Treacherous Traps Deck Level 17-20 (5E)
Treacherous Traps Deck Level 17-20 (5E)
Save time while prepping or grab traps on the fly! Inside you’ll find 50 premade trap cards to challenge your level 17-20 party, ranging from minor setbacks to deadly threats.
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https://nordgamesllc.com/products/treacherous-traps-deck-level-17-20-5e
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 17 - 20 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. 16 - 18, 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.
I purchased all five decks of treacherous traps, and although the originality was good, there were several errors that could have been prevented with better proofreading. Most common errors were ability / skill associations ;
"Strength [Medicine] check" was one that appeared a few times. there were one or two cards where the damage seemed to be swapped with a different version of the same trap type.. [the lesser version of the trap did more damage than the major version of the same trap]. As for the specific deck traps level 17-20, I am half way through those, and so far card #25 "Join Me" is wrong.. the title and the description don't match as well as the rest of the information on the card. There is also another card [not in this specific deck] that states the trap is triggered when an attempt at picking the lock is made, but then also states the trap can be disabled with a successful lock picking attempt. I found this rather confusing.
Overall I am satisfied with my purchase, it is just requiring more work on my end than I anticipated.
Lots of fun information to trap your adventurers.
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! At this point in your players' journey, you might think instant kill traps may be the only way to put the fear of deities in them. Not so! This deck will give you what you need to keep them on their toes, take the stress of trap making out of your hands, and maybe let you draw up plans for one of your own. I can't recommend this enough!