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Grimtooth’s Ultimate Traps Collection PDF

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A gigantic collection of over 500 awesome engines of destruction, delver dicers, character crushers, adventurer anxieties, minion munchers, hero harangers, general tricks, traps, and other rare and dangerous items for use in defending game master treasures! By GRIMTOOTH the TROLL Foreword by Harley Stroh Interview by Jim Wampler, Rick Loomis, Paul Ryan O’Connor & Bear Peters Graphics & additional material by Steven S. Crompton New material edited by Joseph Goodman With art by Steven S. Crompton, Liz Danforth, Michael Von Glahn, Steve Jackson, Jim Wampler & Jeff Dee. Additional credits for original books as indicated in individual credit pages. Published by Goodman Games www.goodman-games.com “Don’t steal anything... or else!” Grimtina All new material in this volume is copyright © 2015 Goodman Games, produced under license from Flying Buffalo, Inc. All rights reserved. Grimtooth and associated imagery are trademarks of Flying Buffalo, Inc. Original Grimtooth works are copyright of Flying Buffalo, Inc., as indicated in scans of each volume, and published under license. No material in this work may be reproduced without explicit permission of Flying Buffalo, Inc. TABLE OF CONTENTS Table of Contents............................................ Here! Foreword.................................................................. 4 Interview: Grimtooth & Friends.......................... 5 Grimtooth Letters & Submissions .................... 13 The Grimtooth Traps Boardgame?................... 17 Traps Cover Lost & Found ................................ 20 Traps Covers Around the World....................... 21 Traps Cover Gallery..............................................24 Grimtooth’s 250,000 Traps?...............................29 Grimtooth’s Traps (One).....................................31 Grimtooth’s Traps Too.........................................97 Grimtooth’s Traps Four......................................189 Grimtooth’s Traps Ate....................................... 267 Grimtooth’s Traps Lite....................................... 355 Grimtooth’s NEW Traps ...................................437 First time ever: The original black and white cover illustration for Traps Too by Jeff Dee, with no tones or shading. page 3 Foreword By Harley Stroh W arning, dear reader: This book is a trap. drive helpless livestock (or hirelings) into the dun- geon before them, pour water over flagstones in Within you will find the occult renderings and mad search of trapdoors, and question whether the scribblings of a monster responsible for the deaths smoke from their torches is being driven by the of thousands. Between these covers are more than faintest of drafts, that's when it is time for 500 traps, tricks and ruses, created over the span of Grimtooth's Traps. three decades and collected for the first time for your grisly amusement. Herein, you will find what you seek: the devious and the demented; traps that encompass entire No greater catalog of gruesome death and dismem- rooms, or can be concealed within a keyhole; traps berment exists in all the Known Worlds. that hide in plain sight, and traps concealed behind traps. All rendered in sufficient detail to ensure that * * * they can be defeated and circumvented by cau- tious play, while offering death in ways never Of all the tools in a judge's arsenal, the well-execut- before imagined. ed trap is the worst. Monsters - be they immune to mundane weapons, titanic in size, or fearsome in And a trap that can't be imagined by a character their wrath - can all be undone by clever players, (or his player) is a trap that can kill. usually with not much more than a mule and a bar- rel of flammable lard. Monsters are quantifiable; if * * * something has hit points then it can be killed. If not today, then perhaps tomorrow, with better tactics If you read this far, is already too late. and more mules. (There is a reason gods should never be given stats.) This tome is perhaps Grimtooth's most nefarious cre- ation: a temporal trap in the guise of a guide. Turn But not traps. They are a betrayal of the player's these leaves, decipher these runes, and you will find imagination: when the safe corridor or chamber that entire hours and days have vanished from your they had pictured in their minds is revealed - all too life. In their place you will find that the spirit of late - to conceal their doom. Worse is the realiza- Grimtooth himself has found a home. tion that a beloved character's death could have been avoided with different choices - now obvious Five hundred traps? That might satisfy an apprentice in hindsight. Every veteran dungeoneer has experi- or journeyman. But surely the world could use just a enced this initial disbelief and frustration, emotions few more. And before long you will be doing HIS that eventually mature into a cagey wariness and work, designing your own ever-more fiendish traps understanding of a simple truth: In the dim light of to inflict on PCs the Worlds over. a flickering torch, anything could be a trap. We have been warned. But with experience also comes the wisdom that any trap can be averted through clever, creative - Harley Stroh, October 2014 play; that with attention to detail and the proper application of a 10' pole, even Sezrekan's famed Passage of Ten-Thousand-and-One Dooms can be Harley Stroh has designed dozens of adventure mod- discovered, dismantled, and finally repurposed. ules for the Dungeon Crawl Classics series, including (Spikes with no-save poison, you say? I order the several with nefarious traps inspired by a longtime hirelings to affix them to my shield.) appreciation of Grimtooth's work. The DCC series has more than 80 adventures in print as of this writ- At this level, the crime isn't in a trap being deadly, ing, and Harley's fearsome traps have been hard at work killing characters since Dungeon Crawl Classics but in being boring. When your players have #12.5: The Iron Crypt of the Heretics. Harley lives in honed their wit to a razor's edge and hang on your Colorado with his wife, his dog, his daughter, and far every word in the hopes of gleaning a vital clue, too many gaming books. another pit trap simply won't do. When their PCs page 4 Grimtooth & Friends Goodman Interview: by Jim Wampler Candid conversations with the chaotic crew that devised hundreds of deadly and diabolical traps guaranteed to scare the plate mail off even the most seasoned of dungeon delvers. Rick Loomis hey, I can admit when I'm wrong - I came home and asked Ken if I Founder Flying Buffalo could publish it. Goodman Games: So, let's start with a brief history recap: you Shortly afterwards, another founded Flying Buffalo in 1970, friend of Ken's, Steve McAllister, initially to facilitate a new play- in a conversation right after a by-mail game that you had writ- local science fiction convention, ten called Nuclear Destruction. suggested that someone should You incorporated the company make an RPG adventure like a later in 1972, and later still, even "programmed text." I probably purchased a micro-computer should explain that: back in the (before such a thing as personal 70's there was a fad in education computers even existed) in order called programmed texts. The to run your game so that you textbook would present a prob- D&D rules. Tell us how that led could play yourself. So Flying lem: "What is 7 minus 3? If your to Tunnels & Trolls (T&T), the Buffalo started out as the world's answer is 10, turn to page world's second published fantasy first play-by-mail game company? twelve. If your answer is 4, turn role playing game. to page fifteen." If you turned to Rick Loomis: I bought the com- page twelve, it would say: "No, RL: Ken had borrowed a copy of puter so that I could handle as sorry, you added instead of sub- D&D from an employee of mine, many customers as would sign tracted. Now go back to page read through it in an evening, up for my game. Those MMOG's one and try again." If you turned and decided it was too compli- that are so popular with millions to page fifteen, it would say: cated and "not done right." He of players? That is exactly what I "Yes, congratulations, you sub- invented his own RPG, and had in mind back in 1972 when I tracted correctly. Now here is played it with his friends, then bought the computer. If I only your next problem." He thought printed 100 copies to sell to his had 100 customers, I could run it would be interesting if the friends. He knew I was going to everything by hand. But I knew book could lead you through an the Origins game convention in that would never make enough adventure that way. I agreed and Baltimore and brought me his money. The idea, and hope, was immediately went home and last 40 copies and asked me to to handle thousands, and possi- wrote Buffalo Castle, which was sell them at the convention. I bly millions. Yes, there were the very first solo adventure for knew this was a stupid idea - the other people running Diplomacy any RPG. It was in 1975, before game had no board, no counters, games by mail, but I was the first any of those Choose Your Own and no one "wins" at the end. No person to do it for a living, Adventure or Fighting Fantasy one would want this nonsense. instead of a hobby. books. Then Ken quickly wrote But Ken was a friend and I didn't "Deathtrap Equalizer Dungeon" GG: Then in 1975 a very young want to hurt his feelings. I figured and "Naked Doom" and solo Ken St. Andre approached you I'd take them to Origins, put adventures became T&T's niche. to sell a game that he had written them on the corner of the table, primarily out of frustration with and then when no one bought GG: In 1981, Flying Buffalo con- trying to understand the original them, I could tell Ken I tried. But tinued to pioneer the burgeoning to my surprise I sold all 40. So page 5 RPG market by publishing the in a dungeon, after all. Is it the with all the Traps books, it was as Catalyst series of system-neutral pure insidious nature of each and much or more a writing job as an role playing supplements. How every trap? The humorous editing job, as we never had did that come about and what approach of the books? Or being enough submissions to fill out a made you decide to go with a such a collaborative effort with given book, and most of what we system-neutral approach? It's a dozens of contributors, did the received had to be heavily re- common practice now, but not whole concept simply metamor- written. back then... phose into something greater than any of the individual parts? GG: What was it like trying to RL: D&D was obviously a huge ride herd on such a diverse and market, much bigger than T&T, and RL:I'm not really sure. I suspect it highly creative group of contribu- we wanted something we could was because Paul O'Connor, the tors? Did you feel like the lone sell to all those game players. first editor, decided to go with Lawful Good guy at a Chaotic humor. It's like you and Neutral rave party? GG: Although the Catalyst series Grimtooth getting together and went on to include adventures, laughing about how you and he PRO'C: It was more like being campaign settings, and treasure are going to terrorize that poor, Sauron among the Hobbits. On and magic books, the very first hapless adventurer. Humor is dif- the first Traps book, I had plenty Catalyst series book was ficult to bring off properly, and of old Buffalo pros (chiefly Mike Grimtooth's Traps. How did that Paul did it just right. People don't Stackpole and Larry DiTillio, come about and why a book fea- just buy the books to get trap though all the staff pitched in) to turing just dungeon traps? ideas. They are always telling me create content, sometimes under they just love reading them. multiple names, but with every RL: Other folks had published instance of Traps the books were books of spells, monsters and largely written by the "editors," Paul Ryan O'Connor treasure. I wanted to publish with most fan-submissions being something no one else was heavily edited or re-written. Artist Editor, Grimtooth's Traps doing, and at the time no one Steve Crompton was also heavily else had done a book of traps. involved on the creative side, often taking crazy notes and GG: At what point did you real- making them into working traps ize that you had a massive hit on that were then written and your hands - one that would "designed" to fit his very fine illus- eventually lead to a series of trations. eight books? I was always happy to award RL:We released Grimtooth's Traps credit to the fans - that was half at the San Jose Origins Convention the fun of these books - but for and sold over 100 copies at $10 the most part, the books were each. That was our best Origins up written by staff, and in this to that point, and we were very regard, I have to thank Liz pleased. After the convention, I Danforth for letting me lead the heard from other publishers that it Traps project. She handed me had been a terrible Origins - sales the assignment when I was a were awful. When I discovered teenager and let me see it Goodman Games: You were the how bad everyone else's sales had through with minimal oversight. I editor on Grimtooth's Traps, been, I realized we had a hit on will always be in her debt for the Grimtooth's Traps Too, and our hands. trust she afforded me with this Grimtooth Traps Lite (tell me if I series. missed anything)? GG: On that same note - what do you think gives these books such GG: The Grimtooth's Traps Paul Ryan O'Connor: I'm pretty enduring popularity? These books books are full of solid gold game sure I edited Traps Ate and Traps are all basically about how to kill content with the traps alone, but Lite, too, as a freelancer for Rick, player characters more efficiently starting almost immediately with well after I left Flying Buffalo. As page 6 Traps Too, the books began to would limit our market and player characters did it kill? include metacontent, like cross- pushed for a generic approach. PRO'C: The Infamous Wheel word puzzles and even a In this, Traps was part of a wave Trap, of course, which as part of Grimtooth comic. Whose idea of products reacting to the dom- my editor's prerogative I gave the was all of that madness? inance of Dungeons & Dragons, lead-off spot in the first Traps a kind of precursor to the more book. It must have killed dozens PRO'C: I left Buffalo during pro- formal Open Game License pro- - hundreds? - of characters. We duction of Traps Too, so you'd gram that later publishers would used to splash a lot of blood in my have to ask Liz or Mike or Pat use. I don't think we were the games. The guys wouldn't even Mueller about their thinking, but first to do generic (that was prob- name their characters until they'd I expect it was a mixture of their ably Judges' Guild) but along gotten through the wheel room desire to stretch the genre, of a with Chaosium we really pushed (and the decapitating roller coaster dearth of ready traditional traps that form forward. Traps lost the ride that preceded it in my gonzo content for the book, of a loom- Origins award to Chaosium's gauntlet of doom - the Blitz Pitz). ing deadline, and their own cre- Thieves World, which was a ter- Ah, memories. We'd kill characters ative nature that caused them to rific product that has kind of by the page. Kids these days, they arrive at that particular decision. been lost to the mists of time, I have no idea … (grumbles). think largely because it wasn't GG: What special challenges did generic so much as multi-system, Steven S. Crompton the Grimtooth's Traps books but it was still part of that mak- Primary Illustrator present that were different from ing-the-best-of-things that all RPG Grimtooth’s Traps, et al the other Catalyst series books? publishers who weren't TSR had to deal with at the time. PRO'C: The biggest challenge was in being first. Grimtooth's GG: Many gamers prefer to Traps was the first of what would mainly either play in games as become Buffalo's generic players or to run them as refer- /Catalyst series books, so we ees. As a former editor, I imagine were figuring that part of it as we that you prefer to referee games? went along. Traps was always more free-wheeling than the PRO'C: I suppose I ran games more serious Citybooks and more often than I was a player, such, but we still had to blaze a yes. The thing that struck me as trail for the way generic books odd - as a teenager moved out to were written and presented. Phoenix, run away to join the cir- cus with Flying Buffalo - was how I made two decisions as the edi- infrequently the Buffalo folks tor of Traps that I think really actually sat down to play games. made an impact on the series. I think I ran as many T&T games The first was that the book need- as the rest of them did combined Goodman Games: The ed a "narrator." I was thinking of during my eighteen months on Grimtooth's Traps series is a someone like the Crypt Keeper the staff. Now, as an older and near-perfect storm of creative from the old EC horror comics, hopefully wiser hand, I under- collaboration by a large and and Liz suggested that I use the stand how making a job of things eclectic group of gamers. But if I Grimtooth character that she and reduces your enthusiasm for were to single out any one con- Ugly John Carver had created for what was formerly your hobby. tributor who seemed to especial- Sorcerer's Apprentice magazine. And to be fair, we did game quite ly symbolize the esprit de corps a bit back then, just not as much of these books, that would have The second was deciding that as eighteen-year-old me might to be you. How did you first get the project should be generic, have liked! As a kid, I had that involved with Flying Buffalo and rather than Tunnels & Trolls spe- crazy impression that the job the Grimtooth books? cific (it had begun by soliciting would be all gaming, all the time. Sorcerers Apprentice readers to Steven S. Crompton: My send in their best T&T traps). I GG: And I have to ask... your younger sister Gina (and the loved T&T, but recognized it favorite trap ever? How many page 7 inspiration for Grimtina) met Rick some of that sort of humor in the material again in this day and age Loomis at summer camp. He Traps books as well. Liz also has of the Old School Renaissance? hired my sister and I to work at a decidedly dark sense of humor collating T&T solos and putting and I think that remains in SSC: Well it always great to be together box sets, back in 1980. Grimtooth to this very day. able to go back and adjust some Eventually, I ended up working in things that either didn't print well, the Flying Buffalo store, where I GG: Did you ever get tired of or weren't as funny as originally met Liz. I had been taking com- drawing new and gruesome drawn. In looking back at the mercial art classes in high school ways for player characters to older books, I was surprised by and she saw I could draw decent meet their doom? how little Grimtooth actually diagrams and floor plans, so she appeared, so I added him into gave me the task of diagramming SSC: I think occasionally when I illustrations and the margins to all the traps for this book they was working on a Traps book and give him more of a visual pres- were working on. That book would get about three-quarters of ence. The other thing I noticed became Grimtooth's Traps. Paul the way through, I'd get "traps was that some of the traps I had O'Connors' warped humor took fatigue." Really though, I pretty drawn did not have any people the book from being a semi-seri- much loved drawing all the Traps. in them, which tended to make ous tome into something filled The tricky part was trying not to the traps less interesting. So I with dark, sardonic humor. As his go too gory with the art. I liked to added victims into the illos to twisted editing of the submitted try to experiment using different give you a better idea of the size traps progressed, my art reflect- styles and techniques in each of the trap and how it would ed more and more that same book, which always kept me work. It's been great to be able humor. excited with the results. to do that on art I drew over 30 years ago! GG:I understand that the charac- GG: How much of the humorous ter Grimtooth began life as Liz approach to the material had its GG: What do you consider the Danforth's humorous take on the origin in actual play experience? single deadliest dungeon trap troll depicted in the first edition Those were the gonzo days early that you've created or been Tunnels & Trolls box art. How in the hobby... asked to illustrate? much of the Grimtooth character SSC: In Traps Ate there is a trap SSC: Well Paul and I played with in the Traps books is your doing, called "One Orc's Sauna is Bear Peters and Ken St Andre, how much Liz's, and how much a Another Man's Body Liquid." and those two definitely have a product of a group gestalt? Delvers fall into a superheated sense of humor when they run tube, where their liquefied games, so certainly what they SSC: Well I always thought I was remains are pored into a large contributed was taken from that. just carrying on what Liz started "hot tub" while Grimtooth relaxes Most of the submissions were with Grimtooth, but she says I in while he drinks from a wine from fellow RPGers, but most of took him in a whole different goblet. I don't know if it's the them were not meant to be direction. Grimtooth was her deadliest - but it's the most dis- funny, they were serious traps design and her creation. As I turbing - and I drew it! used to kill over-powered players drew him, certainly I was heavily (a quite common problem back influenced by MAD magazine One last thing I wanted to add in the early days of RPGs). We and some of the humorous was that although I drew the vast added the humor to the best comics put out by DC & Marvel majority of the traps in the traps we could find or create. in the 1970s. I was a big fan of books, there are five artists who Superman and if you think about actually did art for the Traps GG: Decades later, you re- classic Superman comics and books. Liz Danforth has a dozen teamed with Rick Loomis to Grimtooth, you can see that both illos of Grimtooth that appear in remaster many of the early of them seem indestructible and the books (she also designed the Grimtooth's Traps books. They both have a white dog and a original cover to the first book). say you can never go home blonde younger "sister." One of Jeff Dee did the illo that is on the again, but apparently you can go the other things Paul and I used cover of Traps Too; Michael Von back to the dungeon. What was to talk about all the time was the Glahn did most of the illos in it like revisiting all that great Dr. Phibes films and you can see Traps Fore and Scott Jackson did page 8

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.