FormCritic wrote:The upshot was that both Dragontree and Emperor's Choice went on selling their own versions.
I would not think of some of them as "reprints" so much as "print runs."
The books have an old-school feel to them and I think they are worth collecting.
Mars wrote:I would recommend them. I think I have a complete set of their stuff with multiples of some books that are different printings/editions. The spell book and trap book definitely do have an old school feel.
Keith the Thief wrote:This piques my interest too, especially the The Handbook of Traps and Tricks.Are their traps/tricks good ones? This is my favorite aspect of role-playing games.Thanks,Keith
MichaelC wrote:I lucked into a copy of The Handbook of Traps and Tricks for $1.00 browsing a used bookstore in Indianapolis about fifteen years ago and fell in love with it. Seriously, this is a fantastic book and in my opinion is far superior to the whole Grimtooth's series.They had a rule for trap submissions that was very simple: no auto-killer traps. Each and every trick and trap in this booklet can be overcome through intelligent play, common sense, or even patience. They are written so their statistics can be adapted to pretty much any fantasy role-playing system which means you have a bit of work for yourself as a GM to figure out how much damage they should do or what the saving throws should be to avoid them, but that just makes them even better. I've unleashed some of the stuff in this book on unwary parties before, and never once have I heard a complaint that they were unfair or uninteresting - a rare thing considering how quick most players are to grumble about their characters getting caught in a conundrum.I was also an English major in college, and seeing the quotes from classic literature they used as flavor text in the book brought a smile to my face every time.I would highly recommend this to anybody who is a GM no matter what system you play under; the book really is that good.- Michael
The Handbook of Traps and Tricksby Ben & Mary Ezzell, et al The Handbook of Traps and Tricks offers a modern rendering of the Azure Manuscript of Master Engineer Humphrey Tappercoom (a.k.a., The Blue Book of Hengist). The Handbook details over 100 fully-statted, ready-to-play dungeon traps whether Magickal, Mechanical or Techno -- Low-level, High or Super-complex. No Instant-Killer traps are included! These are playable traps -- clues precede each, escape is possible and responses require brains, not monte-haul hardware.Note: all traps are rated by level of danger and, with the able assistance of the priests of Jocus, for both playability and humorous aspects. Table of Contents (abbreviated) Introduction An extensive introduction by Master Engineer Humprey Tappercoom on the use, placement and construction of traps both interior (and underground) as well as in the open / countryside. Passages and Other Ways Obviously, without recourse to passages, paths, hallways and other channels of movement, yon doughy adventurers are unlike to threaten access ... therefore, what better location to discourage them? Stairways to the Stars Stairways are always a prime opportunity for entrapment of the unwary ... or, for that matter, the wary as well ... and even a single step can suffice to entrap those who step not wisely but too well. Doors and Other Dangers I know death hath ten thousand several doorsFor men to take their exits Webster, Duchess of Malfi Rooms and Other Chambers Traps aren't limited to doors, passages or stairs ... in some cases, entire rooms become the traps ... or worse ... Have I Got A Trap for You Because there are always those super-adventurers who are impervious, immune or otherwise untouchable ... Maya and Other Illusions Things are not always what they seem ... or what some think they appear ... or are they? Discovering the answers can be half the fun ... for someone. Hemlock, Henbane & Horror Poisons can do much worse than merely kill ... and, at times, death could even be a kindness. Spikes ... Bars ... Problems Stone walls may not a prison make nor iron bars a cage ... but they can still disrupt our happy explorer's blithe dreams of glory in a most amusing way. A Little Ray of Sunshine ... can be most enlightening ... How To Trip Your Trap and Other Diversions While a simple trigger is all very well, psychologically, it's much more satisfying if our victims are forced to expend a bit of effort to get themselves into trouble Bazaar of the Bizarre Here are more than merely traps but an assortment of richly magical constructs which are as much wonders as they are impediments to progress. Treasure Hath A Charm Unknown Isn't it nice that we (as dungeon masters) can always depend on the adventurer's subtle sense of greed to ensure that they become properly and thoroughly ensnared? Additional Tables / Charts Insanity Tables Tables 1 & 2 provide an assortment of random insanities with which to inflict those who are too headstrong for their own safety. Random Effect Tables Tables 3 & 4 offer temporary and permanent random effects which may be inflicted by magical traps. Random Phobia / Philia Chart A fear of coins? A liking for liches? And much much more. Trap Detection Tables Just what chances do your players have for detecting a trap? Aside from stepping in it, of course. Monsters and Traps Some monsters have a positive affection for traps ... do you know the signs? Time/Total Chart How much time (playing time, of course) does a trap require? This will help you manage your players' adventures.
Deadlord39 wrote:None are overly rare.