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Artifices, Deceptions, and Dilemmas (Hack & Slash Publishing)Fantasy roleplaying game masters will want to take note that the well received Artifices, Deceptions, and Dilemmas is available in print and PDF. The tome, from Hack & Slash Publishing, contains loads of advice and tables to create tricks, traps, and terrors sure to amaze your players. The 162 page Artifices, Deceptions, and Dilemmas is available from DriveThruRPG in hardcover for $34.99, softcover for $29.99 (both including the PDF), or in PDF alone for $19.99.

About the book:

You are already a great Dungeon Master. You run a game really well.

What’s the difference between a room and a chamber? What’s the difference between a mausoleum, a sepulcher, and a crypt? Would disarming traps be more exciting if you understood how those complex mechanisms worked? What does a magic trap look like? What does a solar room look like and what’s usually inside?

What’s in it?

Over 100 Illustrations of Lavish environments Guidelines for escalating threats while respecting player agency Hundreds of ideas for tricks and traps.

No longer will your players complain about traps or unfair encounters. Now when they meet their doom, they will blame themselves for their own foolishness! Be as cruel and devious as you want with these guidelines on how to do so fairly!

Looking for something to spice up an encounter? Pick one of hundreds of options of traps, rooms, walls, tricks or more! Fill rooms with ease, design encounters in ways that give your players the freedom to put their own characters in hot water!

What’s it for?

Referees who run games and understand their role in facilitating the groups adventure. This book provides guidance on how to create encounters that respect players and allow you to make encounters as exciting and dangerous as you want, without fear of being unfair. Imagine a group excited to discover a trap. Fill in your gaps of knowledge raising your confidence and making you a master ready to lead players on an adventure.

These objective procedures give referees tools that fire a desire in players to dive into your creative world, discover its detailed history, and make their mark on it. Artifices, Deceptions, and Dilemmas gives you the tools to eliminate doubt and provides a library of ideas that will take you decades to exhaust. It will be a vade mecum, at hand for every environment and dungeon you create. Design a dangerous dungeon, concoct an ingenious trap, develop a diabolical arena, all with confidence and without concern. Give yourself the power, all with simple and clear guidelines!

This is a book used in every game you run. Your next campaign, the one after that, the one after that. . . Not one wasted word. Every page is crammed with content and creativity. No filler. Tools that describe devilish traps and devious decoys. Explore your own Artifices, Deceptions, and Dilemmas today!

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