Comments on Traps and Treachery II

johnsemlak

First Post
I've looked for reviews of Traps and Treachery II but haven't found any, and the product has been out a while. The first book was excellent, but can anybody commend on T&TII? How does it compare in format and quality with T&TI? Does it also have a lot of player information for Rogues, or is it primarily a DM sourcebook?
 

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T&TII is a dm's source book. The traps are sorted out by CR which makes it easier to plug them into the game, though a lot of the traps could not be done in a makeshift mannor but need to be built into the construction of the building.

If you design a lot of holds and dungeons build by intelligent creatures the book is a must have.
 

Here is a very recent review from Gaming Report.

http://www.gamingreport.com/modules.php?op=modload&name=Reviews&file=index&req=showcontent&id=452

As Drawmack said, T&T2 is primarily a DM's companion. The extensive section on poisons could be of interest to some players, but generally I wanted to focus on giving the DM as many ways as possible to kil....errr, help your players enjoy the game! There are 4 main sections: mechanical traps, magical traps, poisons (with at least 3 different subtypes), and puzzles and challenges.

We wanted to reserve all our rogue stuff for Path of Shadow, which turned out really good as far as I'm concerned.

I've already used the book in my first adventure for Dire Kobold and I found it pretty easy to integrate into a natural dungeon environment. It is true that many of the diabolical traps should be worked into the location in a specific way, but in my opinion that makes them all the more personal to the PCs. :)

Hope this helps!
 

T&T 2 is a great sourcebook for traps of all types, shapes, and sizes. THe posions section is pretty good, but it's the well thought out traps and puzzles that really makes this one fun. It's one of theose books the DM accidently has fall out of his DMing bag for the players to see, so the players know to expect something devious.
 

T&T II is alright. I especially appreciate that it's not just traps, but ruses.

That said, I got it about the same time that I got the Book of Challenges and must say that I like the Book of Challenges better. It seemed outright difficult to integrate some of the complex traps in T&T/T&TII into my game, but the Book of Challenges' traps/situations seemed much easier to drop in.
 

d20Dwarf said:
Here is a very recent review from Gaming Report.

http://www.gamingreport.com/modules.php?op=modload&name=Reviews&file=index&req=showcontent&id=452

As Drawmack said, T&T2 is primarily a DM's companion. The extensive section on poisons could be of interest to some players, but generally I wanted to focus on giving the DM as many ways as possible to kil....errr, help your players enjoy the game! There are 4 main sections: mechanical traps, magical traps, poisons (with at least 3 different subtypes), and puzzles and challenges.

We wanted to reserve all our rogue stuff for Path of Shadow, which turned out really good as far as I'm concerned.

Hope this helps!

Thanks for the link. I am looking forward to Path of the Shawdow, btw.
 



Traps and Treachery 2

I would say that you have to have Traps and Treachery. If you have that you can then get Traps and Treachery 2.
There are some nice things in it and as a DM's tool, it is a lot of fun.
 

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