Treacherous Traps Deck Level 13-16 (5E)
Treacherous Traps Deck Level 13-16 (5E)
Save time while prepping or grab traps on the fly! Inside you’ll find 50 premade trap cards to challenge your level 13-16 party, ranging from minor setbacks to deadly threats.
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Treacherous Traps are are great and highly recommended
https://nordgamesllc.com/products/treacherous-traps-deck-level-13-16-5e
01 Technical review
Deck arrived with a mini 12 page user's guide. Its very thorough!
The cards suffer from ther own lack of advertising. It is great quality card stock [Think Bicycle Deck just ever so slightly thinner]. The print is full of vibrant colours. They are plastic coated, so will be splashproof. They actually look waterproof not splashproof. None of this seems obvious from the store entry.
The card layout is incredibly compact without looking tiny or squashed. Follow link provided to see an example of the card.
Notable features from the cards:
Nice clear fonts, great flavour text, the damage on the cards I read were consistent with the DMG 2014 & 2024 [nice] and XGtE, the concept is really clear and the mechanics clearly explained. There is so much to like about these cards.
My one niggle is that any of the DC's I checked seemed low for a level 13 - 16 trap. That said you can bring the save in line with your game. A good basic rule is set the DC level with the level of the trap. 13 - 16, lower end for damage and higher end for conditions.
02 In game review
The cards are nice and varied. Mostly boilerplate traps but imaginately titled and great flavour text.
They removed all the work out of creating a trap for the table. As mentioned they line nicely with both DMG's and XGtE [or the ones I read anyway].
To badly misquote Lord of the Rings "Looks like traps are back on the menu boys!"
So overall, very excellent.
Gave these to my gm for Christmas, he loved them and started using them the next session. Made his job far easier because he didn't have to plan the traps he wanted set and he could focus on mapping and storyline
Traps are one of those parts of being a Dungeon Master that can really be a head scratcher. Not only do they damage a character, but they have rules for disarming, disabling, or triggering. Not to mention whether they are physical or magical and the plethora of effects that are associated with them! Use this deck to clear the air on this and have fun knowing your traps are ready to go at an instant. I can't recommend this enough!