
2014 · Sourcebook (rules/options to enhance play)
Mythic Traps 2
This supplement presents mythic traps as active encounters that take turns in initiative order and use multiple hazardous components each round, allowing them to function like monsters or NPCs in both mythic and non-mythic campaigns. It includes rules for creating and running mythic traps, along with three detailed examples: an electrified chessboard maze guarded by magical chess pieces, a clockwork chamber filled with blades, flames, pits, pendulums, and hammers, and a witch’s cauldron that summons creatures, spreads noxious fog, and boils its victims. Each trap rewards observation and clever play, with ways to disable it hidden among escalating dangers.
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