Tired of dungeons lacking in verisimilitude? Want to add cool little features of interest to your creations but don't have the time to come up with nonessential details? Want to make your dungeons feel more realistic?
Then Dungeon Dressing is for you! Each instalment in the line focuses on a different common dungeon fixture such as stairs, pillars or pools and gives the harried GM the tools to bring such features to life with interesting and cool noteworthy features.
This instalment of Dungeon Dressing presents four clever trap encounters to add to your dungeon. Designed to be used both during preparation or actual play, Dungeon Dressing: Fiendish Traps II is an invaluable addition to any GM's armoury!
Dungeon Dressing: Fiendish Traps II presents:
- Change (EL 8): A modified magic jar trap holds the soul of a barghest; even worse than that - the souls of characters falling prey to the trap and randomly shuffled among their affected fellows
- Illusionary Enemies (EL 5): Behind a iron barred door, orcs unleash spells and arrows at the PCs…or do they?
- Obey (EL 7): A clever mass suggestion spells and clockwork servants will test the PCs’ cunning and reticence.
- Prismatic Hearts (EL 7): Undead - their hearts torn out - guard a fell chamber; the undead are nigh indestructible and the PCs will have to use their wits to prevail.