, the characters may attempt to block are various arcane symbols that have no mean-
or jam the hinge at the base; this is not overly ing at all. Down the center of the room on the
difficult, but a failure of any sort during the floor, etched into the molding between the
attempt will bring the wall falling down. floorstones, is a thin line of faint symbols that
triggers the trap when it is crossed. A perma-
Frodericks Vanishing nent nondetection spell (DC 29 to overcome
with divination spells) combined with the sig-
Levitators ils minute size makes searching for the trap
very difficult.
Trap Type: Magical Hindrance Chamber
Construction Type: Magic When activated, all creatures in the room are
Activation Type: Extended hit with a hold person spell (Will save DC 19
Trigger: Local; magic negates). The next round, any held creatures
Mechanism: Magic are targeted by a special levitate spell that
Effect: Hindrance affects unwilling creatures (Will save DC 19
Attack Bonus: No attack roll necessary negates). Those affected by the levitate rise 20
Damage: None ft. toward the dome, the center of which is 30
Save: Will save (see text) ft. high, where they are immediately subjected
Search DC: 30 to invisibility (Will save DC 18 negates). The
Disable Device DC: 30 result of these two rounds of spell effects could
Challenge Rating: 8 very well be a number of paralyzed trespassers
Construction Time/Cost: 4 days; 3,600 gp; floating invisibly against the ceiling. Treat all
148 XP spell effects as if cast by an 18th-level wizard.
&
Disabling the trap is as hard as finding it. The
tiny magical sigils must be filled in with some
appropriate material, but the rogue doing the
work must be sure not to let any part of his per-
son or his tools cross the line while working.
Kalis Kiss
Trap Type: Grab and Impale
Construction Type: Complex mechanical
Activation Type: Instant
Trigger: Local, switch
Mechanism: Spring
Effect: Ensnarement, alarm, injury
Attack Bonus: +10 melee (grapple), +15
melee (spears)
Damage: 8d6
Save: Reflex save (DC 24) to avoid
Search DC: 26
Disable Device DC: 25
Challenge Rating: 8
Construction Time/Cost: 9 weeks; 9,000 gp
Upon triggering, the arms sweep forward and The bait is placed so that it is very hard to reach
around, attempting to grab hold of the thief. A without triggering the trap; any attempt to do so
Reflex save (DC 24) allows the victim to get without mage hand or similar telekinetic mag-
out of the way safely. Failing that, the arms ics likely fails. Disarming the trap usually
grapple the intruder and hold the victim with an involves getting behind the statue to damage
effective Strength of 30. The statue counts as a the mechanism; if the statue is snug against a
Large creature for purposes of further grapple wall, this might be difficult.
checks.
Roller Pit
Trap Type: Crushing Roller Trap
Construction Type: Complex mechanical
Activation Type: Instant
Trigger: Local; trapdoor, switch
Mechanism: Gravity, gear, counterweight
Effect: Injury, ensnarement
Attack Bonus: No attack roll necessary
Damage: See text
Save: Reflex save (DC 20) avoids
Search DC: 24
Disable Device DC: 30
Challenge Rating: 8
Construction Time/Cost: 8 weeks; 8,000 gp
The CR listed for this trap is only awarded if The Acidic Path is a simple trap that uses a
!
series of trapdoors and a long pool of acid to
punish slow-footed characters. The Avalanche
Primarily placed in a dungeon complex or a Trap Type: Falling Boulder Pit Trap
large stronghold, this trap appears to be nothing Construction Type: Simple mechanical
CHAPTER TWO: New Traps: CR 6+
more than a normal hallway to the naked eye. Activation Type: Extended
The floor of the hall is always constructed from Trigger: Local; tripwire, switch
a study stone and always bears a checkerboard Mechanism: Gravity
pattern. This allows henchmen and other ser- Effect: Ensnarement, injury
vants to safely learn the true path and avoid Attack Bonus: No attack roll necessary
activating the trap. Damage: 8d6 (rocks) and 4d6 (fall)
Save: Reflex save (DC 20) avoids
If a character steps onto one of the trapped Search DC: 26
floor tiles, the tile will act as a trapdoor and Disable Device DC: 31
immediately collapse, dropping the character Challenge Rating: 8
20 feet into a pool of acid that is 6 feet deep and Construction Time/Cost: 9 weeks; 9,000 gp
is the exact size and shape of the hallway
above. A successful Reflex save (DC 15) The Avalanche is a trap that consists of two
allows a character to avoid the trapdoor, but in steps; a series of falling rocks followed by the
doing so she must move off of the trapped floor tripping of a pit trap in an attempt to bury tres-
tile. When she does this, she may step onto passers alive.
another trapped tile and must make another
successful Reflex save at a 1 penalty for every This trap is always placed within a large
consecutive Reflex saving throw she makes as stronghold or dungeon complex. The amount
she jumps quickly from one tile to the next. of necessary space and materials required for
this traps construction demands that the area
To prevent characters from taking their time in be larger than that found within an average
the hallway searching for the safe squares, the stronghold or complex.
designer placed an auxiliary mechanism into the
traps design. While many of the tiles open upon This trap is activated when a character breaks a
contact, all of the tiles in the hallway are trapped. simple tripwire mechanism placed across a
If more than 20 lb. rests on an individual square stone passageway. When the tripwire is broken,
for more than 1 round after the first trapped tile a series of simple yet sturdy latches activates to
is triggered, the tile falls into the acid, thus forc- release the trapdoor chutes that are placed par-
ing a character on the square to make a success- allel on each side of the tripwire. With the
ful Reflex save or fall into the acid. chutes opened, two sets of large rocks are
released filling a 10-ft. area around the tripwire.
While trapped within the acid, a character suf-
fers from acid exposure damage for each round The falling rocks follow the rules for landslides
she remains trapped within. See the core rules in the core rulebooks (DMG 85), including the
(DMG 88) for full details on acid damage and presence of two danger zones. The first is the
the effects of acid immersion. Any spellcasters bury zone, which is the area 5 feet from the
trapped within the acid who attempt to cast a tripwire itself. A character in this area must
spell must make a successful Concentration make a successful Reflex save (DC 20) or suf-
check (DC 15 + damage taken in the round) or fer 8d6 points of damage and be considered
be unable to cast spells of any kind. pinned. A pinned character must make a suc-
cessful Strength check (DC 22) or Escape
Characters who survive the initial acid damage Artist check (DC 22) to escape from the rocks.
may attempt to climb out of the acid pool; a The second area is the slide zone, which is the
successful Climb check (DC 20) is needed to area located 10 feet from the tripwire. A char-
scale the smooth stone surface. acter in this area must make a successful Reflex
save (DC 15) or suffer 3d6 points of damage.
An observant rogue, on a successful Search
check, may notice the slightly larger grooves The second step of this trap is the weight sensi-
between the trapped floor tiles or possibly smell tive, 10-ft.-wide trapdoor that is placed under
the scent of the acid from the pool below. the tripwire area (which is 10 ft. wide itself).
The trapdoor runs the full width of the passage,
"
as there is no ledge or recess on which a char- the platform is trod upon an internal pressure
acter can cling. Characters pinned within the plate is triggered, and the catapult hurls the
bury zone receive no saving throw to avoid the platform up at great speed until it hits the stone
20-ft.-deep pitfall, while characters within the ceiling. Those on the platform take damage
slide zone must make a successful Reflex save when they hit the ceiling, but their fun is just
Warded Repose
Trap Type: Imprisonment Trap
Construction Type: Magic
Activation Type: Instant
Trigger: Local; magic
Mechanism: Magic
Effect: Ensnarement, hindrance
Attack Bonus: No attack roll necessary
Damage: None
Save: Will save (DC 17) negates (see below)
Search DC: 33
Disable Device DC: 33
Challenge Rating: 8
Construction Time/Cost: 9 days; 9,000 gp;
160 XP
The trigger is somewhat clever, and has a lim- muster a scream for help.
ited form of telepathy. It activates whenever the
possessor of the object attempts to get rid of it. In almost every case, this trap is designed for
The trap does not target friends and direct asso- outdoor use, found within arctic or snow cov-
ciates of the possessor, unless it detects clear ered regions, and usually in or around the
signs of animosity. If there are suspicions builders lair. In some cases the builder modi-
voiced around it, it may go quiet for days or fies this trap for placement within strongholds
weeks at a time. It may bide its time if the pos- or dungeon complexes, but these occurrences
sessor is preparing to appear before a king or are rare. It is designed as a deterrent for tres-
other powerful character, and tries to make sure passers or unwanted visitors and it is used for
it is brought along. one purpose: to kill.
The spell trap may have a specific type or For outdoor use this trap is activated when a
alignment that it will regard as safe. When the character steps across the snow-covered trap-
item is in the possession of a proper owner, it door that conceals an icy, 30-ft.-deep chute. A
remains quiet. successful Reflex save (DC 26) is required to
avoid falling into the well-hidden chute. A
This trap is typically worked into a magical character that falls into the chute sustains no
artifact. It is difficult to even notice that magic damage as the chute is angled; this also means,
is at play, since the desire to keep or procure the however, that characters may not react until
item is fairly normal. Over time, however, they have reached the bottom of the chute. The
characters involved may slowly realize that trapdoor automatically resets after two rounds.
events are not normal. A successful Strength check (DC 20) holds the
trapdoors open. Additionally, attempting to
The subtle nature of the trap, and its presence climb the chute is extremely difficult and
on a magical item, is unlikely to draw attention. requires a successful Climb check (DC 30) to
Once alerted, it is still quite hard to pick out the move at one-quarter speed. Characters who fail
magical symbols and patterns of the trap from this Climb check fall down the chute (this is a
those of the item itself. An infusion of amber, one use-trap; if it has already been activated,
mercury, and delicate tapping with a silver pick then characters need only worry about climb-
is necessary to disable the trap. Destroying or ing out before they freeze to death).
disenchanting the item successfully destroys
the trap as well. These attempts are complicat- Once a character reaches the bottom of the
ed by the magic of the trap itself, however. chute, she is dropped 10 feet into a 10 ft.-deep
shaft of icy water. When a character falls into
Tomb of Ice this water, the second step of the trap is acti-
vated. A motion sensitive magic trigger placed
Trap Type: Freezing Water Trap along the edge of the chute activates a cone of
Construction Type: Simple mechanical, cold spell that is stored in an emerald at the bot-
magic tom of the shaft. A character in the water must
Activation Type: Extended make a successful Reflex save (DC 22) or suf-
Trigger: Local; trapdoor, magic fer 9d6 points of cold damage, taking only half
Mechanism: Gravity, magic damage on a successful save. The spell flash
Effect: Ensnarement, injury freezes half of the water in the shaft and
Attack Bonus: No attack roll necessary reduces the trapped characters to an accelerat-
Damage: 9d6 plus 1d6 subdual per round ed state of below zero conditions (DMG 86).
Save: Reflex save (DC 22) partial
Search DC: 30 With that, a trapped character must make a
Disable Device DC: 30 Fortitude save (DC 15 + 1 for every previous
Challenge Rating: 9 check) each round for as long as she is in the
Construction Time/Cost: 1 day; 450 gp; 18 XP. water. A character that fails this save is consid-
&
ered to be fatigued (DMG 84) as well a suffer- the mechanism is activated, a counterweight
ing normal damage. To pull an encased charac- pulls the cables, sending the blade rushing at
ter free requires a successful Strength check great speed along the bridge. The edge of the
(DC 20). A trapped character may not free her- blade is five inches above the surface, perfect
self, but may aid any attempts to do so. for striking the shins or ankles of anyone on the
Cutfoot Bridge The design of the bridge makes the trap hard to
spot, but a number of factors may raise suspi-
Trap Type: Bladed Bridge Trap cions. The banded design is odd. The large step
Construction Type: Complex mechanical down (to accommodate the secreted blade
Activation Type: Instant mechanism) is also somewhat unusual.
Trigger: Local; switch Ultimately, the pressure plate, as well as the
Mechanism: Counterweight, gears slight differences in how it wears from the
Effect: Ensnarement, injury, movement materials around it, is the biggest clue an
Attack Bonus: No attack roll necessary observant character can notice to give away the
Damage: 8d6 (bridge); 4d6 (pit) trap.
Save: Reflex save (DC 22) avoids
Search DC: 27 Disabling the switch is the easiest way to dis-
Disable Device DC: 27 arm the trap. The speed of the blade makes
Challenge Rating: 10 breaking it (by planting a steel rod, for exam-
Construction Time/Cost: 10 weeks; 10,000 gp ple) unlikely. The blade deals full damage to
the object first. If the object is still intact, the
A nasty little number, the Cutfoot Bridge is blade has been stopped. Anyone holding an
designed for catwalks and bridges underground intervening object must make a Strength check
or in other large spaces. The bridge is built of a (DC 25) to avoid being knocked off the bridge
number of horizontal bands, one of which is (add +4 to the check if the character is braced
actually a pressure plate. This switch releases for impact). If the object being held is
the mechanism, and there is usually a lock else- destroyed by the impact, the blade carries
where to prevent the trap from firing if autho- through and deals full damage to the character
rized persons are using the bridge. The that was holding it.
crevasse underneath the bridge is 40 feet deep.
This device can also be set into corridors,
The device attacks with a long blade that spans though without the falling chance (reducing the
the width of the bridge. It is set on two arms CR by 1). It requires some maintenance, but is
that insert into grooves on the bridges sides. a fairly robust design. Combined with a situa-
The arms within the grooves are attached to tion that requires running or other pressing
cables. This structure rests within a space in concerns, the trap can give even powerful
one of the two side walls of the cavern. When characters a great deal of trouble.
'
opened, and before the wall of force over the
Illusory Oubliette ceiling reactivates, when someone could leap
out. This requires a successful standing high
Trap Type: Pit and Force Wall Jump check (DC 25). The DM should allow
Construction Type: Magic such a leaper to land outside the pit area,
CHAPTER TWO: New Traps: CR 6+
An observant rogue with a suspicious eye may A counterweight powers the gears, which draw
notice the contours of the trapdoor within the the four pillars to the center of the room with
passage floor, or possibly smell the faint scent great speed and force. Anyone within the space
of the heavy oils used to keep the barricade must make a Reflex save (DC 22) to avoid the
mechanisms in working order. To disarm the oncoming pillars. Anyone who fails takes 6d6
trap a rogue need only avoid the trapdoor itself points of damage and is trapped within the pil-
or jam the trapdoor with an object such as a lars. Extricating oneself from the pillars
climbing piton. requires a successful Escape Artist check (DC
20). The mechanism resets itself after 10 min-
Pillar Squeeze utes, or once there are no trapped characters.
Trap Type: Crushing Pillar Trap In addition to the pillar movement, triggering
Construction Type: Complex mechanical all four sensors sets off an alarm elsewhere. In
Activation Type: Instant large complexes that have multiple instances of
Trigger: Local; light sensor this trap, a location board can help the guards
Mechanism: Counterweight, gear pinpoint the exact location of the intruders.
Effect: Ensnarement, identification, injury Versions without the alarm (such as those in
Attack Bonus: +20 melee tombs or other unoccupied structures) are CR
Damage: 6d6 8. Alarms by themselves, just arrangements of
Save: Reflex save (DC 22) to avoid light sensors, are CR 2. These alarms have a
Search DC: 27 Disable Device DC of 27, requiring the mech-
Disable Device DC: 31 anism to be chipped out carefully and disabled.
Challenge Rating: 10 They may also be turned on intentionally by
Construction Time/Cost: 10 weeks; 10,110 plugging the holes, or spoofed with a carefully
gp placed light source.
Set amongst other pillars over an intricately The four pillars are mounted on curved tracks.
worked floor, this trap pins a character between This detail makes it vital for the surrounding
four sliding pillars. Between the damage, the area to look similar. These tracks, in the floor
noise, and the trapping of a character, it serves and ceiling, can be worked into interesting art-
as a useful system for the defense of temples. work and designs. The crucial clue is that the
The pillars are spaced 10 ft. apart, and each is trap pillars that make up the track have a slight
nearly a foot and a half in width. gap at their bottom, unlike the others. The
tracks and swirls in the floor help prevent
A Pillar Squeeze mechanism consists of a buildup of dirt or other substances that might
square room with a pillar in each corner. In the clog the light sensors.
middle of the ceiling on each side of the room
is a small hole. A chamber in the ceiling con- Once detected, disarming the trap is relatively
tains a continual flame that is used as a light straightforward. The trigger mechanism may
source. The light is emitted as a thin thread at a be a bit confusing to some rogues, but the
45-degree angle to a similar hole in the floor, marks on the pillars give a good indication of
located on the opposite side of the room. This the force exerted by the pillars. Based on this
hole leads to a light sensor. The sensor materi- information, the space under the pillars can be
al takes one shape in light and another in dark- spiked, preventing their movement.
ness. Attached to a gear, this provides a simple
trigger to detect if something is between the Periodic maintenance is necessary for the
two holes. gears, and the counterweight must be reset after
a number of uses. It is popular in complexes
When all four switches are engaged, the trap is that make frequent use of columns and pillars.
activated. The assumption is that the activa- A particularly vivid example is the Sacred
tion will occur when someone 4 ft. or taller Labyrinth of Algol, where a number of these
CHAPTER TWO: New Traps: CR 6+
traps are reportedly scattered over a large ridor is built over the device, which is powered
underground area. The traps were used as the by a volatile alchemical fuel. When triggered,
walls of a deadly maze. Only acolytes knew the doors drop shut on both sides of the corridor, and
safe pathway through the expanse. Alas, word the machine begins to work. It pipes in water
of the temple spread. Now, many years after its that is quickly heated until it turns to steam. The
disciples were slain and treasure plundered, it steam is then vented into the corridor.
serves as an icehouse for nearby towns.
The damage done by the steam increases over
Steam Tunnel time, as indicated on the following chart.
the small vents near the top of the walls. Disable Device DC: 26
Though both are worked into designs featured Challenge Rating: 10
elsewhere, slight differences in the material Construction Time and Cost: 10 weeks;
used could reveal the nature of the trap. More 10,000 gp
troublesome is the lack of residue or signs of
exactly what effect the trap produces, although The Orc Crusher is a trap that uses two crush-
the corridor might be a bit more humid than the ing, spike-covered walls operated by a series of
rest of the dungeon. Still, spiking the pressure complex gears to crush and impale unwanted
plate and vents are sure ways to disable it. visitors.
Another version of this trap utilizes a machine The trap itself encompasses a 25-ft. area and is
to suck the air out of the room. After 6 rounds, usually found in large-scale orc lairs. Whether
suffocation begins. Unlike the steam version, it is within an underground complex or dis-
this trap waits a full 5 minutes before releasing guised in the courtyard of a stronghold, this
and resetting. Poison fumes or acidic gas are trap is a staple of orc defense.
other possibilities, but are more likely to leave
detectable residues. The trap is activated from an elevated watch-
tower, where an orc moves the traps master
The Orc Crusher switch to set the trap into motion. The first step
is the movement of the crushing walls. It takes
Trap Type: Crushing Wall Trap only two rounds for the walls to reach the
Construction Type: Complex mechanical crushing point, but the master switch can be
Activation Type: Extended moved more slowly to allow for up to 5 rounds
Trigger: Remote; switch until closure. Being crushed between the walls
Mechanism: Gear causes 4d6 points of damage.
"
Next is the extension of several metal spikes to the ground. Doing so will likely inflict some
from the two moving walls. Any character falling damage, but that is almost always
trapped within the Orc Crusher is attacked by preferable to the punishment the trap deals out.
1d4 spikes, which deal 3d6 points of damage Attackers have been known to make provisions
per hit. for the trap by wheeling carts heaped with
Someone with a love for prolonging the demise resting place. It detaches before reaching the ceil-
of his adversaries designed this incredibly com- ing, and rolls down the corridor towards the nar-
plex corridor trap. As the adventurers make row pipe. The ball comes to rest after smashing
their way down a fairly typical, if slightly taller into the end of the corridor, perfectly blocking
than normal, corridor they approach a series of the only obvious exit from the rapidly filling cor-
well-concealed pressure plates (Search check ridor. There is one hope, however. The cavity
DC 25). Approximately 40 feet beyond the where the stone ball rested above the corridor
plates, the party notices that the corridor seems contains a trapdoor that is barred from above and
to narrow down into a pipe or tube. The con- leads to another location within the dungeon.
stricted corridor is still big enough for them to
crawl through with ease, assuming that they
make it past the pressure plates.
Frodericks Icy Cubes
Trap Type: Icy Entrapment
Once this trap is triggered, a huge stone ball is Construction Type: Magic
released from the ceiling above, 20 feet in front Activation Type: Instant
of the party. The adventurers should be able to Trigger: Local; magic
dodge the stone fairly easily (Reflex save DC 15) Mechanism: Magic
as it is smaller than the corridor and clears the Effect: Ensnarement, injury
floor by almost 3 feet on its downward swing. Attack Bonus: No attack roll necessary
The stone swings by the party and reaches the Damage: 1d6+18 points per round
ceiling behind the party with enough velocity to Save: None
smash the brittle stone slab placed there. Behind Search DC: 29
the slab is a vast reservoir (or possibly even an Disable Device DC: 29
underground lake or river) that begins to flood Challenge Rating: 15
into the corridor. Simultaneously, a huge stone Construction Time/Cost: 8 days; 8,100 gp
block drops into the corridor 20 feet behind the and 324 XP
rushing water, blocking the partys retreat.
Froderick the Uncanny, archmage and consum-
As the water begins to fill the corridor, the mate game player, was not always a loveable
stone ball sweeps back towards its original eccentric. He had a decidedly nasty side to his
&
personality, and his Icy Cubes are proof of his other bait to one or more of the pits. The pres-
potential for cruelty. This trap is extremely ence of flying monsters that attack balancing
deadly, but also possible to entirely avoid even characters increases the deadliness of the
by those ignorant of its existence. chamber.
Well of Tentacles
Trap Type: Siege Item Trap
Construction Type: Magic
Activation Type: Instant
Trigger: Local, magic
Mechanism: Magic
Effect: Hindrance, injury
Attack Bonus: +15 melee
Damage: 1d10
Save: None
Search DC: 33
Disable Device DC: 33
Challenge Rating: 15
Construction Time/Cost: 8 days; 7,500 gp;
300 XP
!
to teleport without error except that it may tar-
Perivaxs Chambers of get unwilling targets, it teleports only creatures
(so clothing and items are left behind), and it is
Eternal Slumber 8th level. A Will save (DC 24) is allowed to
Trap Type: Stasis Trap resist being teleported to a specific location,
CHAPTER TWO: New Traps: CR 6+
Construction Type: Magic chosen and prepared by the builder when the
Activation Type: Extended trap is constructed. For example, Perivax him-
Trigger: Magic self created a chamber buried several hundred
Mechanism: Magic feet below a remote mountain range. The
Effect: Ensnarement, movement chamber contained no entrances or exits, was
Attack Bonus: No attack roll necessary constructed of solid iron, and was placed hun-
Damage: None dreds of miles away from any of his safehouses.
Save: Will save (DC 24) avoids
Search DC: 34 Once a victim materializes, she is immediately
Disable Device DC: 34 stricken with a temporal stasis spell. As with
Challenge Rating: 17 the spell description (PHB 265) the trapped
Construction Time/Cost: 8 days; 8,500 gp; victim falls into a state of suspended animation
340 XP. and may only be awakened with a successful
dispel magic spell (that is assuming that she is
Perivaxs Chamber of Eternal Slumber is a ever found).
cruel magical trap created by the mad trapsmith
to severely punish greedy, unwanted tres- As stated, this trap has seen many variations
passers. With the use of valuable gems or the that reflect the nature or fetishes of the design-
allure of magical items, this trap uses a variant ers. From weighted coffins at the bottom of a
teleport without error spell, a remote destina- vast lake to fire resistant chambers in the heart
tion, and a temporal stasis spell to condemn of an active volcano, only the imagination and
trespassers to an eternal slumber. cruelty of the designer limit this trap.
Despite his reclusive nature and insanity, the A rogue with an eye for detail may notice the
designs for this trap have somehow found their odd sparkle of a trigger-laden gem or pile of
place in the outside world. With that, this trap coin. She may notice the flawless nature or
may be found in the homes or vaults of the slight accumulation of dust on an object in a
excessively rich, powerful, or paranoid. It is chamber full of clean treasures. With these
generally only used to safeguard an individ- sorts of warnings, a smart rogue may do best to
uals most prized possessions, due to its finali- steer clear of these items. To disarm the trap, a
ty and high cost. Many cruel barons, dukes, and rogue would need to find a means to dispel the
kings have especially grown fond of the cruel- magical trigger effect or simply avoid the
ty involved in this trap. trapped item altogether. Of course, a clever
rogue may find another means of disarming the
The initial trigger for this trap may be found or trap with her Disable Device skill, but with a
placed in several different ways. The most failure of 5 or more, she activates the trap acci-
common is within locking mechanisms that dentally and suffers the dire consequences of
safeguard the doors to a nobles vault. If unde- her actions.
tected by a rogue, she may attempt to carefully
open the locks on the door, only to discover too
late that she has activated the trap. Sometimes
an item within the vault carries the spell trigger,
since a rogue who has bypassed the entryway
to such a room may not be as cautious when
handling her prize.
Introduction
time and resources to find them beyond the
mere purchase price. The rarity of a poison can
also affect Alchemy or Heal checks made to
lessen the severity of a poison or to brew an
This section provides a wealth of information antidote. The rarity types and rules for using
on poisons and how to use them in your cam- such poisons can be found below.
paign. Complete descriptions of over 80 new
poisons, both mundane and magical, are pro- Common: Common poisons are relatively
vided. Poison names and game statistics are inexpensive and easy to find. Even the smallest
designated as Open Game Content. All other thieves guild has access to these poisons,
material in this section is designated as closed although not all such guilds choose to use such
content. tools. Apothecaries or herbalists in large towns
can make these poisons in about a day, and
Overview even small town healers can create one or two
types of common poisons.
Any substance that causes injury, illness, or Gather Information DC: 18; Heal check: +2.
death when introduced to the body of a living
thing is technically defined as a poison. This Uncommon: This is the baseline for most
encompasses an enormous range and number magic poisons and some monster and supernat-
of substances, including many that are not ural poisons. At this level, some difficulty is
harmful in reasonable doses, such as alcohol involved in finding a particular type of poison,
and certain medicinal compounds. For a full and only very specialized alchemists and
overview of poison types and the methods of apothecaries have access to the materials and
their creation, see Traps & Treachery. expertise necessary to make them. Large
thieves guilds and even some wizards guilds
Poison Rarity can track down these poisons relatively easily,
but smaller organizations may have to call in a
Some poisons are easy to find, being the favor.
byproduct of a fairly common plant or animal. Gather Information DC: 21; Heal check:
Others, such as the elemental toxins found Standard.
!!
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-
CHAPTER THREE: New Poisons
sons found in that book is presented here with their rarity indicated.
the saving throw begin to foam and bleed from save or become deprived of oxygen within 1d4
the mouth as the acid eats them from the inside rounds. At the beginning of the first round
out. This causes 2d6 points of acid damage to without oxygen, the creature must make a
the creature. An additional Fortitude save (DC Constitution check (DC 10, +1 per round)
20, 1 per previous attempt) must be made every round or begin to drown (DMG 85).
each round until the creature is able to purge Blue Death: chemical asphyxiant; injury DC
the toxin. Upon regurgitation, the creature must 18; drowning; 1,100gp.
make one last Fortitude save (DC = damage
taken) or suffer 1 point of temporary Cowards Bane: This unusual substance is
Constitution damage for each previously failed made from a combination of powdered mummy
saving throw. bone, kobold blood, and sugar, mixed together
Abyssal Larvae Jelly: animal irritant; ingested to form a paste and then boiled in water. After
DC 20; 2d6 hit points/round; Con (see text); the compound has dissolved, a metal skewer is
1,700 gp. left in the water while it cools to room temper-
ature. The sugar crystallizes around the skewer,
Bearmad: Thought by some to be a sacred coating it with cowards bane. The skewer is
drug among barbarian tribes, this drug is mixed then used as a melee weapon; it has the same
with animal fat and smeared on the chest or statistics as a dagger, but inflicts only 1d2
extremities, causing the character to go into a points of damage. A successful attack injects
rage as per the barbarian class ability. the poison. An affected target is gripped by vio-
However, unlike normal rage, the character is lent, terrifying hallucinations that leave him
confused and attacks anyone nearby, including cowering for 3d6 minutes.
friends. Cowards Bane: chemical psychotropic; inject-
ed DC 14; cowering; no damage; 100 gp.
Note that repeated or long-term use can stack
fatigued results, possibly resulting in death. Crypt Smoke Candle: Crypt smoke candles
Bearmad: plant psychotropic; contact DC 17; are a combination of powdered mummy rags
Rage; fatigued, confused. and beeswax. Burning a crypt smoke candle
creates a subtle but deadly smoke. Any creature
Blue Death: When this alchemical concoction within 10 ft. of a burning crypt smoke candle
is introduced to the bloodstream, it restricts the must make a Fortitude save every 10 minutes
bloods ability to carry oxygen. Creatures (DC 6, +1 per 10 minutes of exposure) to
exposed to blue death must make a Fortitude avoid contracting mummy rot (DMG 75).
!#
New poisons
Poison Type Damage Price Rarity
CHAPTER THREE: New Poisons
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 Common
Cowards 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 Uncommon
Ghost 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
Crypt Smoke Candle: supernatural disease; course, at night. When the morning sun strikes
inhaled DC see text; Con damage; 1,000 gp. the window, the poison is released, and the
inhabitant of the room dies peacefully in his
Death Glass: Death glass is created by com- sleep. Guards outside the door report nothing,
bining odd materials from several sources, and there are no footprints, fingerprints, or
including the bodily fluids of creatures with the other clues. The glass itself dissolves as it
Earth subtype and the eyes of the undead. The releases its poison. Each dose of death glass is
final result is a transparent liquid that hardens approximately four square inches in size. It is a
quickly when exposed to moonlight, forming trivial matter to add minor taints to the mixture
clear, hard, sheets that strongly resemble per- to color the glass; this allows a piece of death
fect glass. The resemblance is so strong, in fact, glass to be substituted for a portion of a stained
that only a Spot check (DC 25) or Craft (glass- glass window.
blowing) check (DC 18) can tell them apart. So Death Glass: chemical asphyxiant; inhaled DC
long as death glass is not exposed to sunlight, it 20; 2d6 Con; 2d6 Con; 550 gp.
is harmlessit can be moved, touched, even
tasted without harm. Dire Amber: The nectar of the orange lotus,
which blossoms year-round in certain inacces-
When exposed to sunlight, however, it begins sible jungles, is a mild psychotropic toxin.
to emit a deadly vapor that is wholly odorless Some poisoners grow the flowers in hothouses
and invisible. The vapor emerges from the side and extract the nectar. The honey-colored liq-
of the glass opposite the side on which the sun- uid can be distilled into a thick, concentrated
light is striking. This makes death glass a tool resin that has a golden brown or dark amber
for use in some particularly subtle assassina- transluscent hue. Stored in small pots, dire
tions. A small piece of it is placed in a window, amber is painted in a thin coat over a surface,
either replacing some of the natural glass or preferably one on which the poisons col-
just left stuck to the inside. This is done, of oration blends well. Initial contact induces
!$
New poisons (cont.)
Poison Type Damage Price Rarity
weakness and slight trembling. Full-blown dire air, this poison appears as a vaporous white
amber poisoning causes confusion for 30 min- mist. A flask containing a dose of air elemental
utes minus one minute per point of toxin can be thrown as a grenade-like weapon
Constitution. or simply uncorked to release the poisonous
Dire Amber: plant psychotropic; contact DC cloud. The cloud fills a 10-ft.-radius sphere
12; 1d3 temporary Constitution; confused; 200 upon release and all creatures within the area
gp. must make a Fortitude save (DC 14) or become
fatigued (DMG 84) for 1d6+1 hours. Failing a
Dire Urchin Spine: The spines of dire urchins second save, one minute later, results in the
are a common weapon among reef-dwelling temporary loss of 1d4 points of Wisdom. The
aquatic races. The spines grow up to 2 feet long cloud is not dense enough to provide conceal-
and are considered small martial weapons that ment and disperses in 1d4 rounds (calm) or 1
deal 1d6 points of piercing damage. Creatures round (11+mph winds).
struck by a dire urchin spine must make a Elemental Toxin, Air: chemical nerve; inhaled
Fortitude save (DC 18) to avoid 2d4 points of DC 14; fatigued; 1d4 Wis; 600 gp.
initial Strength damage. Failure of a secondary
saving throw results in paralysis for 3d6 Elemental Toxin, Earth: Earth elemental
rounds. Dire urchin spines lose their potency toxin is found in small, clay-like deposits on
after 24 hours out of water unless alchemically the plane of elemental earth. The substance
treated (Alchemy check DC 20) and always must be baked onto the blade or point of a
expend their single poison dose on a successful weapon in order to be delivered to its victim.
hit. These spines are also frequently converted Creatures struck by such a poisoned weapon
to crossbow bolts with a Craft (fletcher) check must make a successful saving throw (DC 18)
(DC 15). or suffer effects similar to a slow spell for
Dire Urchin Spine: animal nerve; injury DC 2d6+2 rounds. Secondary damage from the
18; 2d4 Strength; paralysis; 350 gp (550 gp earth elemental toxin is 1d4 points of tempo-
when treated for land use). rary Strength damage.
Elemental Toxin, Earth: chemical nerve;
Elemental Toxin, Air: Gathered from floating injury DC 18; slow; 1d4 Str; 900 gp.
pockets of impurity on the elemental plane of
!%
New Disease: Metal Sickness
Dwarves have encountered a large number of toxic substances and strange diseases in their existence
CHAPTER THREE: New Poisons
underground. 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 the
touch, 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 with
either 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, and
constant 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 made
every hour to avoid contracting the disease.
A remove disease spell cures the victim of the current strain, but he must make a Fortitude save (DC
16) 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.
Elemental Toxin, Fire: Extracted from the Elemental Toxin, Water: chemical
charred recesses of the elemental plane of fire, irritant/nerve; ingested DC 16; fire vulnerabili-
this orange shimmering substance appears to ty; 1d4 Con; 700 gp.
swirl with ash and cinders. A flask containing a
dose of fire elemental toxin can be thrown as a Eye-Killer: This is comprised of two parts salt
grenade-like weapon. Struck creatures are acid and one part talc, carefully mixed, dried,
engulfed in a swirl of warm ash and must make and crushed into a fine dust make eye-killer.
a Fortitude save (DC 16) to avoid the effects of This faintly yellow powder is extremely light,
the toxin as it permeates the skin. Failure of the requiring great caution in preparation and
saving throw leaves the target vulnerable to packing in tissue for use as a blow tube projec-
cold based attacks (the victim automatically tile. A victim who fails his saving throw sucks
fails saving throws and takes double damage in a lungful of the dust. Initially, this causes
from such attacks) for the next 2d6+2 hours. painful blisters in the mouth, throat, and nasal
Failing a second save one minute later causes passages, and swells the eyes shut. Secondary
1d4 points of temporary Dexterity damage. effects see the swelling and blisters grow more
Elemental Toxin, Fire: chemical irritant; con- severe. Blindness persists until healed with
tact DC 16; cold vulnerability; 1d4 Dex; 700 appropriate magic or one hour passes.
gp. Eye-Killer: chemical irritant; inhaled DC 15;
1d3 hit points and blinded; 1d2 temporary
Elemental Toxin, Water: Pockets of polluted Dexterity; 75 gp.
elemental water are boiled down to create this
poison. Water elemental toxin appears to be Firemetal: Firemetal was discovered by the
slightly murky water, and creatures consuming dwarves. There are actually many types, some
it must succeed at a Fortitude save (DC 16) or used to generate heat, others that glow continu-
become sensitive to fire-based attacks (the vic- ally. Unfortunately, most forms have poisonous
tim automatically fails saving throws and takes byproducts that cause them to be banned in
double damage from such attacks) for the next most dwarven communities. Inhaling firemetal
2d6+2 hours. Failing a second save one dust or ingesting contaminated water or food
minute later causes 1d4 points of temporary brings toxins into the body. There are two lev-
Constitution damage. els of exposure, depending on both the type of
!&
firemetal and the dosage.
Mouthing Eyes: This strange poison attacks the Pooling Breathtaker: Though this poison gas
mind itself. Sounds give the impression of color, is not tremendously potent, it has certain attrib-
while objects and people the character sees seem utes that make it effective for a number of pur-
reminiscent of music or odors. The senses of the poses. It is virtually undetectable, having no
character are jumbled up. The effects of this poi- odor or appearance. It is heavier than air and
son wear off after 1d6 minutes. long lasting, so it may last quite a long time in
Mouthing Eyes: plant psychotropic; contact underground lairs or wells. Even ventilated
DC 14; shaken; confused; 140 gp. rooms, if the ventilation is placed high, may
keep the layer of gas below undisturbed. Lastly,
Numbwrack: Numbwrack is a horrible sub- not only is it an asphyxiant, but it also prevents
stance that seeps into the flesh, taking effect decomposition and oxidation. Fires that are
slowly. It causes numbness, first, as nerves are exposed to the gas will be snuffed out (a possi-
destroyed. Within the first minute, application ble alert to its presence), and the gas prevents
of milk and other substances can draw out the rust from accumulating on objects within it.
acid, granting a +4 circumstance bonus to the However, it does have a slight tendency to
secondary saving throw. revert to small amounts of weak acid, so its
effects are not advised with fabrics or books
While difficult to make, the substance is hard over long periods of time.
to detect and long lasting. It can be smeared on
surfaces or put into small amounts of liquid. It Some dwarves are known to use this substance
will penetrate thin leather, but heavy boots and as a fire control system in mines. In addition, it
similar protections will guard against it. Water sees some use in alchemy and forging, when
or milk can easily wash the substance off reactions are best without the interference of
objects that are covered with the poison. air.
Numbwrack: chemical acid; contact DC 15;
numbness; 1d6 hp, 1d3 Con, 1d6 Dex; 325 gp.
"
If a person is exposed briefly to pooling breath- loose health due to mortal terror. Larger herbi-
taker and immediately begins taking deep vores, particularly those protecting young, and
breaths of fresh air, the gas can be flushed other typically aggressive animals will become
quickly from the lungs. Upon making the sec- irritable and easily enraged. Sentient races,
ondary Fortitude save, the character can be most of whom lack a fine sense of smell, may
CHAPTER THREE: New Poisons
upgraded to fatigued from exhausted. Failing become somewhat nauseated at the sharp odor,
the save causes the character to go unconscious but are otherwise unaffected. Animals reacting
and suffer 1d6 points of temporary to the odor may take a long time to calm down.
Constitution damage.
Pooling Breathtaker: chemical asphyxiant; Scarejuice is most often used to create a barri-
inhaled DC 12; exhausted; unconsciousness er. Most animals will avoid the odor, regardless
and 1d6 Con; 400 gp. of any other reaction. Though it can make
predators more dangerous, on the whole it
Rogues Rouge: This reddish-brown soft wax works fairly well. Less benignly, a small
is usually sold in small clay pots. It can be used amount can be dabbed on someone covertly,
as lipstick provided an antidote is taken first, so thus provoking reactions from animals the per-
that the person wearing the poison is unaffect- son then encounters.
ed by it. When it contacts the skin of anyone
not immune to its effects (very often via a kiss), It is quite difficult to fully wash out the smell,
it causes a sudden lack of self-confidence and which is one problem with its use. Even a small
willpower. The person affected begins to blush amount on the hands, imperceptible to a human
and stammer, and is far easier to manipulate. It nose, may still provoke animals, though at a
is said that nymphs blood is a key ingredient of lower DC.
this substance, though only those who make the
stuff know for sure. A character may detect and identify the odor
Rogues Rouge: chemical psychotropic, contact with a successful Wilderness Lore check (DC
DC 16; 1d4 Cha; 1d4 Cha; 450 gp. 18).
Scarejuice: animal irritant; inhaled DC 18 (12);
Scaly Mold: Scaly mold is a tree and crop par- panicked or enraged; 1d6 temporary
asite somewhat common in warm, humid Constitution; 35 gp.
regions. When handled roughly, it lets loose a
cloud of spores to which many people are aller- Silent Whisper: This poison is designed to
gic. If a creatures very first Fortitude save suc- increase the effectiveness of a rogue and accent
ceeds, that creature is not allergic to scaly mold her skills of stealth by deafening an opponent.
and can never be affected by it. If the saving The poison itself is light emerald in color and
throw fails, however, the creature is allergic to typically carries a medium consistency. When
scaly mold. Normal saving throws for subse- dried, the poison keeps its emerald color. A suc-
quent exposures are allowed, but the creature cessful Search check (DC 12) allows a character
will always be allergic to scaly mold. The to notice the dried poison on objects or weapons.
effects are noteworthy, but not life threatening Once the poison is injected into a victim its
in and of themselves. Scaly mold causes mild effects begin instantly unless the character
illness coupled with exhaustion. The latter can makes a successful Fortitude save (DC 14). A
be done away with by a good eight hours of character that fails her saving throw is deafened
rest. One hour of rest downgrades the condition (DMG 84). One minute later, the poisons sec-
to fatigued. ondary damage takes effect and a second
Scaly Mold: plant allergen; inhaled DC 10; 1 Fortitude save (DC 14) is required to avoid suf-
point of temporary Constitution and exhausted; fering 1d2 points of temporary Wisdom damage.
no damage; 15 gp. Silent Whisper: chemical nerve; contact DC
14; deafened; 1d2 Wis; 285 gp.
Scarejuice: Not technically a poison, scare-
juice is a blend of alchemically treated urine Spiny Toadstool: Within five minutes of con-
from a variety of large cats. Its odor is enough suming the dried cap of a spiny toadstool, any-
to provoke a variety of reactions. Herbivores one that fails a Fortitude save (DC 16) bursts
and other traditional prey animals will react in into a violent fit for 3d6 rounds. During the
panic at the scent. If unable to flee and sub- violent outburst, the afflicted individual attacks
jected to more of the scent, the animal may the nearest creature, even allies, with his most
"
powerful attack or spell. Those poisoned with Stiffjoint: chemical nerve; injury DC 15; 1d6
spiny toadstool also suffer 1d6 points of Dex; 2d6 Dex; 405 gp.
Constitution damage at the end of the rage as
the poison slowly weakens them. Suffer Dust: Suffer dust is a simple collection
Spiny Toadstool: plant psychotropic/nerve; of spores and pollen mixed together. It causes
"!
dose would still be in the bottom of the mug.
The ingested oil is slowly secreted through the
victims skin for the next 1d12+12 hours.
When exposed to direct sunlight the suns
scorn becomes superheated, causing 1d3 points
CHAPTER THREE: New Poisons
Wizards Bane: This clear liquid is concocted Dust to Dust: Quite possibly, this is the dead-
from the cranial fluids of a mind flayer. When liest supernatural toxin ever created. Like
introduced into the bloodstream of most crea- many, it is a blade venom, a thick paste made
tures, it has a mind-clouding effect that causes from the fine dust remains of a disintegrated
Intelligence damage, which can be permanent. creature, powdered lodestone, corn starch, and
Wizards are the most common victims of this a mild acid. A single dose coats the striking
debilitating poison and, through the actions of portion of any two Small piercing or slash-
their minions, one of its most valued con- ing weapons, or any one Medium or Large
piercing or slashing weapon. A creature
"#
Magical and Supernatural Poisons
CHAPTER THREE: New Poisons
wounded by a coated weapon must make a structures rather than a poison, so iron golems
Fortitude save (DC 19) or be instantly disinte- and other creatures immune to poison are still
grated. Even if the saving throw succeeds, the affected by this substance.
victim still suffers 5d6 points of damage. Caster level: 9th; Prerequisites: Brew Poison,
Caster Level: 11th; Prerequisites: Brew rusting grasp, creator must be a druid; Market
Poison, disintegrate; Market Price: 3,300 gp; Price: 1,800 gp; Raw Material and XP Cost:
Raw Material and XP Cost: 2,650 gp and 132 900 gp and 72 XP.
XP.
Hunters Friend: The venom of the dazzling
Golems Bane: This substance was created by verdant tree frog, which forms the basis of the
druids during the Iron Wars with one purpose mundane toxin vertigo, is also the key ingredi-
in mind; the destruction of iron golems. It ent of this enchanted poison. It is a blade
appears as a thin, cloudy-gray liquid that is venom, a thick paste made from the fine dust of
used to coat an item no larger than an arrow- vertigo, plus corn starch and animal fat. A sin-
head. Since the substance must contain no iron, gle dose coats the striking portion of any two
sling stones are popular agents for delivery of Small piercing or slashing weapons, or any one
this substance. Once the chemical dries, it is Medium or Large piercing or slashing weapon.
virtually impossible to detect. A successful Any creature wounded by a coated weapon
Search check (DC 30) allows a character to must make a Fortitude save (DC 11) or suffer 1
notice the slight discoloration or detect the point of temporary Dexterity damage and
faint odor that the chemical agent produces. become deafened. Secondary damage requires
a Will save (DC 13) to avoid being held for 10
When the chemical comes into contact with an minutes.
iron golem (MM 109) or other iron substance, Caster Level: 3rd; Prerequisites: Brew Poison,
the chemical reacts and becomes a gaseous hold animal; Market Price: 1,050 gp; Raw
cloud that measures 10 feet in diameter. Any Material and XP Cost: 525 gp and 42 XP.
iron substances that come into contact with the
cloud suffer from the effects of a rusting grasp Ichor of Chaos: This oily liquidan enchant-
spell as if cast by a 9th-level druid. The cloud ed contact poisonis nitharit infused with a
appears as murky, gray smoke and dissipates detect law spell. One dose coats five square
after 1 round. feet of non-porous material, or one foot of
porous material. Once the poison dries, it is all
Golems bane is a chemical agent designed to but undetectable.
injure or weaken iron-based creatures and
"$
Like mundane nitharit, ichor of chaos causes Masters Draught: The powerful, mind-
no initial damage when first touched. Its sec- affecting qualities of surgeons root are har-
ondary effect3d6 points of temporary nessed to impressive effect in this ingested poi-
Constitution damageonly impacts those of a son. Initial damage is 1d3 temporary Wisdom
lawful disposition that fail a Fortitude save damage and exhaustion. Secondary damage
When the poison is administered, usually in Lawful frontier communities plagued by chaot-
food or drink, the victims skin begins to feel ic types who prey on locals most commonly
warm, then hot, then burning, a combination of use oil of orderoften it is given to bartenders,
intense heat and an unbearable itch. Usually, who spike the drinks of suspects. Of course, the
this is enough to cause the victim to madly oil knocks out chaotic good folk as well as the
shred their clothes to tear at their own skin, but less kind sorts, so it is of limited utility. Some
this is not the worst of it. Within a few seconds lawful evil types such as hobgoblinswho are
of ingestion, the victim begins to exude a toxic as eager to cull out chaotic evil beings in their
vapor, thin green tendrils of venomous gas coil- midst as chaotic good onessimply kill any-
ing outwards from his flesh. This gas is painful one who faints after ingesting the poison.
and lethal to all nearby, acting in all ways as a Caster Level: 1st; Prerequisites: Brew Poison,
cloudkill spell centered on the victim, who is detect chaos; Market Price: 100 gp; Raw
rendered immune to the effects. The Fortitude Material and XP Cost: 50 gp and 4 XP.
save DC to resist the effects of the cloudkill is
17. If the victim runs, the vaporous cloud trav- Pink Smiles: Assassins, thieves, and brigands
els with him. Thus, a single poisoned victim who are engaged in kidnapping or robbery
can kill dozens, which is how the poison got its often use this poison. It lulls the victim into a
name. It was given to a nobleman at the event state of careless indifference, making such
of his firstborn sons wedding, and the resulting operations far easier to accomplish. Doses of
slaughter destroyed two dynasties and plunged this poison are often secreted into a mug of ale
a powerful nation into a decade of civil war. or beer, making identification of the effects
Caster Level: 9th; Prerequisites: Brew Poison, much more difficult. The imbiber must make a
cloudkill; Market Price: 2,100 gp; Raw Will save (DC 12) or become comfortably
Material and XP Cost: 1,050 gp and 84 XP. numb and affably disinterested in his sur-
roundings (apply the effects of the daze
"%
spell each round). One dose lasts for an hour. portion of any two Small piercing or slashing
weapons, or any one Medium or Large piercing
Pink smiles is used by a variety of neer-do- or slashing weapon. Any undead creature
wells, from footpads and prostitutes to press struck by the weapon suffers an additional 1d6
gangs. Some upscale bartenders slip a dose of points of damage (no saving throw, but SR
CHAPTER THREE: New Poisons
make a Fortitude save (DC 15). Failure indi- moments into a slimy transparent membrane,
cates that the victim turns to stone. just as if they had been struck by an aboleths
tentacle.
There is one small benefit to the stuffif a per-
son makes the saving throw, he gains tempo- Kiss of the aboleth comes in a transparent jelly
rary immunity from a cockatrices petrification form. It has a salty, slightly tart taste, which can
attacks for 1d8 hours. It is a small enough be disguised by concealing it in bastes and
thing, but those who set out to hunt cockatrices sauces. It is equally effective dissolved in wine,
occasionally immunize themselves with cocka- though few wines will mask its unsubtle flavor.
trice yolk before heading outthe technique The poison takes 1d4 minutes to take effect,
often yields stony results, but its easier to deal after which it behaves exactly like the aboleths
with in a peaceful setting than in the midst of transformation attack. A successful Fortitude
battle. save (DC 19) resists the transformation. It is
Caster Level: 11th; Prerequisites: Brew understandably rare, due to the difficulty in
Poison, flesh to stone; Market Price: 3,300 gp; obtaining aboleth tentacles, but it is highly
Raw Material and XP Cost: 1,650 gp and 132 sought after by assassins seeking to complicate
XP. the lives of desert princes and others for whom
water is a premium.
Demonbane: Distilled from celestial blood Caster Level: 4th; Prerequisites: Brew Poison,
and holy water, this injected supernatural poi- spellcaster level 8th+; Market Price: 1,600 gp;
son has dire potency against evil creatures from Raw Material and XP Cost: 800 gp and 64 XP.
other planes of existence. A single dose coats
the striking portion of any two Small piercing Pudding Bean: The pudding bean appears to
or slashing weapons, or any one Medium or be a hard, uncooked, and utterly unremarkable
Large piercing or slashing weapon. On a suc- black bean. It is in reality a 1 hp black pudding
cessful melee attack against an evil creature magically locked into a hibernetic state.
from another plane, the creature is forced back
to its home plane. A Will save (DC 17) negates If the pudding bean is chewed, the black pud-
the effect, and SR applies to the effect as well. ding awakens and immediately attacks for 1 hp
Caster Level: 9th; Prerequisites: Brew Poison, of acid damage a round until spit out. If swal-
dispel evil; Market Price: 2,250 gp; Raw lowed whole, the victim is in for a much more
Material and XP Cost: 1,125 gp and 90 XP. painful experience. The pudding is awakened
when it hits the stomachs digestive juices, and
Kiss of the Aboleth: The elf sage Methus begins to feed on the material around it. The
devoted over a century to studying the fell victim notices nothing on the first day except a
amphibian aboleths, tracking them through the gnawing hunger as the pudding consumes the
dark watery depths, stealing into their lairs, food entering the stomach. On the second day
trading information with them, and battling the victim experiences intense stomach pains
them. During the course of his dissection stud- as the young pudding grows larger and increas-
ies he discovered that the distilled mucus pre- ingly aggressive. Beginning on the third day
sent on the creatures tentacles had a remark- the character takes a cumulative 1d6 points
able and horrifying effect on those who ingest- of damage a day until the pudding is
ed it. Their flesh changed over a matter of expelled or kills him.
"'
On the first day, inducing vomiting rids the victim spell-like abilities, and magical items are not
of the nascent pudding (causing an additional 1d4 affected by arcanbane.
points of damage as it rises up the esophagus).
Getting a gestating black pudding out of a person 1. Spell fails.
after the first day requires magical measures. 2. Spell changes target randomly (if the spell
CHAPTER THREE: New Poisons
Caster Level: 3rd; Prerequisites: Brew Poison, has no target it just fails).
spellcaster level 8th+; Market Price: 1,200 gp; 3. Spell uses two magic slots (if the spellcast-
Raw Material and XP Cost: 600 gp and 48 XP. er does not have an unused slot of equal or
higher level as the spell cast, the spell fails).
Vampiric Draught: The vampiric draught is a 4. Random spell (another spell of the same
supernatural ingested poison. Its ingredients level is cast by accident. This new spell is
include the ash of a burned vampire, a vial of chosen by the DM and does not have to be
unholy water, a pint of red wine, and a drop of known by the spellcaster. The spellcaster
humanoid blood. The ingredients are mixed does not learn an unknown spell by casting
under low heat and then strained through black it in this manner).
cloth. The result is about a pint of very dry red 5. Spell works normally.
wine that holds deadly magic. A creature drink- 6. Effect is doubled (the spell is cast as if it
ing the wine is subjected to enervation and the spellcaster used the Empower Spell
gains 1d4 negative levels (no saving throw, but feat only no cost is required).
SR applies).
Caster Level: 7th; Prerequisites: Brew Poison, Belted Whipvine: The belted whipvine pill
enervation; Market Price: 1,400 gp; Raw makes a victim speak backwards. Spells with
Material and XP Cost: 700 gp and 56 XP. verbal components are rendered unusable and
listeners must make an Intelligence check (DC
Prankster Poisons 15) to understand the reversal gibberish.
Not all poisons are deadly. Some range from Borbus Berry Juice: The juice of a borbus
slightly irritating to downright cruel. In the berry is a thick, oily substance that permanent-
hands of a mischievous individual, these ly changes the color of skin. The color of the
prankster poisons can annoy, humiliate or make berry determines the new skin color.
for a nasty revenge. When these poisons are Discolorations first appear only on skin that
added to food or drink, the tainted goods devel- comes in direct contact with the poison, but it
op a slight discoloration, taste or smell that a eventually spreads to cover the whole body
victim has a chance to notice. The victim real- over a period of 1d4 days.
izes something is amiss with a successful Spot
check (DC 20). These poisons could also be Blackcat: The blackcat poison is a thick, white
added to a magical potion or trap where applic- oil that makes a person unlucky. Victims suffer
able. A successful Fortitude save negates all a 2 luck penalty on all rolls until the poison
the effects and while some are permanent, most has run its course.
wear off over a period of time.
Blue Coldmoss: When ground to a thick, light
Angelcap: The seeds of the angelcap plant blue powder blue coldmoss inflicts a mind-
imbue an individual with an altered form of the numbing blast on its victim and serves as a
lycanthropy curse. On nights of the full moon, great distraction when thrown in the face of an
the poisoned victim transforms into a harmless opponent. Inflicted characters suffer a tempo-
pig and remains in that form until sunrise. rary loss of 1d6 Intelligence and are stunned for
Some variants of this poison have been found one round.
that change a victim into a camel, a rabbit, a
goat, a cat and even a parakeet. Cockatrice Feather: When tossed in the eyes,
the brown cockatrice feather blinds a character
Arcanbane: Feared by wizards and sorcerers for several hours. The blinded individual suffers a
everywhere, the arcanbane poison wreaks 50% miss chance in combat, loses any Dexterity
havoc with arcane spellcasting. Anytime a spell bonus to AC, moves at half speed, and all oppo-
is cast, the DM rolls 1d6 and uses the chart nents gain a +2 attack bonus on the blinded char-
below to determine the outcome of the spell. acter. Blindsight negates these penalties.
Non-spellcasters, divine spells, natural
#
Prankster poisons
Poison Type Duration Cost Rarity
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 handle
them. 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 are
considered inebriated for a similar period of time when they wake up.
If a character does not sleep immediately after becoming intoxicated, his condition downgrades one
step for every eight hours, but he is also considered fatigued until he gets the proper rest.
leave the area. A Fortitude save (DC 18) allows damage. The victim recovers Dexterity more
the victim to forgo the nausea for one round. quickly than normal, however, recovering one
point per minute after the initial damage.
Staircase Moss: When inhaled, the spores of
the staircase moss cause extreme dizziness. Unicorn Tears: Characters who drink from the
Poisoned characters suffer a 50% miss chance unicorn tear must speak the absolute truth and
in combat and a 4 penalty to Balance and will even volunteer information. After the poi-
Jump checks, but gain a +2 bonus to AC due to son has worn off, the victim feels extremely ill
erratic movements. for the rest of the day and suffers a 1 penalty
to all rolls until he rests for 8 hours.
Stinkhorn: Popular at weddings, stinkhorn
makes a person smell horrible. Creatures with Winch Sap: Outlawed in most fighting tourna-
sensitive noses will attempt to avoid victims of ments, the winch sap drains a characters will
this poison. Victims suffer a 4 circumstance to attack, giving him a 4 penalty to all attack
penalty on all Charisma-based skill checks. rolls as most of his swings become lazy and
defensive at best.
Tagis Root Shavings: Just a few drops of the
tagis root triples the intensity of an alcoholic
beverage. Each time a character sips from a
tainted drink, he must make a Fortitude save
(DC 10 + 1 for each previous sip) or become
extremely drunk. Upon failing the first
Fortitude save, the character becomes inebriat-
ed. Failure of another save means the character
becomes drunk.
Puzzles &
Challenges
Introduction Puzzles
This chapter presents a variety of puzzles,
tricks, and challenges that DMs can insert into
their games. Where possible the location and
A Gift for the Guardian
composition of these situations have been left This puzzle can be found in any large subter-
generic so as to insure wide applicability. All ranean room, which usually has murals and
text in this chapter is designated as Open paintings on the walls and ceiling depicting
Game Content. several situations that focus on an elemental
religion and golems of various kinds. The cav-
Awarding XP for Puzzles ern itself is rough-hewn out of the rock, shaped
not by the normal pick and hammer of humans
Characters should be awarded experience for and dwarves but rather by the hands of earth
bypassing and solving riddles and challenges elementals. Small braziers scattered around the
they face, but such awards can be tricky to room burn with an eternal flame. The room is
determine. In general, award a party of adven- round, with an altar at the center and a large,
turers experience as if they had defeated a sin- barred door at the far end.
gle monster with a Challenge Rating equal to
the average party level. So a party of 4th level Two oils are sitting in glass containers on the
characters would get an XP award as if they altar. The glyphs on the containers indicate that
had defeated one CR 4 monster. If one player one is the Oil of War, the other is the Oil of
stands out in the solving of a puzzle or riddle, Peace. These can be read with either a
the DM may choose to award further XP to that Spellcraft check (DC 25) or Decipher Script
character. check (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 to
the same.
#"
The doorway has an inscription written in the inner temple of the sect of Gramkal.
Terran, the language of the earth elementals. If Touching the mural activates a magic mouth
none of the characters are literate in this spell, which repeats the rite in the language of
tongue, a Decipher Script (DC 25) allows a earth elementals. It is clear from the conversa-
character to puzzle out the meaning. The trans- tion that one must be able to communicate with
Given the depictions on the walls, and the fact The seventh image shows the inside of the
that the first letter of each line spells IRON, inner temple. The priests and iron golems are
the adventurers should be able to deduce that shown walking through fire but keeping a care-
the guardian is in fact an iron golem, and they ful distance from an air elemental using electri-
must select one of the gifts on the altar to be cal attacks.
allowed to pass freely. As an iron golem is a
fearsome challenge for all but the mightiest of The eighth image shows the scene of a thief
adventurers, solving the riddle is likely to be stealing the Oil of Peace, attempting to use it,
the key to survival. The images painted on the and then dying horribly. An inscription below
walls are a clue to the correct gift to bring. the scene reads So perish all who use the Oil
of Peace without the protection of the Ritual of
The first image shows a cleric of Gramkal (the Air.
elemental god of earth) blessing the Oil of
Peace at a complex-looking ceremony, with a The ninth image shows a flesh golem, a clay
variety of elemental creatures present. All of golem, and a stone golem being inscribed with
the creatures present at the ceremony are being glyphs of warding. An iron golem stands in the
anointed with the oil. A character making a background, making it clear that it will not be
Knowledge (religion) check (DC 15) can deter- so inscribed.
mine that the ceremony depicted is the Ritual
of Air, celebrated at the spring equinox. The clues decode as follows:
The second image shows a rite known as the All iron golems can speak Terran (the third
Gauntlet of Lightning. It shows a flesh golem, image), therefore all iron golems can serve in
a clay golem, a stone golem and an iron golem. the inner temple (fifth image).
All of the golems except the iron golem are
moving through the gauntlet. Therefore all iron golems prefer fire to electric-
ity (seventh image).
The third image shows an iron golem convers-
ing with a series of earth elementals. A suc- Therefore no iron golem ever passes through
cessful Knowledge (arcana) check (DC 20) the Gauntlet of Lightning (second image).
reminds the character that all iron golems cre-
ated by the sect of Gramkal are able to speak Therefore no iron golem is ever inscribed with
with elementals. a glyph of warding (ninth image).
The fourth image shows a priest of the God of Therefore no iron golem is ever made immune
Knowledge consecrating a series of constructs to electrical attacks (fourth image).
to the service of the church. The priest is con-
ducting a ritual that characters making a suc- Therefore no iron golem ever participates in
cessful Spellcraft check (DC 20) recognize as the Ritual of Air (sixth image).
rendering the construct immune to the effects
of lightning. All of the constructs have been So one can conclude that no iron golem is ever
inscribed with a glyph of warding. anointed with the Oil of Peace (first and
ninth image). The correct gift to bring is
The fifth image shows the process of joining the Oil of War.
##
If the Oil of Peace is brought forth, the iron rotated the dials to spell out any six-letter word,
golem animates and attacks the group. What they may push them back into the door. As
occurs after this and the rewards for bringing soon as they are fully depressed, one of two
the correct gift are left up to the DM. things occurs. Either the dials have been cor-
rectly rotated, in which case the door swings
CHAPTER FOUR: Puzzles & Challenges
#$
Dieing For The Answer Four Paths
A stairway ascends into this room, which is cir-
This puzzle is usually set to guard a private cular and walled with closely fitted stone.
A large equilateral triangle. Beware, traveler, for the gods have warned me
A square. that at least one of the warnings here seeks to
A medium-size equilateral triangle. play you false, and only one path out of here
A pentagon will let you escape with your lives.
A small equilateral triangle.
The door to the north is made of oak, with
When the party approaches, a magic mouth acti- dragons chasing each other around the frame.
vates and makes one of the following demands: Above the door is a sign that reads:
One: To pass, touch twelve. Both the east and south doors lead to doom,
Two: A spiders legs, an ants legs, a horses unless the west does.
legs, and the door shall open.
Three: Sum the hours in a day, only then The eastern door is cloaked in an illusion of
youll see the way. creeping flame. The sign reads:
The key is the symbols. Each represents one The message above the south door is true,
side of a particular polyhedron, the most com- unless the northern path is the safe one to
mon example being found on the dice in front take.
of the players.
The southern door is dark black, so black that it
The first shape represents 4, the second 6, the seems to swallow the light around it. The sign
third 8, the fourth 12, and the fifth 20. To on the door reads:
answer the riddles of the mouth, the symbols
must be touched in the correct sequence. The Both the east and west doors lead to doom,
figures glow when touched, and the glow will unless this one does.
fade after no figure has been touched for more
than 30 seconds. Entering a wrong answer can The western door has three bright silver swords
result in anything from nothing to a lightning engraved into its face. The sign reads:
bolt or flame strike spell.
The message above the north door is true,
The answers to the sample puzzles are: unless the north road is the one to take.
One: Touch the pentagon. If the safe road is the eastern door, the southern
Two: Touch the medium triangle, the square, door, or the western door, all four signs are
and the small triangle. true. But the inscription warns the characters
Three: Touch the small triangle and the square, that at least one of the signs is false.
or the square four times.
The northern door suggests that if the western
If the players come to understand what the door is dangerous, then the east and south
symbols represent, but choose a different doors are safe. The southern door indicates that
method to answer the question (i.e., for ques- if it is dangerous, then at least one of the east or
tion three they touch the 4 and the 6, attempt- west doors are safe. Only the signs at the east-
ing to multiply) the DM should accept this. The ern and western doors are true, and the northern
challenge is to figure out which symbols repre- road is the one to take.
sent which numbers; if the math is correct and
logical, the DM should accept the answer.
#%
The DM may place any desired horrible trap standing before the door, otherwise the dragon
behind the other three doors. Many of the traps sculpture raises its voice and says I prefer to
in this volume are likely to be appropriate. be spoken to directly, if you please!
Feeding The Animals Once the correct answer is given, the dragons
CHAPTER FOUR: Puzzles & Challenges
#'
CHAPTER FOUR: Puzzles & Challenges
a rune corresponding to one found on the One key and one alone can force this door to
board. In order to open the door, the characters open. Choose incorrectly and what lies beyond
must figure out which tiles go in which squares shall never see the light of day. Three clues are
and place them accordingly. When the last tile given, but only one is true. Use wisdom to
is correctly placed, an audible click can be guide your hand, lest your dreams be dashed by
heard as the tiles lock into place and the doors your own folly.
locking mechanism unlatches. The door can
then be pushed open and will remain passable The three clues are as follows:
until someone with knowledge of the locking
mechanism attends to it and places the tiles The gold key opens the door.
back in their pouch. The silver key does not open the door.
The gold key does not open the door.
The letters are placed diagonally in alphabeti-
cal order, starting with a and alternating The solution lies within the three clues. If only
directions with each line. So the final puzzle one inscription is true, the first inscription is
looks thus: false. (If it were true, then the second inscrip-
tion must also be true.)
Aacaea
Bbbdbe If the second inscription were true, then the
Acccda copper key would open the door. But then the
Dbdcbc third inscription would be true as well, making
Aebcba that statement false. Since that statement is
Fadaba false, the players know that the silver key does
in fact open the door.
The Key to Success Should the characters try an incorrect key, a
The characters come to a door with a large key- stone slab more than 5 ft. thick drops down
hole. Beside the door rests a table upon which behind the door, sealing the tunnel beyond. The
three keys sit. One key is crafted of gold, the characters can hear this as a resounding boom
other silver, and the last copper. An inscription echoes throughout the dungeon (likely drawing
on the wall reads: wandering monsters to the area).
$
The Rod of King Jhaerith V
This is a three-foot-long golden rod, with a red
ruby in the center of a crown on one tip. The
Wheel of Woe
A large, brightly-colored disk is mounted into the
front 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 is
divided 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 is
written on a plaque underneath the wheel:
Challenges
must be employed, to emulate a barbarians
rage 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 be
CHAPTER FOUR: Puzzles & Challenges
$"
water, suffering the effects of the sharp stones
Bloody Slope yet again. Anyone falling into the water in this
way might also suffer wounds to his hands as
This challenging dungeon feature is primarily a well as his feet. This imposes a 1 penalty to all
hindrance, although it can cause a fair amount attack rolls as well as a 10% arcane spell fail-
After the fifth round of spinning, the blade Hitting the target with a ranged weapon is
slows down at the same pace, each level impos- rather simple, as the stationary circle is only
ing the same difficulties on characters still on AC 7. But after the first hit, things begin to get
the blade. At the end of the 9th round it stops in interesting. The marble slab opens just a crack,
its original position. If any more weight is leaving about an inch of space through which
placed on the blade, it begins the process anew. the other side of the portal is visible. In addi-
tion, the slab begins to rotate slowly, increasing
the targets AC to 11. With each successive hit,
$$
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 the
fifth hit causes it to rotate fully open. The tar-
gets AC increases by 4 with each hit as well,
Swinging Platforms
In this challenge, four circular platforms sus-
pended over a chasm (which could be filled
with water, lava, or just be a dead drop) present
the characters their only option for crossing to
the passageway beyond. Each platform is only
5 ft. in diameter, meaning that jumping from
one to the other is beyond the ability of most
characters since they cannot take running
jumps (except from the original ledge to the
first platform). The trick is that one character
must jump to the first platform and start it
swinging; each is suspended by a chain long The Collapsing Rope Bridge
enough to allow it to swing near the next disk.
On of the classic challenges is the collapsing
rope bridge. Whether it breaks naturally, or the
Starting a disk swinging requires an initial
adventurers snap it while crossing to deter pur-
Strength check (DC 15), followed by two more
suit, surviving its collapse can be a severe test
successful Strength checks (DC 15) to swing
for a party unprepared for the challenge. If the
the disk far enough in either direction. Once the
characters try to cut the rope themselves, adju-
disks are swinging, a Strength check (DC 10) is
dicate the attack using the normal rules. If the
enough to keep them swinging for an addition-
rope bridge snaps unexpectedly (instead of
al two rounds. An unattended disk swings for a
being deliberately cut), the adventurers can
minute before settling back to its resting posi-
each make a Spot check (DC 15) to see the dis-
tion. Jumping from a swinging disk to a still
aster coming.
disk requires a Jump or Tumble check (DC 10).
Failure indicates the character takes 1d6 points
At the moment the first rope snaps, the charac-
of subdual damage for falling, failure by 5 or
ters may be thrown off the bridge as half of it
more indicates that the character has slipped off
swings downwards. The characters must make
the disk and into whatever awaits him below.
a Reflex save (DC15) to grab onto one of the
Jumping onto a swinging platform, whether
ropes. Characters must have at least one hand
from stable ground or another swinging disk, is
free to grab onto the ropes; allow them to drop
a bit more difficult, requiring a Jump or
a held item if they wish. If they do not, they
Tumble check (DC 15) to perform. Characters
may be able to hook a foot in between some of
still take damage for failing the check, but can
the planks to avoid falling (the Reflex save
still make it onto the disk unless they fail by 5
becomes DC 20 and the character also takes
or more, in which case they fall to the dangers
1d4 points of subdual damage as his legs are
below.
yanked unpleasantly).
They take subdual damage as if they had fallen a Reflex Save (DC 20) to avoid being hit by the
an equivalent number of feet to their distance scythe. Characters who fail the save take 3d6
from the edge. The adventurers must also make points of damage and will be knocked forward
a Strength check to retain their grip. The DC of 5 feet. If this takes them over the edge of the
this check is 10 + 1 per 5 feet fallen (e.g., a pit, they will plummet to the bottom.
character 30 feet from the edge of the chasm
must make a DC 16 check). Assuming the characters are not injured or
killed by the initial sweep, they must figure out
After all this, the characters are more or less a way across the pit with a nasty, heavy blade
fine. They can proceed to climb up the rope sweeping back and forth across their heads.
bridge to safety, using the normal rules for such Since they cannot simply cross the pit, charac-
activityunless, of course, they have to fight ters will have to find a way to jump across to
their way up. See the core rules (PHB 65) for the other side. The safest method is to actually
rules on fighting while climbing. jump onto the scythe (Jump DC 15) and leap
off as it reaches the far point of its swing.
The Pit and the Pendulum Failure on this Jump check causes normal
scythe damage. This allows the person riding
As the adventurers progress through a dungeon on the scythe to only have to jump a 5-ft. gap.
corridor, a pressure-sensitive plate triggers an
opening in the floor. The floor falls away to The pit itself is 10 ft. deep and contains dozens
reveal a 10 ft. wide, 20 ft. deep pit interrupting of razor-sharp spikes. Falling into the pit caus-
the corridor. The bottom of the pit is filled with es 1d6 points of damage from the fall and 1d4
spikes. Normally, this would present little chal- spikes hit the character for 1d6 points of dam-
lenge to the adventurers, except that a gigantic age each.
$&
A Gift for the Guardian 154-156
Index
Fellbanks Loathsome Lute 35
A Lack of Class 164 Field of Ruin 51-52
Abyssal larvae jelly 134 Fiendish piranha 96
Alcoves 19 Fire Shower 81
All Wrapped Up 8 Firemetal 138-139
An A-mazing Illusion 162 Flame viper venom 151
Anchor venom 145 Flashblind 20
Angelcap 150 Flip Corridor 52-53
Arcanbane 150 Foetid Paste 139
Assassin butter 134 Four Paths 157-158
Autogarrote 93-94 Fragmentation Book 53-54
Avert the Unwanted Hand 117 Frodericks Ensnaring Floor 81-82
Bearmad 135 Frodericks Icy Cubes 128-129
Belted whipvine 150 Frodericks Illusory Floor 36
Black Garden 48 Frodericks Vanishing Levitators 108-109
Blackcat 150 Ghost nettle extract 139
Blackstones Chained Fist 30-32 Ghost nettle smoke 139
Blind Mans Bluff 78-79 Giant Sucking Sound 82-83
Bloody Slope 165 Giants Step 68-69
Blue coldmoss 150 Goblin spit 151
Blue death 135 Golems bane 146
Bookcover Blade Trap 32-33 Gore-Eyes Elevator 83-84
Borbus berry juice 150 Gore-Eyes Piledriver 84-86
Bragos Anger 48-49 Gore-eyes treat 139
Breathtaking Corridor 49-50 Grenade Chest 98-99
Bronze Dragon Trap 127 Guard Duty 158
Burning Breath 80-81 Guard Spoof 86
Burning Wall 94-95 Hall of Daggers 21
Cats Claw 33-34 Hand It Over 117-118
Challenges 164-168 Hangmans Last Laugh 11-12
Chokehall 66-67 Have a Seat 54
Cloak and Dagger 8-9 Hellblood venom 140
Cockatrice feather 150 Hidden Door Misdirection 22
Cockatrice yolk 148-149 Hunters friend 146
Cold Feet 95-96 Ice moccasin venom 151
Collapsing Ladder 20 Ichor of chaos 146-147
Cowards bane 135 Illusory Oubliette 120
Crossfire 10 Impaling Tree 36-37
Crypt smoke candle 135-136 Improperly Stored Chemicals 163
Crystal Case Trap 104-105 Infectious Melody 37
Crystalweed 151 Ink Mine 12-13
Cutfoot Bridge 119 Intoxication, new condition 153
Darkmetal Clawtrap 50-51 Jaw Box 69-70
Deadly Grove 103-104 Jaw Gate 54-55
Death glass 136 Jesters Game 86-87
Deepcavern tar 151 Jesters rash 140
Defense Arcana 67 Jump Trick 22-23
Demonbane 149 Kalis Kiss 109-110
Dial an Entrance 156 Killing Kiln 90
Die-ing for the Answer 157 Kinslayer draught 147
Dire amber 136-137 Kiss of the aboleth 149
Dire urchin spine 137 Kruhrag 140
Disarmed and Dangerous 96-97 Laburnum oil 152
Door Jam 34 Lame, new condition 69
Drop and Blade Crawl 97-98 Large-scale traps 6
Drop and Slice 105-106 Leg Shredder 23-24
Drowning Maiden 106 Light Burst 70
Duck and Cover 127-128 Light sensor tools 25
Dust to dust 145-146 Lightning and Mirrors 37
Elemental toxin, air 137 Longpit 13
Elemental toxin, earth 137 Lotus vinegar 140
Elemental toxin, fire 138 Magic Falling Block 99-100
Elemental toxin, water 138 Magic poisons 145-148
Elf Mire 67-68 Magnetic Wall 38-39
Eye-killer 138 Mantle of Dread 13-14
Falling Wall 107-108 Masters draught 147
Fantastic Bridge 165-166 Meal Spears 14
Feeding the Animals 158 Metal Sickness 138
Fellbanks Deadly Instruments 34-35 Metalseep gas 141
Fellbanks Dulcimer of Doom 35 Misdirected Mechanism 71
Mist of the fatigued 141
Index
Stilted Wall 59-60
Mogros Coop 71-72 Stinkhorn 153
Mogros Spring-Loaded Slayer 39 Stormchased 89
Monstrous poisons 148-150 Strip 103
Mouthing eyes 141 Suffer dust 143
Mud Collapse 72 Suns scorn 143-144
Mummy! 163 Supernatural poisons 145-148
No Exit 120-121 Surgeons root 144
No Fly Zone 39-40 Surprising Blades 89-90
Numbwrack 141 Swinging Platforms 167
Oil of order 147 Sylvan Springspike 60-61
One Problem with Shooting First 163 Tagis root shavings 153
One Rug, Slightly Used 72-73 Tamarack 153
Orc essence 152 Tentacle Terror 61
Outdoor traps 6 The Acid Path 113-114
Paladins Bane 55 The Avalanche 114-115
Palsy root extract 141 The Collapsing Rope Bridge 167
Pebbles 159 The Crypt 30
Pepper dust 152 The Doorway to Madness 162-163
Perivaxs Chambers of Eternal Slumber 132 The False Door 17
Perivaxs Chemical Chaos 100 The Good Samaritan 17-18
Perivaxs Crushing Bands 55-56 The Grinning Skull 43
Perivaxs Wicked Water 121-122 The Key to Success 160
Personal Darkness 24 The Open Grave 74-75
Pickle toad 152 The Orc Crusher 124
Pillar of Sharp Air 100-101 The Pit and the Pendulum 168
Pillar Squeeze 122-123 The Plummeting Room 61-62
Pink smiles 147-148 The Poisoned Stone 43-44
Pit Gallery 40 The Rod of King Jhaerith V 161
Pit of Broken Statues 87-88 The Sinister Stairs 75-76
Poison rarity 133-134 The Spinning Tunnel 76-77
Pooling breathtaker 141-142 The Sticky Slap 115-116
Power Saw Corridor 110-112 Times Up 44
Prankster poisons 150-153 Tomb of Ice 118-119
Pudding bean 149-150 Trap enhancements 6-8
Pulling the Pin 73-74 Trap Key Trick 62-63
Purple mushroom 152 Trick Coin 30
Quiet Blanket 102 Tricks 162-163
Razor Mesh 56-57 Troggoil 144
Rogues rouge 142 Turkey Shoot 63-64
Roller Pit 112-113 Turn the Invader 18-19
Room of Cunning Observation 14-15 Ulatein 144-145
Rubie Flower 15-16 Undead pact 148
Scaly mold 142 Undeads foe 148
Scarejuice 142 Unhinged Wall 124-125
Scarlet Howler 24-26 Unicorn tears 153
Screaming Armor 102-103 Up and Away 90-91
Seeper Trap 27 Vampiric draught 150
Shadow ink 148 Varlet Vice 44-45
Silent whisper 142 Vengeance Unleashed 45-46
Slide Room 26-27 Vermin Pit 46
Slippery Stairs 16-17 Vertigo 145
Snap Trap 28 Veshers Killing Cube 46-47
Snare Toss 57-58 Veshers Vicious Grinder 129-130
Sower of Chaos 40-41 Violet X 145
Spider on the Bridge 41-42 Wall Crawler Chaos 64-65
Spiked Stairs 58-59 Waltzing Tunnel 77
Spindle shrub 152-153 Warded Repose 116
Spindle Sprayer 59 Web of Lies 126
Spinning Target 166-167 Well of Tentacles 130-131
Spiny toadstool 142-143 Wheel of Woe 161
Sprayed Surprise 17 Which Way 65-66
Spring and Winter 88-89 Winch sap 153
Square Pegs 159-160 Wind Moat 92-93
Staircase moss 153 Withering draught 148
Standard poisons 134-145 Wizards bane 145
Steam Tunnel 123-124
Step in Blast 42-43
Sticky Situation 29
Stiffjoint 143
Trap List by CR
Wall Crawler Chaos 64
Mechanical Traps
challenge rating 5
Chokehall 66
challenge rating 1 Giants Step 68
Cloak and Dagger 8 Jaw Box 69
Crossfire 10 Light Burst 70
Hangmans Last Laugh 11 Mogros Coop 71
Ink Mine 12 Pulling the Pin 73
Longpit 13 The Open Grave 74
Meal Spears 14 The Sinister Stairs 75
Ruby Flower 15 The Spinning Tunnel 76
Slippery Stairs 16 Waltzing Blades 77
The False Door 17
challenge rating 6
challenge rating 2 Blind Mans Bluff 78
Alcoves 19 Burning Gaze 80
Collapsing Ladder 20 Fire Shower 81
Flashblind 20 Giant Sucking Sound 82
Hall of Daggers 21 Gore Eyes Elevator 83
Hidden Door Misdirection 22 Gore Eyes Piledriver 84
Leg Shredder 23 Jesters Game 86
Scarlet Howler 24 Pit of Broken Statues 87
Slide Room 26 The Killing Kiln 90
Seeper Trap 27 Up and Away 90
Snap Trap 28
Sticky Situation 29 challenge rating 7
The Crypt 30
Trick Coin 30 Autogarrote 93
Burning Wall 94
Drop and Blade Crawl 97
challenge rating 3 Grenade Chest 98
Blackstones Chain Fist 30 Perivaxs Chemical Chaos 100
Bookcover Blade Trap 32 Pillar of Sharp Air 100
Cats Claw 33 The Deadly Grove 103
Door Jam 34
Fellbanks Dulcimer of Doom 35 challenge rating 8
Frodericks Illusory Floor 36
Mogros Spring-Loaded Slayer 39 Crystal Case Trap 104
Pit Gallery 40 Drop and Slice 105
The Grinning Skull 43 Falling Wall 107
The Poisoned Stone 43 Kalis Kiss 109
Times Up 44 Power Saw Corridor 110
Varlet Vise 44 Roller Pit 112
Veshers Killing Cube 46 The Acidic Path 113
The Avalanche 114
The Sticky Slap 115
challenge rating 4
Bragos Anger 48 challenge rating 10+
Breathtaking Corridor 49
Darkmetal Clawtrap 50 Cutfoot Bridge 119
Flip Corridor 52 No Exit 120
Fragmentation Book 53 Perivaxs Wicked Water 121
Jaw Gate 54 Pillar Squeeze 122
Paladins Bane 55 Steam Tunnel 123
Perivaxs Crushing Bands 55 The Orc Crusher 124
Razor Mesh 56 Unhinged Wall 124
Snare Toss 57 Web of Lies 126
Spiked Stairs 58 Duck and Cover 127
Spindle Sprayer 59 Veshers Vicious Grinder 129
Stilted Wall 59
Sylvan Springspike 60
The Plummeting Room 61
Trap Key Trick 62
Turkey Shoot 63
Trap List by CR
challenge rating 8
magic traps
Drowning Maiden 106
Frodericks Vanishing Levitators 108
Warded Repose 116
challenge rating 1
All Wrapped Up 8 challenge rating 9
Mantle of Dread 13
Room of Cunning Observation 14 Avert the Unwanted Hand 117
Sprayed Surprise 17 Hand It Over 117
The Good Samaritan 17 Tomb of Ice 119
Turn the Invader 18
challenge rating 10
challenge rating 2
Illusory Oubliette 120
Jump Trick 22 Bronze Dragon Trap 127
Personal Darkness 24 Frodericks Icy Cubes 128
Well of Tentacles 132
challenge rating 3 Perivaxs Chambers of Eternal Slumber 132
challenge rating 4
Black Garden 48
Field of Ruin 51
Have a Seat 54
Tentacle Terror 61
Which Way 65
challenge rating 5
Defense Arcana 67
Elf Mire 67
Misdirected Mechanism 71
Mud Collapse 72
One Rug, Slightly Used 72
challenge rating 6
Frodericks Ensnaring Floor 81
Guard Spoof 86
Spring and Winter 88
Stormchased 89
Surprising Blades 89
Wind Moat 92
challenge rating 7
Cold Feet 95
Disarmed and Dangerous 96
Magic Falling Block 99
Quiet Blanket 102
Screaming Armor 102
Strip 103
OPEN GAME LICENSE Version 1.0a 6. Notice of License Copyright: You must update the COPY-
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an enhancement over the prior art and any additional content Game Content does not constitute a challenge to the ownership
clearly identified as Open Game Content by the Contributor, and of that Product Identity. The owner of any Product Identity used
means any work covered by this License, including translations in Open Game Content shall retain all rights, title and interest in
and derivative works under copyright law, but specifically and to that Product Identity.
excludes Product Identity. (e) Product Identity means product
and product line names, logos and identifying marks including 8. Identification: If you distribute Open Game Content You must
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symbols, designs, depictions, likenesses, formats, poses, con-
cepts, themes and graphic, photographic and other visual or 9. Updating the License: Wizards or its designated Agents may
audio representations; names and descriptions of characters, publish updated versions of this License. You may use any
spells, enchantments, personalities, teams, personas, likenesses authorized version of this License to copy, modify and distribute
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the Open Game Content; (f) Trademark means the logos, Distribute.
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Use, Used or Using means to use, Distribute, copy, edit, unless You have written permission from the Contributor to do
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Material of Open Game Content. (h) You or Your means the
licensee in terms of this agreement. 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
2. The License: This License applies to any Open Game Content of the Open Game Content due to statute, judicial order, or gov-
that contains a notice indicating that the Open Game Content ernmental regulation then You may not Use any Open Game
may only be Used under and in terms of this License. You must Material so affected.
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 13. Termination: This License will terminate automatically if
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may be applied to any Open Game Content distributed using breach within 30 days of becoming aware of the breach. All
this License. sublicenses shall survive the termination of this License.
3. Offer and Acceptance: By Using the Open Game Content You 14. Reformation: If any provision of this License is held to be
indicate Your acceptance of the terms of this License. unenforceable, such provision shall be reformed only to the
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4. Grant and Consideration: In consideration for agreeing to use
this License, the Contributors grant You a perpetual, worldwide, 15. COPYRIGHT NOTICE
royalty-free, non-exclusive license with the exact terms of this Open Game License v 1.0 Copyright 2000, Wizards of the
License to Use, the Open Game Content. Coast, Inc.
System Reference Document Copyright 2000, Wizards of the
5. Representation of Authority to Contribute: If You are con- Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
tributing original material as Open Game Content, You represent Williams, based on original material by E. Gary Gygax and
that Your Contributions are Your original creation and/or You Dave Arneson.
have sufficient rights to grant the rights conveyed by this Traps & Treachery II Copyright 2002, Fantasy Flight, Inc.
License.
Traps & Treachery II
The 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
both the players and their characters
ISBN 1-58994-027-X
# "'# FANTASY
FLIGHT
GAMES
' %&#&' '" %%
DD29 $24.95 www.fantasyflightgames.com