Psion
Adventurer
Traps & Treachery
Fantasy Flight Games is no stranger to the hobby game industry. They are the source of the Diskwars collectable disk game and the Blue Planet science fiction RPG. 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.e, Dungeons & Dragons) segment.
Traps & Treachery is the first supplement-style product in their Legends & Lairs line. The central theme of Traps & Treachery is the rogue character class, and things that a rogue character is likely to deal with: thieves guilds, poisons, and traps. 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.
A First Look
Traps & Treachery is a 176-page hardbound book. The book is priced at $24.95 US. The cover has the same ironbound leather look that the FFG's Legends & Lairs Instant Adventures have. The coloration is brown, which gives it a look very similar to the Dungeons & Dragons Player's Handbook, even more so that Sword & Sorcery Studios’ hardcover books (which also have an "iron bound book" motif but use more distinctive color schemes.) The front cover bears art that resembles engineering sketches on yellow paper, similar to the pages at the beginning of the D&D 3e PHB and DMG.
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 in 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 of 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: Way of the Rogue, Trap Design, Mechanical Traps, Magic Traps, and Puzzles. In addition, an index is provided.
Chapter 1: 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. They belong to an order whose goals and nature are left to the DM (but is a rather convenient match for the Courtesans of Idra in Sword & Sorcery Studios' Scarred Lands setting.)
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. 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. Traps & Treachery introduces two new skills: mimic voice and urban lore. I personally wouldn't use mimic voice in a game: it seems way too specific for the general skill model used by the D&D 3e game. Urban lore is intended as the urban counterpart of wilderness lore and seems appropriately general and could be used to add detail 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 checks), craft magic trap, empathy (bonus to innuendo and sense motive checks), eye for detail (bonus to appraise and search checks), fast talker (bonus to bluff and diplomacy checks), mechanical aptitude (bonus to disable device and open locks checks), perfect memory, shadow (urban equivalent of tracking), signature skill (similar to cosmopolitan in FRCS, allows access to a cross-class skill). Many of these feats are cast in the mold of alertness and threaten to make the skill focus feat obsolete unless you alter it (as the D20 Star Wars game does by upping the bonus to +3).
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 the 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 the 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.
Chapter 2: 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. Fear not--Traps & Treachery fills that niche and does it with a well designed set of mechanics.
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.
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 (yeah) is an evil outsider that can be summoned as a sort of "trap consultant."
Chapters 3-5: Mechanical Traps, Magic Traps, and Puzzles
The last 3 chapters, which I won’t go into too much detail over, are a catalog of traps and puzzles that you can drop into your game, complete with illustration and D20 System statistics. 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. Given this, the book doesn't quite stack up to the substance of books like Sword & Sorcery Studios' Relics & Rituals.
Edit: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.
Fantasy Flight Games is no stranger to the hobby game industry. They are the source of the Diskwars collectable disk game and the Blue Planet science fiction RPG. 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.e, Dungeons & Dragons) segment.
Traps & Treachery is the first supplement-style product in their Legends & Lairs line. The central theme of Traps & Treachery is the rogue character class, and things that a rogue character is likely to deal with: thieves guilds, poisons, and traps. 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.
A First Look
Traps & Treachery is a 176-page hardbound book. The book is priced at $24.95 US. The cover has the same ironbound leather look that the FFG's Legends & Lairs Instant Adventures have. The coloration is brown, which gives it a look very similar to the Dungeons & Dragons Player's Handbook, even more so that Sword & Sorcery Studios’ hardcover books (which also have an "iron bound book" motif but use more distinctive color schemes.) The front cover bears art that resembles engineering sketches on yellow paper, similar to the pages at the beginning of the D&D 3e PHB and DMG.
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 in 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 of 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: Way of the Rogue, Trap Design, Mechanical Traps, Magic Traps, and Puzzles. In addition, an index is provided.
Chapter 1: 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. They belong to an order whose goals and nature are left to the DM (but is a rather convenient match for the Courtesans of Idra in Sword & Sorcery Studios' Scarred Lands setting.)
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. 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. Traps & Treachery introduces two new skills: mimic voice and urban lore. I personally wouldn't use mimic voice in a game: it seems way too specific for the general skill model used by the D&D 3e game. Urban lore is intended as the urban counterpart of wilderness lore and seems appropriately general and could be used to add detail 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 checks), craft magic trap, empathy (bonus to innuendo and sense motive checks), eye for detail (bonus to appraise and search checks), fast talker (bonus to bluff and diplomacy checks), mechanical aptitude (bonus to disable device and open locks checks), perfect memory, shadow (urban equivalent of tracking), signature skill (similar to cosmopolitan in FRCS, allows access to a cross-class skill). Many of these feats are cast in the mold of alertness and threaten to make the skill focus feat obsolete unless you alter it (as the D20 Star Wars game does by upping the bonus to +3).
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 the 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 the 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.
Chapter 2: 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. Fear not--Traps & Treachery fills that niche and does it with a well designed set of mechanics.
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.
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 (yeah) is an evil outsider that can be summoned as a sort of "trap consultant."
Chapters 3-5: Mechanical Traps, Magic Traps, and Puzzles
The last 3 chapters, which I won’t go into too much detail over, are a catalog of traps and puzzles that you can drop into your game, complete with illustration and D20 System statistics. 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. Given this, the book doesn't quite stack up to the substance of books like Sword & Sorcery Studios' Relics & Rituals.
Edit: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.