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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Traps & Treachery
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009270" data-attributes="member: 18387"><p>This week's review is <strong>Traps & Treachery</strong> by <a href="http://www.fantasyflightgames.com/" target="_blank">Fantasy Flight Games</a>. This is the first book in their <em>Legends & Lairs</em> series for the d20 gaming system and it is one of the best sourcebooks out there. The first 56 pages contains information that primarily concerns rogues. Much of it is nothing that hasn't been presented before, but there are some interesting things nonetheless. </p><p></p><p>Besides presenting the heirarchal structure of a guild, there are four prestige classes that are primarily designed for urban campaigns but have a nice feel to them regardless. 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. The section on poisons gives new options and new poisons from those listed in the Dungeon Masters Guide. Finally, the magic items and new spell listings are mostly interesting but do lack a certain luster and shine. </p><p></p><p>The remainder of this 159 page book represents the real meat and potatoes; traps, traps, and more traps. A very brief section is devoted to the creation and disarmament of traps, but the rest is a compilation of all kinds of mechanical and magical traps. One of the strongest points of this book is how each trap is presented. 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. Most of the traps are very original and some are downright lethal. I have used some of them in my campaign with devastating effect. Needless to say, the party's rogue has gained a new measure of respect. </p><p></p><p>Overall, this book comes highly recommended. It now serves as an integral part of the core rules that I use in my campaign. At a retail price of $24.95, it is worth every penny for any DM who designs his own adventures or likes to modify published ones.</p><p></p><p><span style="color: green"><strong>To see the graded evaluation of this product, go to <em>The Critic's Corner</em> at <a href="http://www.d20zines.com" target="_blank">www.d20zines.com.</a></strong></span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009270, member: 18387"] This week's review is [b]Traps & Treachery[/b] by [url=http://www.fantasyflightgames.com/]Fantasy Flight Games[/url]. This is the first book in their [i]Legends & Lairs[/i] series for the d20 gaming system and it is one of the best sourcebooks out there. The first 56 pages contains information that primarily concerns rogues. Much of it is nothing that hasn't been presented before, but there are some interesting things nonetheless. Besides presenting the heirarchal structure of a guild, there are four prestige classes that are primarily designed for urban campaigns but have a nice feel to them regardless. 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. The section on poisons gives new options and new poisons from those listed in the Dungeon Masters Guide. Finally, the magic items and new spell listings are mostly interesting but do lack a certain luster and shine. The remainder of this 159 page book represents the real meat and potatoes; traps, traps, and more traps. A very brief section is devoted to the creation and disarmament of traps, but the rest is a compilation of all kinds of mechanical and magical traps. One of the strongest points of this book is how each trap is presented. 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. Most of the traps are very original and some are downright lethal. I have used some of them in my campaign with devastating effect. Needless to say, the party's rogue has gained a new measure of respect. Overall, this book comes highly recommended. It now serves as an integral part of the core rules that I use in my campaign. At a retail price of $24.95, it is worth every penny for any DM who designs his own adventures or likes to modify published ones. [color=green][b]To see the graded evaluation of this product, go to [i]The Critic's Corner[/i] at [url=http://www.d20zines.com]www.d20zines.com.[/url][/b][/color] [/QUOTE]
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