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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The chapter begins with a discussion of ways to use traps in a 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.

Traps and Treachery II – D&D Wiki

There’s also some supplemental rules regarding creating these substances. Nothing really exciting, but they seem balanced and could easily find use in the hands of a magic using rogue. The only reasons I don’t rate this book higher is because of the frequent lapses into the realm of boring.

And what about upkeep costs? One of the best chapters in the game. A break-down of the factors: But I was hoping for even more. Prominent in the first two chapters and sparsely in the rest of the book are crisply drawn action illustrations showing rogue like characters in a variety of situations.


Traps & Treachery

Home of user-generated, homebrew pages! Next chapter is one for which I originally bought the book. It also looks at different effects and relates these effects to different CRs. Page 1 of 2 1 2 Last Jump to page: Join Date Apr Posts 2, The chapter has a number of prestige class options, primarily intended for members of the rogue character class.

The book’s got pages, and o’ that is traps and puzzles.

Is all happy-happy in my world after I received this book? Then come prestige classes. All of the information is presented in a very readable style. A very brief section is devoted to the creation and disarmament of traps, but the rest is a compilation of all kinds of mechanical trexchery magical traps. First chapter of this second part is dedicated to teaching the DMs the trap lore, how they tdaps made, why there are there, what purpose do they serve, what kind of challenge they are and so on.

Traps and Treachery II

Again the sort of things that are very difficult to come up on ones own for me at least. I loved the diagrams, and I’m still trying to figure out how to use those in a game as a “post-trap”, “de-briefing” hand-out.

After that, we get a nice selection of feats.

Next are the magical traps, not so useful to me as the mechanical ones but still very ingenious and interesting.


Why couldn’t they have given me some more crunchy bits, like how the size of guilds varies with city size, how many guilds are viable in a given population center, what is the range of income a given sized guild can expect, what are the levels of the guild’s members, Value for my Money: There is also a new NPC class, the thug.

Though I found the poison design guidelines useful, I freachery the inclusion of the feat as it seems to break with the convention of making mundane item creation the task of skills and magic item creation the task of feats. I recommend WotC’s Book of Challenges over this book for it’s drop-in nature.

There’s a pretty good variety here, which is important.

Traps and Treachery

And the much vaunted “d20 stat blocks for thieves guilds” is a huge waste. That said, this book is by no means merely a class book for the rogue. Not only is there a detailed description of exactly how the trap works and how it has to be disarmed, but there is an accompanying diagram complementing the text.

The adavantages of new poisons are outlined, there is a sidebar with a new feat – Brew Poison – and an example poison is given.