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.
|Published (Last):||14 July 2010|
|PDF File Size:||3.99 Mb|
|ePub File Size:||11.61 Mb|
|Price:||Free* [*Free Regsitration Required]|
Inside covers are blank.
Traps and Treachery – D&D Wiki
A single city specialist; something absolutely necessary in the campaigns featuring Lankhmar, Greyhawk, Ankh-Morpork or any other huge fantasy city. The new NPC class Thug and the new skills do come across as a little lame, but some of the new feats compensate for this deficit. I still dislike the design as much treachegy I did the WotC ones.
There’s more, of course, but it’s all minor quibbles. The new feats in the book seem useful, logical, and well conceived. And the mechanics treachedy mostly worked out. You’ll see the difference pretty quickly. Sunday, 19th May, I loved the diagrams, and I’m still trying to figure out how hreachery use those in a game as a “post-trap”, “de-briefing” hand-out. This is not a playtest review. The next section 2 pages looks at magical toxins and splits them into supernatural purely e&d effects or enchanted magical d&dd mundane effects.
Way of the Rogue The first chapter, Way of the Rogue, is where all of the player oriented material is gathered. New equipment and magic items, such as night drops, an alchemical substance that temporarily grants the user darkvision. The last part of the chapter is a new clerical domain Thievery and a small assortment of rogue related spells like Detect Traps and Invisible Object.
The next section 6 pages deals with poisons; trewchery begins with an introduction and overview. A nice set of trap construction rules. Finally, there is lamentably too short chapter of puzzles on the utility of which in any fantasy campaign one can not say too much.
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.
However, much of the artwork as opposed to the diagrams is not relevant to the text, but more to the theme. Though I found the poison design guidelines useful, I question the inclusion of the feat as it seems to break with the convention of making mundane item creation the task of skills trexchery magic item creation the task of feats.
You will not regret it. I went in and re-did a few of the costs This book is chock full of possibilities for expanding on those. But darn it, if yer gonna publish d20 stuff This info is similar to one usually given in WotC class books but is less verbose and marginally more useful. This section includes a sidebar giving a brief sample guild using the guidelines. 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 before and prices and descriptions for some I have.
The puzzles section was good, but Next chapter is one for which I originally bought the book. I must admit, I’ve bought few d20 books, so my perspective is limited.
For example, “Blackstone’s Killer Kennel”, a complex mechanical trap, costs gp and takes 2 weeks to build. Again the sort of things that are very difficult to come up on ones own for me at least.
Magic users are typically show offs, sadists, or just nuts.
The font used is rather large for the industry, and the column spacing is rather large as well. The first 15 pages or so are largely exposition, and focus primarily on how the traditional pursuit of rogues–thievery–is conducted.
There’s a pretty good variety here, which is important. It 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. Many of them are more elaborate than I’d ever actually use, but there’s still plenty of useable stuff for a guy like me who prefers his traps to be effective and straightforward rather than goofy, bad comic villain style complexity. I personally wouldn’t use mimic voice in a game: Like the Discreet Companion this prestige class suggests a whole campaign anv of ideas which can not be said often.
I liked what was there, but felt that there could have been more. A whole slew of traps, puzzles and so on that harken me back to the days of Grimtooth. 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 traaps construction time and cost.
They forgot that for magic items of which a magical trap is one type, I’m sure have a base price determined by: They are pretty neat, and I really stink at concocting puzzles. 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.
Even anf, it’s a worthy book for any collection. Telling me how corruption and banditry work is just insulting. The interior is black-and-white.
Traps and Treachery
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. Ten more traps to inflict on the PCs. Join Date Jan Location Co.