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Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)

Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)
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Author: Fantasy Flight Staff
Publisher: Fantasy Flight Games
Category: Book

List Price: $24.95
Buy New: $11.19
as of 9/8/2010 23:55 CDT details
You Save: $13.76 (55%)



New (13) Used (20) from $6.49

Seller: Iron Circle Electronics
Rating: 4.5 out of 5 stars 3 reviews
Sales Rank: 533734

Media: Hardcover
Pages: 176
Number Of Items: 1
Shipping Weight (lbs): 1.6
Dimensions (in): 11.1 x 8.5 x 0.7

ISBN: 158994027X
Dewey Decimal Number: 793
EAN: 9781589940277
ASIN: 158994027X

Publication Date: July 15, 2002
Availability: Usually ships in 1-2 business days

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Editorial Reviews:

Product Description
The world just got a little more dangerous.

Fantasy Flight Games is proud to announce a second book of deadly machinations that DMs can use to pulp, pulverize, and puree their player characters. In the tradition of the original Traps & Treachery, this book will include hundreds of new poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The book will be generously illustrated by more of the clever mechanical illustrations that graced the first Traps & Treachery book.


Customer Reviews:
4 out of 5 stars Lots of great traps but not enough "realistic" ones   February 15, 2009
Br David Chris Klecker
What do you think when you think of traps? Well, collapsing ceilings ala Temple of Doom, flooding rooms, spikes coming out of walls ala Krull and so on. In Traps and Treachery you get some of the world most complex traps and very few of the simple and practical. But still, the ideas in this book are awesome and can even help with coming up with other trap ideas, but in the end, the book itself is kinda hard to use if you want to design a game where the traps are painful but not lethal.

If the book had more riddles, more puzzle traps and even rules for the simple traps I mentioned above it would have been a LOT better. When I game I like to make dungeons ala Legend of Zelda. That is rooms with puzzles and traps with an escape route. At least that way I'm not killing off characters left and right which is what Traps and Treachery is all about. This book will give you ideas on how to kill off your players in one session. 5 minutes with one of these traps and everyone is dead. That's not exactly what I had in mind.

But in the end, the book is pretty good and it still has good ideas.



5 out of 5 stars Everything I want out of a d20 book.   March 13, 2006
Rayek (Denver, CO USA)
4 out of 4 found this review helpful

This book is the best d20 supplement I've read in a long time. Finally, a book that isn't bloated with new Core Classes, Prestige Classes and Feats. This book is filled with 100+ innovative, deadly traps that will challenge any party of PC's. The chapter on poisons adds new depth to the Assassin's arsenal. I especially liked the last chapter on puzzles. There are a lot of good ideas there. I just wish that section was a little longer. All in all, an excellent book that offers up plenty of new material for the devious DM.


4 out of 5 stars Good Book   March 16, 2003
8 out of 8 found this review helpful

I have read this book and am wishing i had the time to use all the traps in it. They are all wonderfully made and would provide hours of torture to PCs. Only four stars because this book goes so into detail, that every time you explain a room, players will bug you about one small thing and become quite paranoid, which slows the game just a little. Other than that, this is the best source of traps that i have ever seen and every DM should have a copy, just don't let the players get their hands on it.



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