Created by: Additional Rick Loomis, Steve Crompton, Liz Content for Wurst Of...: Danforth and the staff of Flying Buffalo. Scott Greene, Clark Peterson and Steve Crompton Original Contributors: New d20 Content: Grimtooth the Troll with Paul O’Connor, Betty Kopf, Pat Scott Greene and Clark Peterson Mueller, Rick Loomis, S.S.Crompton, Scot Rhoads, Todd Diesen, Mike Stackpole, Michael Austin, Cliff Baird, Developer: Michael von Glahn, Greg Day, Michael Arner, Caroline Bill Webb and Clark Peterson J. Maher, Larry DiTillo, Charles Mollenhauer, Pat Mueller, Andy Beauchamp, Ted Rassieur, Matt Nadelhaft, Bran- Producer: don Corey, Chris Andrews, Roy Cram, Todd Miller, Clark Peterson Chris Alexander, Paul Ronkas, Brian Lawton, Chris Herborth, Andrew Bander, Joseph Yeager, Chris Hubbard, Layout and Design: Dan Lambert, Bob Brown, David Stevens, Phil Dean, Mike Chaney Barry Sullivan, Charles Scott Kimball, Maughn Matsuoka, David McConnell, Jason Lujan, Sefan Jones, J. Walker, Interior Art: John R. Greer, John T. T. Logenbaugh, Lara Abrash, Steve Crompton, Michael Von Glahn and Scott Jackson Mark O’Green, Edward Schoonover, Pat Mueller, J.E. Todd, Brian Hammond, Mark Bassett, Dan Manning, Special Thanks: Matt Nadelhaft, Fred Meyer, David Steven Moskowitz, To Rick Loomis, Steve Crompton and the folks at Flying P.D.J. Wright, Rick Bourgeois, Dr. Paul Ronkas, Chris Buffalo who were good enough to let us come over and play in Crotty, Brent Jones, Joe Formichella, Laurel Goulding, the Dungeon of Doom! It was a pleasure to be able to bring Andrew Bander, Brian Lawton, Dan Logans, George Grimmy to the new edition of the rules. Andricopulos, David Stevens, Brian Moroz, John R. Greer, James Brazier, Oliver Fittock, Greg Day, Brandon Corey, Dedication from Necromancer Games: Brent Halverson, Diana Harlan, Caroline J. Maher, Lau- To gamers everywhere who appreciate that it is cooler and rel Goulding, Drew Dietz, Norm Strange, Jersey Turnpike, more memorable to have your character die in a triple-spear- Dr. E.L. Frederick, Ryan Scott, Dan Logan, Michael Von tilting-passage-reverse-gravity-springing-chair-giant-lobster Glahn and Scott Jackson. trap than in a boring 60 foot deep pit with spikes. Product Update Password for The Wurst of Grimtooth’s Traps: Grimtina This product requires the use of the Dungeons and Dragons® Player’s Handbook, published by Wizards of the Coast®. This product utilizes updated material from the v.3.5 revision. ©2005 Flying Buffalo, Inc., produced and distributed by Necromancer Games, Inc., under license.. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. Necromancer Games, Necromancer Games, Inc. and the Necromancer Games logo and The Wurst of Grimtooth’s Traps are trademarks of Necromancer Games, Inc. All rights reserved. Grimtooth, Grimtina, Spike the Grim Dog, the names of the Original Grimtooth’s Traps Books (Grimtooth’s Traps, Traps Too, Traps Fore, Traps Ate, Traps Lite, Traps Bazaar, and the Dungeon of Doom) and the company name Flying Buffalo are trademarks of Flying Buffalo, Inc., and are used by permission. All characters, names, places, items, art and text herein are copyrighted by Necromancer Games, Inc. Dungeons and Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, and are used in accordance with the Open Game License contained in the Legal Appendix. “d20 System” and the d20 System logo are trademarks owned by Wizards of the Coast and are used under the terms of the d20 Trademark License. Sword and Sorcery Studios and its logo, Creature Collection, Creature Collection II and Relics and Rituals are trademarks of White Wolf Publishing, Inc. All rights reserved. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Necromancer Reference to Kareem Abdul-Jabaar, Wilt Chamberlain, Shaquille O’Neal and/or any other sports teams or figures is for satirical purposes and does not imply any endorsement of this work by the person, team or organization. Games This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. Reader discretion is advised. Third Edition Rules, Check out Necromancer Games online at http://www.necromancergames.com First Edition Feel And check out Sword and Sorcery Studios online at http://www.swordsorcery.com Visit Flying Buffalo online at http://www.flyingbuffalo.com Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc. PRINTED IN CHINA Credits 1 Preface 2 A Word From Grimtooth 5 Trap Mechanics 7 Section One: Room Traps 12 Section Two: Corridor Traps 54 Section Three: Door Traps 108 Section Four: Traps Bazaar 126 Section Five: Dungeon of Doom 144 Last Trap 214 Index 216 Traps by Challenge Rating 219 Legal Appendix 222 W A R N I N G ! Unauthorized disclosure of this material may contribute to the unjusti- fied survival of adventurers, delvers, and player characters… and may result in serious damage to the deadly reputation of the Game Master. Greetings, and welcome to my book of traps — well, it will be my book of traps once I’ve taken care of those meddling Necromancer guys. Assembled herein are some of my favorite traps, gathered from all my many previous books and presented for your approval. These traps are the work of a host of distinguished con tributors — each a DM extraordinaire. In short, I feel that you’ll find this to be the most entertaining collection of traps you’ve ever laid eyes on. Besides, if you don’t like my book, I’ll rip your lungs out. I have organized this volume into easy to distinguish chapters. This will better facilitate in serting traps into your own pits and tunnels. Plus, I’ve included my own special Traps Bazaar as well as a key to the most deadly trap filled dungeon of all time — the Dungeon of Doom! To give you a general gauge by which to determine approximately how destructive a trap is, I’ve assigned to each trap a “Deadliness Rating”: a series of skulls printed with the trap in ques tion. The more skulls you see, the deadlier the trap. Yeah, yeah, I know. “Third Edition” uses CRs for traps. Well, this is my book so we are doing it my way! No wussy CR’s for this troll. Skulls. Get it? SKULLS! You will find that the traps in this book range from wounding egos and broken fingers to causing almost certain death. In fact, I’ve heard that some of you think my traps are too deadly. TOO DEADLY???!!!? What? How can a trap be too deadly? Most of these traps, having been designed by mere mortals, aren’t deadly enough. At times I am left to wonder why I even bother to share my wisdom with you, when you so callously ignore it. All right, I’ll accept the fact that some of you have twisted ideas about how to administrate a dungeon. Newfangled ideas about delvers actually escaping with their lives, and stuff like that. To each his own, I suppose, but if you’re going to be a maverick, then you’ve got to blaze your own trails. Don’t ask me to make my traps less deadly… change them yourself. Now isn’t that a fresh idea? Bet you can’t find a rule for that in your hardbacks. You see, these traps are now yours you don’t need special permission or a membership card to change them to your liking. You certainly don’t need permission from those Coastal Wizards. Use your imagination. Use these traps any way you want to. That’s right, you can increase or decrease the “punch” of a given trap by altering its consequences. This will depend upon your mood and circumstances, naturally. By filling a pit with an obnoxiousEsmelling green dye instead of boiling oil, you have altered the entire trap — yet the delivery system remains the same. With a modicum of monkeying around, you should be able to make any of the traps in this book leap through hoops for the edification and bemusement of delvers who journey through your dungeons. I won’t come after you if you do change some. But if I ever receive another letter about how my traps are “too deadly,” I’m going to hand some wimp his head. Is that clear, human worms? Grimtooth will not be bothered again! After all, my traps are perfect as is. You’d have to be some sort of pinhead to want to change them. Besides, killing isn’t really the point. Any fool can kill adventurers with incredible ease, and perhaps my traps have merely given them new and more complex weapons. If this is true, it is a pity. I have found that it’s not nearly so much fun to kill as it is to terrify. The most delicate and vulnerable part of any delver cannot be armored; it cannot be strengthened by magic or regrown after drinking a potion. I speak, of course, of the adventurer’s ego. All too often it is forgotten and left unmarred by DMs who scarcely deserve such an honored title. It is to the pursuit of ego shredding that this volume of traps is dedicated. Thus, without further ado, I hereby present my book of traps. Prepare to discover the joys of inflicting ethereal as well as physical damage! Steel cuts well, but ridicule cuts deeper, and the scars, while invisible, hurt nonetheless. Enjoy it or die, mortal. The Troll is Back! tchbhIyae taIwjobh t ufTptrugothaasrtreor ohyrettmoakfta ir omip segIpsstoo.s rs oh mr fi bbtet isaeoey nhnsnt arc m“e ecF aNtcgsin eeehunyouesldodsir oyy n tbs etit gietosC fngh beeo toiliifeog th tkarnAom ri ir eavBDaksaokdlabluem n ul wi.k ”of sbndB ja ueefuor tgnytr Iotamhehee skd elwae,oAeoe b nsd bni .Bnlp o.l’eye rSt ilrrsrIed lo orafodale fs m Brd r.eaa twaurrwnrTnDeotcae tadhtgoethmin n hoisomegedogm ge.aomy naoeeyeE k nr. ds a jneademeu’ l tirne,jp as ontypehmt ttyo tah aa tforoyarnerlb oaopfkct eeauulphmr teepunT raie dsrezeda ba lnrenin ehsetinfeatntoysooegi w pwn s tcrmks sah tsejtiIIlo:hayl o n bcolt itl o.hs rn ueocrcoef dsgloiooe.tee msgnsaN r ittenepnt hhi. hlo ianbBaeentele im u geninTlftnai oe tkctrfdtrhdhhehaoeee orixp mssistey THE WURST OF GRIMTOOTH’S TRAPS 8 TRAP MECHANICS Expanded Trap Rules Separating Components For some people, “Search DC 20; Disable Device As with triggers, traps may have separate com- DC 20” is all they need to describe a trap. The DM ponents, depending on the actions of the PCs or says they found the trap, the player rolls some dice the results of prior stages of the trap. With com- and the DM says the trap is disabled. No plex traps, each separate component should have roleplaying. No interaction. No fun. Just numbers a listed trigger, effect and save. and dice rolling. The trap is nothing more than a The way to determine if a trap should be split stat block. into multiple components is to ask if intervention For those of you who love the fiendish complex- could prevent one effect of the trap but not the ity and problem solving that goes along with traps, other effect or effects. If so, the trap is divided into the current method of detailing traps in the Third different components. Multiple components of the Edition rules is insufficient for anything other trap are listed as Primary, Secondary, Tertiary and than the most basic pit trap where the trap and the so on until all the components are described. A trigger and the effect all are in the same location separate trigger, trap effect and save are listed for and stem from one event. The v.3.5 rules are a bit each effect. In a sense, a trap with multiple com- better. But what about when the trigger and the Example Trap: The Slider Spiker Trap trap are not located together? What if the trap has multiple effects and stages? How do you account for intelligent (or foolish) actions by the PCs? CCCCCRRRRR::::: 5 TTTTTyyyyypppppeeeee::::: Combination (Magical and Me- And what if your trap includes a spring-loaded chanical) chair and a giant lobster? That’s where Grimtooth SSSSSeeeeeaaaaarrrrrccccchhhhh::::: Trap (DC 20), Trigger (DC 20) comes in. DDDDDiiiiisssssaaaaabbbbbllllleeeee DDDDDeeeeevvvvviiiiiccccceeeee::::: Trap (DC 20, 2d4 rounds); Trig- The following section contains a more detailed ger (DC 20, 2d4 rounds) trap description system that allows DMs to de- PPPPPrrrrriiiiimmmmmaaaaarrrrryyyyy TTTTTrrrrriiiiiggggggggggeeeeerrrrr::::: Touch (touching the door) scribe and run complicated traps, such as many of PPPPPrrrrriiiiimmmmmaaaaarrrrryyyyy TTTTTrrrrraaaaappppp EEEEEffffffffffeeeeecccccttttt::::: Stairs turn into a slide and sends the ones in this book. It builds on the trap infor- PC down into 30-foot pit (3d6 falling damage). mation contained in v.3.5 of the DMG, Chapter 3, PPPPPrrrrriiiiimmmmmaaaaarrrrryyyyy SSSSSaaaaavvvvveeeee::::: Reflex (DC 20) avoids in the section entitled “Traps.” The most impor- SSSSSeeeeecccccooooonnnnndddddaaaaarrrrryyyyy TTTTTrrrrriiiiiggggggggggeeeeerrrrr::::: Location (teleport pad at bot- tant additions and distinctions between this book tom of pit) and the DMG are detailed below. SSSSSeeeeecccccooooonnnnndddddaaaaarrrrryyyyy TTTTTrrrrraaaaappppp EEEEEffffffffffeeeeecccccttttt::::: 30-foot fall onto giant spike (+20 melee; 3d6 falling damage, Separating Trap from Trigger no save, plus 3d6 damage from The rules in the DMG provide one Search DC spike if attack successful) and one Disable Device DC for each individual RRRRReeeeessssseeeeettttt::::: Automatic (stairs reset after 1 minute) trap. This doesn’t make sense for complex traps CCCCCooooosssssttttt::::: 10,500 gp where the trigger is separate from the trap itself. The trap takes the form of a room with a staircase that Sometimes, the trigger might be obvious but goes up about 30 feet and ends in a door. The only other what it triggers may be deceptively difficult to notable features in the room are a hole in the ceiling find. For example, consider a tripwire on the floor and, directly beneath it, a thin parchment target. The that triggers darts that come from the opposite end parchment conceals a long, sinister steel spike. of the room. The tripwire might be easy to locate, When a person touches the door at the top of the but the dart holes at the end of the room might be stairs, the steps fold down and the stairway converts very difficult to find. These components warrant into a slide. Unless the delver can somehow stop separate Search and Disable DCs. Things like this himself, he slides down the length of the stair and are detailed in this book’s various trap entries. See falls through a trap door hidden at its base. The trap the sample Slider Spiker trap in the sidebar to see door snaps shut immediately after and the character’s how the trap and the trigger are detailed sepa- screams are heard receding into the depths… rately. …until they’re heard again from the ceiling. A Similarly, finding the trigger to a trap may make teleport pad lies at the bottom of the trap door pit it easier to find the trap it triggers, or finding a trap which transports anything that hits it to the hole in and knowing one is there may make it easier to the ceiling above the target. Anyone falling through find its trigger. These factors are detailed under the trap door is thus teleported to fall through the hole “Adjudicating Traps,” below. in the ceiling, through the target, and onto the spike. 9