By Fantasy Flight Staff
The realm simply acquired a bit extra harmful.
Fantasy Flight video games is proud to announce a moment booklet of lethal machinations that DMs can use to pulp, pulverize, and puree their participant characters. within the culture of the unique Traps & Treachery, this ebook will contain 1000's of recent poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The ebook should be generously illustrated via extra of the shrewdpermanent mechanical illustrations that graced the 1st Traps & Treachery booklet.
Read or Download Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System) PDF
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The area simply received a bit extra risky.
Fantasy Flight video games is proud to announce a moment publication of lethal machinations that DMs can use to pulp, pulverize, and puree their participant characters. within the culture of the unique Traps & Treachery, this e-book will comprise thousands of latest poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The ebook should be generously illustrated by means of extra of the shrewdpermanent mechanical illustrations that graced the 1st Traps & Treachery ebook.
Town of Westcrown, as soon as the capital of Cheliax, is now yet a shadow of its former glory. Pauper nobles and self-made princes vie for keep watch over in a city perched at the fringe of self-destruction. With complete districts deserted and left to bandits and monsters, Westcrown is a urban short of heroes.
Info on pirate strongholds, from the tropical isles of the Shackles to the Varisian urban of Riddleport and past, current quite a lot of strategies for freebooters, corsairs, scallywags, or even government-sponsored privateers in the course of the internal Sea sector. Pirate-themed archetypes, new spells and magic, feats, piratical personality features, a pirate slang primer, and extra wait for plunder during this player-friendly e-book!
- four significant ground plans
- eight B&W maps
- Cultures, herblore & guidance for operating your personal adventures
- A 16" x 20" full-color double-sided removable mapsheet, aspect number 1 of which info the NORTHERN MISTY MOUNTAINS, aspect #2, maps out town of CARN DÛM
Trolls, Giants, Dragons, Bears, Wargs, Orcs and naturally THE WITCH KING OF ANGMAR
"It is ever so with the issues that males commence: there's a frost in Spring or a blight in summer time, they usually fail in their promise" (LotR III, p. 182).
Elendil and his heirs prepared kingdoms after they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and filthy rich kingdoms at first of the 3rd Age. at the moment the historical past of the 2 kingdoms parted; the celebrity of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North state. the 1st used to be the waning of the Dunedain who dwelt in Arnor. the second one, and much larger used to be the shadow that got here from the land of Angmar. the lads of Arnor withstood the evil energy of the Witch King for 6 lengthy centuries, a tribute to the power and tool of the Dunedain of the North.
Arnor had suffered relatively little within the battle opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even if the numbers of the Dunedain were lowered, they have been nonetheless nice. The weather of Arnor was once light and the land was once fertile and freed from enemies. For a couple of hundred years issues went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy prior to the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the beaches of Lake Nennuial, and withdrew to the lesser citadel urban of Fornost.
The state of Arnor used to be doomed to "a frost in Spring, and a blight in summer season. " The heirs of the dominion may possibly now not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T. A. 861 the power of the northern realm used to be divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling endured; Rhudaur and Cardolan contested the ownership of the tower of Amon Sul and its Palantir. The watch on evil slept within the north; males became inwards and anxious themselves with their very own affairs. The rumours of evil multiplying within the mountains didn't curiosity them; for Arthedain and Cardolan no less than, the mountains have been a ways off. None gave their consciousness to the unpromising valley in a northern fork of the Misty Mountains.
The Witch King arose in Angmar throughout the realm of Malvegil of Arthedain, a while among T. A. 1272-1349. males grew to become conscious of the becoming evil within the mountains, yet Angmar used to be nonetheless getting ready its strength. No attacks at the Dunedain got here till Argeleb, the son of Malvegil, assumed the throne.
The subsequent sixty years have been darkish ones for the Dunedain of the North. The Dunedain of Rhudaur have been pushed out through evil hillmen in league with Angmar and Argeleb used to be slain in conflict. jointly Arthedain and Cardolan held the elements Hills opposed to Angmar. In 1409 T. A. the Witch King of Angmar published his deadliest attack. Amon Sul was once raised and burned and the Dunedain have been pressured to escape westward. Cardolan was once laid to waste. support got here to the Dunedain from the Elves of the gray Havens, Rivendell, and Lorien. The armies of Angmar have been repelled from Fornost and the North Downs, and compelled to withdraw to Angmar. The shadow of the North used to be contained for a time.
The land of Angmar is without doubt one of the grimmest locations in all of Middle-earth. it isn't black and twisted like Mordor, yet heartbreakingly chilly and barren. It lies in a northern fork within the Western Misty Mountains, and within the japanese Misty Mountains. Little job is situated upon the barren undeniable among the fork within the mountains; the border defend of guys is determined within the rolling hills upon the sting of the low plateau. those males watch the lengthy border street that runs from Carn Dûm to the southern tip of Angmar. The orcs favor the security of the tunnels within the mountains. within the East the Witch King has no border safeguard; the mountains bar access into Angmar from that course, other than to people who be aware of the orcish tunnels.
Extra resources for Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)
Challenge Rating: 3 Construction Time/Cost: 2 days; 1,500 gp; 60 XP Possible curses include: When entering a town for the first time the character must roll a Charisma check. If the check result is less than 15, townspeople will be convinced that the character is a hated villain. A character already openly hated can still be inconvenienced when entering the town in disguise. 6 to all attempts to Hide, Move Silently, or otherwise evade attention. 6 to all attempts to Bluff, Diplomacy, Disguise, Forgery, Intimidate, or otherwise manipulate others.
A falling character can attempt a Reflex save (DC 20) to halt his drop into the vertical shaft. In most cases, he still falls through the floor, but halts his descent in the funnel. Disabling the collapsible floor sections is difficult. It requires the rogue actually entering the funnel without falling into the pit and then wedging the sections in place from the underside. Impaling Tree Trap Type: Impaling Defense Trap Construction Type: Magic Activation Type: Instant Trigger: Local; magic Mechanism: Magic Effect: Injury Attack Bonus: +8 melee Damage: 4d6 Save: Reflex save (DC 17) partial Search DC: 28 Disable Device DC: 28 Challenge Rating: 3 Construction Time/Cost: 1 week; 2,500 gp; 100 XP This trap is usually worked into the trunks of trees that hold elven scouts or lookout posts.
A daggers trap may spring when drawn, used, or when it first spills blood. The spell trap can also be set to activate with a mere touch. Once in operation, the curse remains on the character regardless of what is done with the item. When the pressure plate is set off, the counterweights pull the chain nets out of the walls at great speed. The nets meet in the middle of the room, trapping whatever they caught up along the way in a new vertical chain link fence standing lengthwise along the corridor.