The task at hand this time was to follow up one of the most successful d20 releases of all time,. Traps & Treachery. In some ways it was easy, the formula for . Traps & Treachery Fantasy Flight Games is no stranger to the hobby game industry. paper, similar to the pages at the beginning of the D&D 3e PHB and DMG. traps & treachery ii – Free ebook download as PDF File .pdf) or read book online for free. D20 DnD Unofficial the Quintessential Rogue II. Uploaded.
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Page 1 of 2 1 2 Last Jump to page: Results 1 to 10 of As is the case with many small game companies, they took the opportunity to support the D20 System with their own line of products. They call their D20 System line Legends and Lairs. Their initial entries were a number of mini adventures targeted at the D20 System fantasy i. That said, this book is by no means merely a class book for the rogue.
It is in large part a book for the erstwhile DM to present the rogue PCs with challenges. The interior is black-and-white. The margin design art is made to make resemble crinkled edges of sheets of vellum. Ink and pencil artwork decorates the interior and seems to be divided into two categories. Prominent in the first two chapters and sparsely trqps the rest of the book are crisply drawn action illustrations showing rogue like characters in a variety of situations.
The last 3 chapters also include a number of illustrations of the mechanisms described in those chapters, and have a sketchier look. The font used is rather large for the industry, and the column spacing is rather large as well.
In addition to the content treacery the book, 7 pages are consumed by a preview of FFG’s upcoming Mythic Races book, and 4 pages are consumed by ads. Combined, these give me some concerns about the use of space in the book; the book feels rather “padded” to me. A Deeper Look The book’s content is divided into 5 chapters: In addition, an index is provided.
Way of the Rogue The first chapter, Way of the Rogue, is where all of the player oriented material is gathered. The first 15 pages or so are largely exposition, and focus primarily on how the traditional pursuit of rogues–thievery–is conducted.
Although some of this is useful material for players who wish to model their rogues in the city thief style, DMs will probably get the greatest benefit from discussions of guild design. The chapter has a number of prestige class options, primarily intended for members of the rogue character class. The prestige classes included are the discreet companion, the guildmaster, the roofrunner, and the trapmaster. The discreet companion struck me as a little odd at first, since I consider prostitution in a fantasy setting best handled by the NPC classes.
However, upon closer examination I was please to see that the discreet companion is not made to represent a mere prostitute, but a member of a ring of well placed and talented information brokers.
In addition to the prestige classes, it introduces a new NPC class in the same vein as those that appear in the 3e DMG: The thug is meant to portray the less talented counterparts of rogues in the same way that warriors are the less talented counterparts of fighters.
The thug gets fewer skills and class abilities, and they get a watered down version of sneak attack called backstab. The book introduces new skills, something I generally prefer that supplements avoid out of convention.
However, it does not make the same mistakes that AEG’s Dungeons does in introducing a flurry of new skills. I personally wouldn’t use mimic voice in a game: Urban lore is intended as the urban counterpart of wilderness lore and seems appropriately general and could be used to add an to a city-based campaign, but it seems as if spot, hide, and gather information would already serve that purpose.
The new feats in the book seem useful, logical, and well conceived. Some of the feats include acrobatic bonus to balance and tumble checkscraft magic trap, empathy bonus to innuendo and sense motive checkseye for detail bonus to appraise and search checksfast talker bonus to bluff and diplomacy checksmechanical aptitude bonus to disable device and open locks checksperfect memory, shadow urban equivalent of trackingsignature skill similar to cosmopolitan in FRCS, allows access to a cross-class skill.
The chapter provides a number of new pieces of equipment for rogue characters, especially of the larcenous sort. The section is brief but should be useful for players of rogue PCs. A system for categorizing poisons is provided, and gives a brief rundown on the expected effects of a variety of poisons. The section also provides mechanics for d&x creation of new poisons, including a brew poison feat.
Though I found the poison design guidelines useful, I question the inclusion of the feat as it seems to break with trape convention of making mundane item creation the task of skills and magic item creation the task of feats. Finally, the chapter includes new magic items and spells, again primarily targeted towards larcenous characters. This includes a well-conceived thievery clerical domain. Trap Design If you run a classical campaign with trap filled labyrinths, then you may have felt that the DMG scrimped a little on its guidelines for creation of new traps by the DM.
The chapter begins treacher a discussion of ways to use traps in graps game, including creative and logical uses and avoiding conceptual pratfalls such as deadly traps along a hallway that the inhabitants of a lair regularly use. The meat of the chapter is a simple menu driven system for creating the details of a trap, defining the details of the trap, its CR and construction time and cost. Finally, the chapter includes a creature created for the express purpose of explaining where some of these traps come from.
The arkitek treaxhery is an evil outsider that can be summoned as a sort of “trap consultant. The traps and illustrations don’t have quite the grim humor that the old Grimtooth’s Traps books did. But when it comes to fiendish disposition of “delvers”, Grimtooth would be proud. Conclusions This should make a decent addition to the library of a DM of a campaign that prominently feature either urban elements or trap filled labyrinths, and players who frequently play rogue PCs should consider it as well.
The mechanics and supporting exposition are well done and for the most part should work well in a game. I found very few rules related entries that I wouldn’t use. I found mimic voice too narrow to justify as a D20 System skill meant to be used as part of a 3e game, and would only use urban lore and shadowing if I had a heavily city oriented game, but the rest seems very good.
The main fault of this book is that it seems very padded. The text density seems very low, owing to the large font and column spacing. The large amount of ads and promotional material 10 pages seemed excessive to me. I liked what was there, but felt that there could have been more. Trying to use the traps in play, I find that the large and unportable nature of the traps make them harder to fit.
I recommend WotC’s Book of Challenges over this book for it’s drop-in nature. This, coupled with some of the mechanical weakness of the book compels me to lower the rating of this book to 3. If I only got the first 56 out of pages of this book it would still be well worth its price. First third of the book said 56 pages are essentially the thief class book — done in the way one can only wish for in the WotC published class books.
It starts the obligatory info on playing thieves and on their role in the world. This info is similar to one usually given in WotC class books but is less verbose and marginally more useful.
Then come prestige classes.
Traps and Treachery
I have grown to dislike prestige classes by now; they are wnd unbalanced Hospitaler and in many cases so obscure Acolyte of the Skin, Master of Chains as to be of very little use in most campaigns. Prestige classes in this book, though, are tightly balanced to the existing classes and, in my opinion at least, fill in rather important niches in the fantasy landscape. Discreet Companion is a highly skilled courtesan-spy.
This is so far the best rendering of such a tgaps in game terms and will see much use in the games with renaissance flavor, especially if a city like Venice features in it. Guildmaster is just that, a thief prestige class for those who intend to run their own guilds or organizations.
Till then it looks imminently playabe and even more usefull as an NPC class. A single city specialist; something absolutely necessary in the campaigns featuring Lankhmar, Greyhawk, Ankh-Morpork or any other huge fantasy city.
Like the Discreet Companion this prestige anr suggests a whole campaign worth of ideas which can not be said often. Trapmaster is an important specialist and although it is a more useful as an NPC class Treacheryy can well imagine the dungeoneering rogues who specialize in this class.
Graps is probably the perfect example of what a prestige class should be — an opportunity for the character to specialize in one area at the cost of others. Two new skills are very useful and although I am very skeptical with allowing the new skills into the game I believe that both of those are actually needed.
New items section is as useful as such a section can be — it is nothing to be amazed at, but there are some items I have not thought treacherh and prices and descriptions for some I have. Poison section is way more interesting and informative then its equivalent in DMG including the much more detailed instructions on preparation, pricing and categorizing variety of poisons. Enchanted and supernatural poisons is also rather interesting concept that I treeachery not thought of for myself.
Magical items are nice and useful and spells including a thievery domain whle not many in number put to ajd in terms of sheer treacuery anything out of the Tome and Blood. By now, there is about as much, if not more, useful material as I expect to get from the upcoming Song and Silence book at least from the Silence part of it but, lo, here comes additional pages of absolute utility.
The book has finished with Treachery and is onto the Traps.
Traps and Treachery II – D&D Wiki
I have to admit, I suck at designing traps and as such any book that does that for me is a valuable DM aid. This book is chock full of possibilities for expanding on those. First chapter of this second part is dedicated to teaching the DMs the trap lore, how they are made, why there are there, what purpose do they serve, what kind of challenge they are and so on. Whether this will help my trap building capacities remains to be seen but is definitely he best written text on traps in game book that I am aware of.
Next chapter is one for which I originally bought the book. Next are the magical traps, not so useful to me as the mechanical ones but still very ingenious tfeachery interesting.
They largely do not presuppose too advanced spell casting for their setup although there are exceptions and are thus very good for those types of dungeons that are part of a temple or wizards abode. Again the sort of things that are very difficult to come up on ones own for me at least. Finally, there is lamentably too short chapter of puzzles on the utility of which in any trexchery campaign one can not say too much. I do honestly believe that no DM whatsoever should miss this one and that even the players who play thieves can find value in tras even hraps your Dm makes you tear out the last pages and hand them to her.
If you do your original reviews in a word processor, you might want to turn off features like matching quotes, or post-edit your review to get all of the funky codes out of it. There are many ways to measure such a thing. But the most important, in my opinion, is to ask yourself the question: This book answers that question.
And it does it in spades. What would I be missing? An excellent system for setting the challenge rating for traps of all kinds. In fact, I cannot imagine in hindsight how this was missed.
A whole slew of traps, puzzles and so on that harken me back to the days of Grimtooth.