(ENG) D&D 5a Ed. - The Wurst of Grimtooth's Traps - Flip eBook Pages 101-150 (2024)

100 THE WURST OF GRIMTOOTH’S TRAPS slight, and it might not work when you try it, but it’s the thought that counts. Your average dungeon delver probably won’t get hit by this thing, but will instead suffer an uncomfortably close call as the dangerous clamps whiz over his or her head. Elves, however, are a different story. Where I come from, dlves are taller than the average Joe, and they have those freaky long pointed ears… just long enough to give the clamps a target. With a bit of luck, the clamps will catch an elf by the ears and yank the little bugger right off his or her feet, slamming the filthy cuss into the ceiling. Slapped into the roof by the ears — how if that for a special race bonus?! See Ya Ladder CR: 4 Type: Mechanical Type: Search: Trap (DC 22), Trigger (DC 20) Search: Disable Device: Trap (DC 22, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Touch (middle rung of ladder) Primary Trigger:Primary Trigger: Primary Trap Effect: No attack roll necessary (creatures on Primary Trap Effect:Primary Trap Effect: ladder take 6d8 points of damage when they smash the wall) Area of Effect: All creatures on ladder Area of Effect:Area of Effect: Reset: Automatic Reset: Cost: 8,000 gp Cost: Corridors go up and down as well as back and forth, and all too few DMs exploit the trap possibilities inherent with vertical shafts. To correct this oversight, George Andricopulos offers a vertical corridor trap with a painful punch line. A vertical shaft contains a ladder set flush into one wall. Iron rungs protrude from the wall, providing steps and handholds for delvers wishing to transit the shaft. The rungs are sturdy and will resist even the most diligent attempts to remove them. The middle rung in the ladder, however, is trapped. No sooner does the trapped rung bear the full weight of an average delver than will the entire wall and ladder assembly smash against the opposite side of the shaft, impelled by a hidden battery of springs. Whoever is on the ladder at the time is going to get munched, and might even suffocate to death before his fellow can free him

SECTION TWO: CORRIDOR TRAPS 101 Characters that remain pinned behind the ladder/wall mechanism (when it is munched up against the wall) can hold their breath (as per the normal rules). After that they begin taking suffocation damage until freed. from the crushing pressure of the springs. The rest of the party will find their way up or down the shaft blocked by the now useless ladder and the coils of steel spring behind it. Yowza! Give Me A Lever Large Enough and I’ll Move The World CR: 10 Type: Mechanical Type: Search: Trap (DC 25), Trigger (DC 20), Sec- Search: ondary Trigger (can’t be detected by conventional means) Disable Device: Trap (DC 25, 2d4 rounds); Trigger Disable Device:Disable Device: (Lever, DC 25, 2d4 rounds), Secondary trigger (can’t be disabled unless character crawls under slab, then it is too late) Primary Trigger: Touch (moving the “lever” triggers the Primary Trigger:Primary Trigger: trap) Primary Trap Effect: No attack roll necessary (10-ft pit, 1d6 Primary Trap Effect:Primary Trap Effect: falling) Area of Effect: Creatures standing on covered pit Area of Effect:Area of Effect: Secondary Trigger: Burning rope releases stone block Secondary Trigger:Secondary Trigger: Secondary Trap Effect: No attack roll necessary (stone block, Secondary Trap Effect:Secondary Trap Effect: 18d6 crushing damage) Secondary Area of Effect: Creatures standing in pit Secondary Area of Effect:Secondary Area of Effect: Tertiary Trigger: Releasing lever Tertiary Trigger:Tertiary Trigger: Tertiary Trap Effect: No attack roll necessary (stone slab, Tertiary Trap Effect:Tertiary Trap Effect: 9d8 crushing damage) Tertiary Area of Effect: Creature under stone slab Tertiary Area of Effect:Tertiary Area of Effect: Reset: Repair Reset: Cost: 35,500 gp Cost: George Andricopulos reveals his Greek heritage with this next trap. I think it was Archimedes of Pythagoras or one of those ancient geeks who remarked, “Give me a lever large enough, and I’ll move the world.” Delvers moving the lever in George’s clever trap will move themselves into the next world. The party will encounter a stone slab blocking the corridor with a wooden beam wedged beneath it. The beam in turn rests on a granite fulcrum, encouraging the party to pull down on the beam “lever” and raise the stone slab, thus clearing the way down the corridor. The fulcrum greatly assists this process, and with moderate effort the party will be able to raise the slab high enough to create a two-foot crawl space under the slab. If the delvers want to push even

102 THE WURST OF GRIMTOOTH’S TRAPS harder on the lever, however, they’re in for smashing good time. Hidden from view, on the far side of the stone slab, the end of the wooden beam is coated with iron. A vigorous push on the beam will cause the iron tip to strike against a block of flint, producing a spark that will quickly consume ropes hidden on the other side of the rock slab. The ropes are all that secures the now free-falling block of stone positioned directly over the party’s heads. Should the characters smell burning rope and quickly release the lever before the stone block can fall, the sudden transfer of weight will cause the party to break through into the pit hidden beneath their feet. Then you can laugh it up while the panicked party tries to scramble out of the pit before the slow-burning ropes loose the stone block to entomb them in the pit forever. Grab For The Brass Ring CR: 10 Type: Mechanical Type: Search: Trap (DC 22), Trigger (DC 30) Search: Disable Device: Trap (DC 25, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 25, 2d4 rounds) Primary Trigger: Location (grabbing middle ring causes Primary Trigger:Primary Trigger: floor to open and reveal molten lava) Primary Trap Effect: No attack roll necessary (molten lava, Primary Trap Effect:Primary Trap Effect: 20d6 per round of submersion; 10d6 for 1d3 rounds after exiting lava) Bypass: Perhaps a hidden lever on the wall Bypass: keeps the ring from loosening for those who know it is there (Search DC 25 to find). Reset: Automatic Reset: Cost: 30,000 gp (does not include the cost Cost: of filling the stream) David Stevens penned this nasty trap. A normal dungeon corridor is blocked by a wide stream of fatal liquid. Acid, lava, or even molten diamond supplying the hot tub in the last chapter of this book — take your pick. From the ceiling descends a series of rings on chains leading out over the liquid, offering a way across the deadly stream to where the corridor continues on the other side. Brace characters may attempt to cross via the rings, especially if pursued by sufficiently frightening monsters. Scientologists, maybe. I’ll leave aside the obvious potential of greased rings for David’s more insidious suggestion. When the center one in the ring sequence is pulled upon, sections of the corridor floor slide away to reveal the stream of deadly liquid is wider than originally surmised. Whereas before the party could reasonably expect to cross the barrier via the rings, or at least make it back where they started, they’re now stranded above the stuff, hanging by rapidly weakening hands, breathing in the hot and toxic steam of whatever bubbles below… well, like I said, I’ll leave you to draw your own conclusions about what should happen next. Just to prove this trap is survivable, however, I’ll suggest inventive victims might begin by roping themselves to whatever ring they hang from, then consider swinging back and forth until they arc over a safe section of corridor. I must be getting soft in my old age. Characters can securely hold the rings for a number of rounds equal to their Strength score. After that, a character must succeed at a Strength check (DC 10, +1 for each additional round) to maintain his hold. If failed, the character’s grip gives way and he falls into the lava stream.

SECTION TWO: CORRIDOR TRAPS 103 Life Is The Pits CR: 4 Type: Mechanical Type: Search: Trap (DC 20), Trigger (DC 20), Second- Search: ary Trigger (DC 20) Disable Device: Trap (DC 20, 2d4 rounds); Trigger (DC Disable Device:Disable Device: 15, 1d4 rounds); Secondary Trigger (DC 15, 1d4 rounds) Primary Trigger: Location (stepping on paper floor) Primary Trigger:Primary Trigger: Primary Trap Effect: No attack roll necessary (1d6, fall 10 feet Primary Trap Effect:Primary Trap Effect: into pit) Primary Save: Reflex (DC 20) avoids Primary Save:Primary Save: Secondary Trigger: Location (stepping on paper floor) Secondary Trigger:Secondary Trigger: Secondary Trap Effect: No attack roll necessary (8d6, fall 80 Secondary Trap Effect:Secondary Trap Effect: feet into second pit) Secondary Save: Reflex (DC 20) avoids Secondary Save:Secondary Save: Reset: Repair Reset: Cost: 3,800 gp Cost: Life is the pits — like that’s supposed to be some kind of bulletin. If you’ve any boundless optimists in the next party that delves your dungeon, be sure to introduce them to this bit of wickedness, to ensure they keep their eyes on the corruption of the earth beneath them, rather than the boundless domain of the heavens above. Unless they want to quickly visit heaven, that is. This is a simple pit trap with a difference. A paper mock-up of an ordinary section of floor covers a pit in the corridor. Anyone stepping on the paper will tumble into the pit below, suffering moderate damage. After picking himself up and dusting himself off, the victim will cast about for a means out of the pit. How considerate — there’s a ladder up one side of the pit wall leading back to corridor level. Optimism rewarded! This is the best of all possible worlds! Beanhead! Directly before the ladder is a second pit, again covered with paper, and if you get the same guy a second time, he deserves whatever awaits him at the bottom of your second pit. Maybe the second pit shouldn’t even have a bottom, so your optimistic, cheerful victim can tumble through space forever, certain he’ll land in a soft space right up until the time he starves to death.

104 THE WURST OF GRIMTOOTH’S TRAPS Boulder Trap CR: 10 (actually ungodly and off the scale) CR: Type: Mechanical Type: Search: Trap (DC 25), Primary Trigger (DC 20), Search: Secondary Trigger (DC 25), Tertiary Trigger (DC 30), Quinary Trigger (DC 25) Disable Device: Trap (DC 25, 2d4 rounds each section of Disable Device:Disable Device: trap); Primary Trigger (DC 20, 2d4 rounds), Secondary Trigger (DC 25, 2d4 rounds), Tertiary Trigger (DC 30, 2d4 rounds), Quinary Trigger (DC 25, 2d4 rounds) Primary Trigger: Location (weighted plate on floor triggers Primary Trigger:Primary Trigger: chute) Primary Trap Effect: Floor (width and length can vary) opens Primary Trap Effect:Primary Trap Effect: and dumps all creatures down 30-foot chute. Area of Effect: Creatures standing on affected area of Area of Effect:Area of Effect: floor Primary Save: Reflex (DC 20) avoids Primary Save:Primary Save: Secondary Trigger: Touch (touching the boulder) Secondary Trigger:Secondary Trigger: Secondary Trap Effect: Spring-loaded mechanism flings 20-foot Secondary Trap Effect:Secondary Trap Effect: long ladder and anyone near the top into the air (2d6 falling damage) Secondary Area of Effect: Creatures standing from mid-point to top Secondary Area of Effect:Secondary Area of Effect: of ladder Tertiary Trigger: Timed (falling ladder snaps net release Tertiary Trigger:Tertiary Trigger: cords) Tertiary Trap Effect: Three (or more) nets drop from ceiling to Tertiary Trap Effect:Tertiary Trap Effect: entangle those in the room (see Weapons, Net, in the Player’s Handbook). Tertiary Area of Effect: One net covers a 10-foot by 10-foot Tertiary Area of Effect:Tertiary Area of Effect: area. Tertiary Save: Reflex (DC 20) avoids nets Tertiary Save:Tertiary Save: Quaternary Trigger: Touch (touching the boulder) Quaternary Trigger:Quaternary Trigger: Quaternary Trap Effect: Quaternary Trap Effect:Quaternary Trap Effect: No attack roll necessary (8d10 crush, boulder) Quaternary Area of Effect: Creatures standing in a 10-foot by 10- Quaternary Area of Effect:Quaternary Area of Effect: foot area in path of boulder are crushed as it drops to the floor and rolls over them and up the chute Quaternary Save: Reflex (DC 20) avoids Quaternary Save:Quaternary Save: Quinary Trigger: Boulder trips hidden switch Quinary Trigger:Quinary Trigger: Quinary Trap Effect: Volley of 20 spears fire from ceiling (+20 Quinary Trap Effect:Quinary Trap Effect: melee, 1d8+2, each spear); multiple spears (1d6) hit each target in a 10-foot by 10- foot area of room Quinary Area of Effect: The room Quinary Area of Effect:Quinary Area of Effect: Senary Trigger: Timed (boulder rolls up chute and then Senary Trigger:Senary Trigger: back down) Senary Trap Effect: No attack roll necessary (8d10 crush, Senary Trap Effect:Senary Trap Effect: boulder) Senary Area of Effect: Creatures standing in a 10-foot by 10- Senary Area of Effect:Senary Area of Effect: foot area in path of boulder and are crushed as it rolls back down chute and through the room Senary Save: Reflex (DC 20) avoids Senary Save:Senary Save: Septenary Trigger: Location (boulder breaks through wall Septenary Trigger:Septenary Trigger: under door) Septenary Trap Effect: No attack roll necessary (1 Con perm Septenary Trap Effect:Septenary Trap Effect: drain/3d6 Con temp, burnt othur vapors; Fort DC 18 resists) Septenary Area of Effect: Gas fills room completely in 2 rounds Septenary Area of Effect:Septenary Area of Effect: Septenary Save: Fortitude (DC 18) resists gas. A new save Septenary Save:Septenary Save: must be made each round a character remains in the gas. Octonary Trigger: Boulder crashing through wall under door Octonary Trigger:Octonary Trigger: Octonary Trap Effect: No attack roll necessary (18d6 crush, Octonary Trap Effect:Octonary Trap Effect: ceiling falls) Octonary Area of Effect: Ceiling collapses and crushes anyone left Octonary Area of Effect:Octonary Area of Effect: in room Reset: Manual Reset: Cost: 120,000 gp, or 1,343,666 gp if you Cost: use Grimtooth’s contractors I like traps that can’t work, at least not in any sane universe. My best designs rely on the laws of cartoon physics to operate. This trap, by David Stevens, certainly fits this description. No need to write a disclaimer in the front of the book warning kids not to try this one at home. This is a sheer flight of deadly fantasy. David suggests you spring this trap on your victims just after they’ve rescued a hundred or so prisoners from the depths of your pit. I must admit this is the only reason I can imagine for releasing your hard-won prisoners. When the escaping party transits down a corridor, slapping themselves on the back and singing old dwarven war songs, dump the lot of them down a chute and into this vast, underground room. When the party dusts itself off, they’ll find the solitary features of the room are a slightly curved floor, a ladder that runs up to a door, and a large boulder that blocks the door. When someone climbs up the ladder and tampers with the boulder, this room becomes the devil’s own playground. First, steel rods burst from beneath the boulder, flinging it into the air. Simultaneously, another rod pushes the ladder away from the wall, causing it to describe a graceful arc as it plunges back into the room, hopefully with a couple delvers clinging to it like the Three Stooges hanging on the hook and ladder truck. When the boulder strikes the ground, it will gather momentum on the curved floor and rush through the midst of any character standing about in shocked confusion. Meanwhile, the falling ladder will have snapped a length of wire stretched taut near the ceiling, releasing a score of cargo nets from a hidden recess in the roof. The falling nets should entangle anyone standing about in the room, and if you’re springing this on a group of escaping prisoners as suggested, there should be quite a few victims to nab.

SECTION TWO: CORRIDOR TRAPS 105

106 THE WURST OF GRIMTOOTH’S TRAPS When the ladder falls all the way flat to the earth, the sides of the thing work like rails to help conduct the boulder along its way. The great hunk of stone will smash the struggling characters. Caught beneath the nets and shoot up the chute that conducted the party into this room in the first place. This is the cue for a volley of spears to rain down on the party, which should be good for some laughs. It’s momentum spent in the upward chute, the boulder now retraces it’s path, crushing anew anyone who might manage to disentangle themselves from the net, the fallen ladder, and the painful passage of the boulder the first time around. The boulder then crashes through the wall at the base of the door, releasing a cloud of poison gas into the room from the chamber beyond. Finally, the floors of the room tilt down at a steep angle, spilling the fleshy carnage that was once the party into the middle of the chamber, where they will be crushed to death by the ceiling that now collapses on cue. The wall beneath the door, as well, will collapse, dangerously weakened by the boulder. When the dust settles, I suggest you close off this wing of your dungeon, because there will be no survivors, and cost of resetting this trap will be prohibitive. But what the heck, it was fun while it lasted. Characters can hold their breath when the burnt othur gas is released (use the normal rules for holding one’s breath), but I would imagine they will have too much on their minds to even think about it.

SECTION TWO: CORRIDOR TRAPS 107 Oops, Aaaahhh!, Crash, Clang, Splat, Zap, Sizzle Trap CR: 5 Type: Mechanical Search: Trap (DC 22), Primary Trigger (DC 22) Disable Device: Trap (DC 25, 2d4 rounds), Primary Trigger (DC 25, 2d4 rounds) Primary Trigger: Pressure plate on stairs Primary Trap Effect: Stairs turn into slide and dump creatures into pit where they break through two glass panes (1d4 points of damage from each) and continue fall into 40- foot spiked pit (4d6 falling and 1d4+2 from 1d6 spikes [+20 melee each]) Primary Area of Effect: Creatures on stairs Primary Save: Reflex (DC 20) avoids Secondary Trigger: Location (standing in pit) Secondary Trap Effect: Giant magnets rip metal armor, weapons, and shields from creatures in pit. A Strength check (DC 40) resists, but must be made for 5 rounds before he magnets shut off. Secondary Area of Effect: Anyone in the pit Tertiary Trigger: Location (standing in pit) Tertiary Trap Effect: No attack roll necessary (1d6 heat damage per round, boiling oil). Quaternary Trigger: Event (touching cable on wall) Quaternary Trap Effect: No attack roll necessary (1d6 electrical damage each round cable is touched; once grasped a creature must succeed at a Strength check DC 20 to break his grip on the cable) Reset: Repair Cost: 15,800 gp The title for this design from Brian Moroz certainly lives up to its name. If this beastly engine doesn’t deserve six skulls, then nothing does. The trap is triggered when the party steps on a pressure plate hidden in a stairway. The stairs then flatten out, becoming a slide (“Oops”). The party will slide down the now-slick stairway and crash through a trap door at the base of the stair, tumbling into a pit (“Aaaahhh!”). The victims’ fall down the pit is partially broken when they crash through several panes of glass, each of which is coated with alcohol and rock salt (“Crash”). After clearing the glass, a pair of magnets forcefully rip away whatever metal armor the party may be wearing (“Clang”). The fall down the pit terminates on a bed of spikes (“Splat”). But wait, there’s more. If anyone is still alive, they’ll find the bottom of the pit is being pumped full of boiling oil. The only chance of escape is to grasp a metal cable that dangles just within reach… but the cable is electrified, which should come as quite a shock (“Zap”). By the time the treacherous cable has been found out, the surviving party members should be submerged in boiling oil (“Sizzle”). Once the party has conceded defeat, be sure to explain the name of this trap to them, painfully recounting every last detail if need be.

Doors are probably the most overlooked items in a dungeon, and with good reason. By and large, doors are usually transition devices between areas where the real action takes place: a warm up act for the main attraction. Door traps require a subtlety of design usually not required of corridor or room designs. Delvers naturally think of doors as gateways to danger. When confronted with a door your average dungeon delving party conducts a Chinese fire drill, spreading out in all directions, arranging themselves along this wall and that, someone watching the rear, someone watching the front, someone watching the Amazon’s rear, someone standing in front of the door, someone standing beside the door… it really can be a bore after the second or fifth or tenth time you’ve seen it. But more often than not the characters succeed in protecting themselves from harm with their actions. Frequently delvers adopt a standard operating procedure when they reach a door, and go through their preparations wordlessly and without much enthusiasm. That’s when their attention begins to wander. Just when they think they’re safe — such as after traversing a hall with one hundred untrapped doors — THAT’S when to spring one of these beauties on them Operating as they do — when a delver’s guard is down — traps such as these are likely to create a high number of casualties. They will also lead to widespread, unreasoning paranoia. Knock knock.

110 THE WURST OF GRIMTOOTH’S TRAPS Giant’s Razor CR: 4 Type: Mechanical Type: Search: Trap (DC 21), Trigger (DC 21) Search: Disable Device: Trap (DC 18, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 18, 2d4 rounds) Primary Trigger: Touch (touching the door) Primary Trigger:Primary Trigger: Primary Trap Effect: Keen-edge razorblade (+20 melee; Primary Trap Effect:Primary Trap Effect: 2d4+8, crit 19-20/x4), also consider using Variant: Damage to Specific Areas found in Chapter 2 of the DMG. Reset: Automatic Reset: Cost: 7,500 gp Cost: John R. Greer provided this dismal doorway doom device. His Giant’s Razor is designed to wreak havoc upon “standard door-opening techniques”: standing to the side of a door as it is opened. The door trap is held closed only by a common latch. When the latch is lifted, the weight of a 20- pound razor poised beyond — coupled with a powerful spring — will force the door to fly open. Unless the character is trying to hold the door closed, the portal will swing open and the blade will swoop through. The razor’s effect depends upon where the character stands. If he stands to the latch side of the door, he is in great danger of having his arm amputated. If he stands in a line with the middle of the door, the razor would probably hit him in the upper torso. A character who stood on the far side of the door from the latch would probably escape unharmed. Guillotine Door Trap CR: 4 Type: Mechanical Type: Search: Trap (DC 22), Trigger (DC 22) Search: Disable Device: Trap (DC 20, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Event (touching the door) Primary Trigger:Primary Trigger: Primary Trap Effect: Keen-edge guillotine blade (+20 Primary Trap Effect:Primary Trap Effect: melee; 2d4+6, crit 19–20/x2) Reset: Automatic Reset: Cost: 17,800 gp Cost: This trap, by James Brazier and Oliver Fittock, makes further use of blades and doorways to evil intent. Simple in construction, this trap simply drops a guillotine blade through the doorjamb shortly after the door is opened. Severed limbs or bodies will result, depending upon the circ*mstances.

SECTION THREE: DOOR TRAPS 111 Poison Door CR: 7 Type: Mechanical Type: Search: Trap (DC 21), Trig- Search: ger (DC 21) Disable Device: Trap (DC 21, 2d4 Disable Device:Disable Device: rounds); Trigger (DC 21, 2d4 rounds) Primary Trigger: Touch (the door) Primary Trigger:Primary Trigger: Primary Trap Effect: Releases cloud of Primary Trap Effect:Primary Trap Effect: burnt othur fumes in 10-ft spread (1 Con [perm drain]/ 3d6 Con) Primary Save: Fortitude (DC 18) Primary Save:Primary Save: Reset: Repair (must re- Reset: plenish poison in door) Cost: 17,500 gp Cost: Rick Loomis designed this rather subtle device. Just because a door has a handle doesn’t mean you have to use it — and if the delvers just push this door open, they’ll live. Otherwise.… The trap is a hollow door filled with poison gas. The door is equipped with a plug “handle” which, when pulled out, releases the gas. A somewhat more deadly (if that is possible) variation of this trap would be to fill the door with methane instead of poison gas. Odorless and colorless, methane ignites explosively in the presence of open flames (such as lamps and torches). Thus, if the delvers stand before the door, gaping at the “handle” and the hole in the door, doing nothing while methane floods the corridor about the, they probably wouldn’t recognize the danger until the corridor exploded in a flash of fire. Cure a Kicker Trap CR: 4 Type: Mechanical Type: Search: Trap (DC 25), Trigger (DC 20) Search: Disable Device: Trap (DC 25, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Touch (forcing the door open [kick- Primary Trigger:Primary Trigger: ing, breaking it down, etc.]) Primary Trap Effect: Extra-large spear (+20 me- Primary Trap Effect:Primary Trap Effect: lee; 2d8+4) Reset: Repair Reset: Cost: 20,000 gp Cost: By S.S.Crompton, this trap is not too subtle, being designed to take care of “lead-boot” dungeon delvers who enjoy kicking in expensive dungeon doors. After all, turnabout is fair play.… The trap is triggered around a weighted wire located within the door. As long as the door is opened normally, no appreciable dislocation of the wire will occur, and the delvers can proceed safely. If, however, the door is broken (as by a kick), then the wire will be freed, loosing the gear structure above to propel a large, spear-like beam toward the character. The trap presents a wonderful display of overkill, but unless it is placed within a locked or hard-to-open door it will probably see little action. However, if you combine this trap with one of the other door devices listed in this chapter, and you have a two-edged doom-dealer sure to shred any delver.

112 THE WURST OF GRIMTOOTH’S TRAPS Dragging Doorway CR: 1 or higher CR: Type: Mechanical Type: Search: Trap (DC 20), Trigger (DC 20) Search: Disable Device: Trap (DC 20, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Touch (forcing the door open [kick- Primary Trigger:Primary Trigger: ing, breaking it down, etc.]) Primary Trap Effect: Primary Trap Effect:Primary Trap Effect: Limb is snared and dragged through door. What awaits it is entirely up to the DM. Reset: Repair Reset: Cost: 1,000 gp or higher Cost: This trap offers a novel method of dealing with doorkickers. Simply anchor a snare on the upper panel of the door; anchor another snare on the lower panel — and the snare captures the offending limb and drags it through the door into the room (and presumably off to meet some horrible fate). Some suggestions for this trap: Scything Blades: CR 1, +8 melee, 1d8+2 points of damage, crit x3, +700 gp to the cost. Acid Bath: CR 1, +12 melee, 2d6 points of acid damage, +300 gp to the cost. Monster: Anything you feel like putting on the other side of the door. Boost the CR of the trap so it is equal to the CR of the monster. Cost is whatever it costs to feed the monster itself (which isn’t going to be much as it can dine on intrepid adventurers). Double Door Doom CR: 4 Type: Mechanical Type: Search: Trap (DC 21), Trigger (DC 21) Search: Disable Device: Trap (DC 18, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Touch (leaning through door or Primary Trigger:Primary Trigger: kicking, punching, breaking down door, etc.) Primary Trap Effect: Scything blade (+20 melee; 2d4+8/ Primary Trap Effect:Primary Trap Effect: x4) Reset: Manual (blades must be reset) Reset: Cost: 17,200 gp Cost: Another product of Mike Stackpole’s warped imagination, this design provides yet another variation on the blades-and-doors type of trap. This trap’s double door construction also leads to several other possibilities for otherwise mundane dungeon doors — your doors needn’t always be standard rectangular items from the warehouse… The trap sports a spring-loaded blade in its lower half to slide through anyone who opens the upper door and leans through. The multi-purpose location of the lower door, along with a second blade in the upper half, also assures that anyone who punches through this door won’t keep his limb for long. When will delvers learn to simply open doors and walk through?

SECTION THREE: DOOR TRAPS 113 Delvermatic Dicer and Malingerer Trap CR: 10 Type: Mechanical Type: Search: Trap (DC 28), Trigger (DC 22) Search: Disable Device: Trap (DC 30, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 24, 2d4 rounds) Primary Trigger: Touch (opening the secret door) Primary Trigger:Primary Trigger: Primary Trap Effect: Collapsing ceiling section (no at- Primary Trap Effect:Primary Trap Effect: tack roll needed; 8d6, crush; single target in a 5-ft square about 5 feet from door) Primary Save: Reflex (DC 30) Primary Save:Primary Save: Secondary Trigger: No trigger (automatic) Secondary Trigger:Secondary Trigger: Secondary Trap Effect: Keen-edge hook (+20 melee; 1d8+2, Secondary Trap Effect:Secondary Trap Effect: crit 19-20/x2; single target 10 feet from door [5 feet from victim hit by primary trap effect]). Tertiary Trigger: Touch (ceiling slams into pressure Tertiary Trigger:Tertiary Trigger: plate in floor and catapults those standing in area into spikes) Tertiary Trap Effect: Ceiling/Wall spikes (+20 melee; 1d4 Tertiary Trap Effect:Tertiary Trap Effect: spikes, 1d4+4 each spike; multiple targets in a line up to 20 feet away from door) Quaternary Trigger: Touch (bay doors swing down and Quaternary Trigger:Quaternary Trigger: push delver that opened the secret door through the monofilament) Quaternary Trap Effect:Monofilament (no attack roll nec- Quaternary Trap Effect:Quaternary Trap Effect: essary; 10d6, 19-20/x2) Reset: Manual Reset: Cost: 65,500 gp Cost: Liz Danforth and Mike Stackpole created this trap to take care of characters who open secret doors with gay abandon, but refuse to walk through them. The secret door in question is set flush into the wall, and is designed to open by sliding into the ceiling (Search DC 20). When the door is thus opened, delvers will see a netlike web of monofilament line on the other side. When the door slides up, it causes a section of the ceiling to swing down into the corridor. The arc of the section is such that it should slam into any character standing roughly six feet from the door. A devilish freeswinging hook trails the ceiling section, spelling doom for any delver standing about four feet from the fellow flattened by the ceiling section. The ceiling section completes its arc by slamming into the floor — which is in reality a carefully balanced platform. This creates a catapult effect, and should send anyone standing as far away as twenty feet from the door flying into the spiked side of the ceiling section. The poor idiot who opened the door in the first place is in for the worst fate of all. Bay doors kick out from the falling ceiling section when it finally hits the floor, propelling the hapless door-opener through the fine monofilament mesh — with the appropriate “cheese-grater” effect.

114 THE WURST OF GRIMTOOTH’S TRAPS Double Trap CR: 2 Type: Mechanical Type: Search: Trap (DC 22), Trigger (DC 18). Search: Disable Device: Trap (DC 20, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Touch (the door) Primary Trigger:Primary Trigger: Primary Trap Effect: Door slams victim(s) into wall spikes Primary Trap Effect:Primary Trap Effect: (+15 melee, 1d4 spikes, 1d4+8 damage each) Reset: Automatic (door resets in 1 round) Reset: Cost: 6,000 gp Cost: This is one of those devices that just screams, “Trap!!!” to anyone who sees it — but Mark put this effect to amazingly good use. On one side of a corridor is an ornately carved door; on the opposite wall is a heavy panel, also ornately carved, with lots of iron spikes attached. Apparently any attempt to incorrectly open the door will tenderize a delver — and numerous bloodstains in the area only serve to reinforce this suspicion. However, the spikes don’t move — the door does. In fact, the door is just a false front for an enormous spring, which is set to slam the door across the corridor and into the wall of spikes. The spring is co*cked at hair-trigger readiness, and the delver who monkeys with the door will be pulped before he can draw his last breath. There is a door here, but it’s a secret one. Where is it hidden? Why, behind the spikes, of course… (Search DC 25) 2 x 4 Headache CR: 2 Type: Mechanical Type: Search: Trap (DC 18), Trigger (DC 18). Search: Disable Device: Trap (DC 22, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Touch (the door) Primary Trigger:Primary Trigger: Primary Trap Effect: Primary Trap Effect:Primary Trap Effect: Spikes (+20 melee; 1d6 spikes, 1d4+6 each spike) Reset: Automatic (spiked board resets in 1 Reset: round) Cost: 6,000 gp Cost: An even less subtle yet horrendous doom-bringer is this trap from Greg Day — sure to be a slap in the face for any careless delver… Simple in its construction, this trap merely consists of a spike-studded board, which flops over into the doorway whenever the door is opened. If the delver is of normal (that usually means human) height, he receives a face full of spikes. If they are taller or shorter… well, you can use your own vivid imaginations to envision the possibilities!

SECTION THREE: DOOR TRAPS 115 What You Don’t Know WILL Hurt You This revolving door trap is from Brandon Corey (who is recovering quite nicely, thank you). This door trap is notable is as much as it sinks to new depths — or at least the delvers caught in it do. The revolving door will only move in a clockwise direction; near the end of the door’s rotation, the floor drops away into a pit. If a delver is running through the door with careless abandon, his own momentum will sweep him into the pit. And even if the delver should notice the pit in time to stop the door, he’ll still be trapped — the door revolves only in one direction. He’ll escape only if he can somehow make it across the pit… CR: 1 (or higher) CR: Type: Mechanical Type: Search: Trap (DC 25), Trigger (DC 25). Search: Disable Device: Trap (DC 25, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 25, 2d4 rounds) Primary Trigger: Touch (revolving door) Primary Trigger:Primary Trigger: Primary Trap Effect: Deep pit (1d6 damage per 10 feet Primary Trap Effect:Primary Trap Effect: fallen) Primary Save: Reflex (DC 20) avoids pit Primary Save:Primary Save: Reset: No reset needed Reset: Cost: 2,000 gp or higher Cost: Backstabber CR: 4 Type: Mechanical Type: Search: Search: Trap (DC 25), Trigger (DC 22). Disable Device: Trap (DC 25, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 22, 2d4 rounds) Primary Trigger: Touch (the door) Primary Trigger:Primary Trigger: Primary Trap Effect: Giant spear (+20 melee; 2d10+10 Primary Trap Effect:Primary Trap Effect: damage; multiple targets in a 5-ft by 50-foot line in front of the door) Reset: Repair Reset: Cost: 16,000 gp Cost: Tired of adventurers finding your well-placed poison needle in the lock trap? We designed the Backstabber, a splendid demonstration of overkill at its finest. The delvers are presented with an innocuous-looking door. When the handle to the door is worked, the enormous, poisoned, sharpened telephone pole hidden in the wall opposite the door is fired toward the delver’s back at tremendous speed. This ought to plaster the delver opening the door, and may take out a number of his buddies it they’re standing close behind him. This pole is going fast enough to knock down the door, so don’t use it to guard your teacup collection… My favorite variant of this trap is launching TWO poles at the door. Because TWO is more than ONE.

116 THE WURST OF GRIMTOOTH’S TRAPS Beware of Doppelgangers CR: 7 Type: Magical ( Type: greater teleport) Search: Trap (DC 32), Trigger (DC 25). Search: Disable Device: Trap (DC 32, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 25, 2d4 rounds) Primary Trigger: Location (entering the room) Primary Trigger:Primary Trigger: Primary Trap Effect: Primary Trap Effect:Primary Trap Effect: Character entering room is teleported behind party in hallway. Due to the abrupt change from total darkness to light, the character is blinded (as per the blindness spell) for 1 round. Reset: No reset Reset: Cost: ,550 gp Cost: This trap is ingenious in its implication and sincerely horrid in application. Brent Halverson has designed the door to face the delvers with a puzzle and a threat they’ll be dying to defeat. And really all they’re fighting is themselves.… The delvers find a door. It can be anywhere, although it doesn’t actually lead much of anywhere. Somewhere rather low on the door is scrawled, “Beware of Doppelgangers!” in what looks to be dried blood. A dying delver’s last message to those who might come after? Doubtless. If the delvers are actually warned off, well, better luck next time. However, if they open the door, they face a pitchblack void that no light penetrates. There would definitely be a sense of magic, for a few feet inside the doorway is a teleport plate. A delver enters will all due caution, and poof! He reappears in the vicinity of the door among his erstwhile friends. Three things are relevant: 1) the void and blackness are intense enough that the abrupt return to a lit corridor will somewhat blind the character, 2) it is the nature of the void to briefly scramble the character’s auditory mechanism, meaning his friend’s voices sound like orcish grunts and dire threats; and 3) a thin voice, as from a considerable distance, cried out from inside the void, “No! That’s not me! Don’t let ‘im fool you arruuugghhhI!” Handing the player of the unfortunate character a note that reads, “The figure in the corridor is you, now you convince them you are you, without showing them this note.” is all the proof the other players will need that he is indeed a doppelganger! With a formula like that, you should get a pretty good fight. And just for yucks, the second or third time the teleport plate is activated, you really could capture the real character and send out a doppelganger. If they keep shoving in characters, they deserve it. Upsidaisy-Downsidaisy CR: 7 Type: Combination (Magical and Mechani- Type: cal) Search: Trap (DC 32), Trigger (DC 25) Search: Disable Device: Trap (DC 32, 2d4 rounds), Trigger Disable Device:Disable Device: (DC 25, 2d4 rounds) Primary Trigger: Touch (the doorknob) Primary Trigger:Primary Trigger: Primary Trap Effect: A Primary Trap Effect:Primary Trap Effect: reverse gravity spell carries the victim that touched the door (and those within 5 feet of him perhaps) through the ceiling and into a spiked ceiling (+10 melee, 1d4 spikes deal 1d4 points of damage each). The second bank of spikes slides over the area where the victim “fell” upwards and shuts off the re- verse gravity. The victim now falls 10 feet into another bed of spikes (+10 melee, 1d4 spikes for 1d4 points of damage each). Reset: Automatic (ceiling plate) and Re- Reset: pair (need to replace false ceiling that shields spikes from view) Cost: 6,000 gp Cost: Diana Harlan claims elven blood in her background, but she’s a troll-hearted lass deep down inside. This trap of hers will have delvers pushing up daisies. Definitely.

SECTION THREE: DOOR TRAPS 117 Prepare the delvers for this ahead of time by giving them object lessons against opening doors violently. When they’ve got their manners back, spring this on them — it’s activated by someone touching the door handle in a normal fashion. When the handle is touched, a pair of magical plates “turns on.” One plate is at the delver’s feet and the other is overhead. The area in a 10-foot square in front of the door is transformed by a heavy reverse gravity field. Anyone standing in the area will fly up to the ceiling, and break on through the thin balsa shim that just looks like ceiling. His flight ends against the spikes in the real ceiling. When the false ceiling breaks away, a catch releases and a second bank of spikes slides forward to block the opening. The reverse gravity field shuts off, and the flying delver has a “punctuated” landing on the lower spike bed. For especially nasty DMs — are there any other sort? — add a hungry monster or three, and dose the spikes with a mild paralyzing poison.… The reverse gravity effect can be negated or dispelled. It functions at caster level 13th. Heads Up! CR: 2 Type: Mechanical Type: Search: Trap (DC 20), Trigger (DC 20) Search: Disable Device: Trap (DC 20, 2d4 rounds), Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Touch (pushing the “Open” button) Primary Trigger:Primary Trigger: Primary Trap Effect: Door drops and mashes character Primary Trap Effect:Primary Trap Effect: standing in 5-foot space in front of door (no attack roll needed, 3d6 points of crushing damage). Primary Save: Reflex (DC 20) avoids Primary Save:Primary Save: Reset: Manual (must place door back in Reset: position) Cost: 2,000 gp Cost: The next trap also requires a relatively normal approach to the door, so its placement is of crucial importance if you don’t want the paranoid to circumvent it. Place this door at the head of a dead-end corridor, with the corridor not significantly wider than the door itself. The door has no handles or other fixtures by which to open it. On the right hand wall, however, the delvers see a small button with the label “Open” on it. Pushing the button will open the door. It drops out into the corridor like a drawbridge, crushing the simpleton who pushed the button.

118 THE WURST OF GRIMTOOTH’S TRAPS The Downer Door CR: 10 Type: Mechanical Type: Search: Trap (DC 25), Trigger (DC 25) Search: Disable Device: Trap (DC 25, 2d4 rounds), Trigger Disable Device:Disable Device: (DC 25, 2d4 rounds) Primary Trigger: Touch (pulling on door) Primary Trigger:Primary Trigger: Primary Trap Effect: The massive door drops on all within Primary Trap Effect:Primary Trap Effect: 250 feet of the door (no attack roll necessary; 18d6, crush) Primary Trap Save: Characters that are 250 feet minus Primary Trap Save:Primary Trap Save: 4x their full movement speed from the door can run from the falling door and make a Reflex save (DC 20) to avoid the door. Characters closer than that and to a distance of 30 feet from the door must succeed at a Reflex save (DC 25) or be mashed into a pulp. Those within 30 feet of the door must succeed at a Reflex save (DC 30) or be mashed. Use massive damage checks. Reset: Manual (must place door back into Reset: position) Cost: 30,000 gp Cost: How simple can 250 feet of door be? Such massive portals often decorate the very entrance of a tunnel complex, or indicate something Very Large Indeed lives behind it. Characters who only anticipate trouble after they pass through the door are fair prey for Caroline J. Maher’s trap. Joe and Jane Averagedelver (of the Soggybog Averagedelvers) whip out their trusty ropes to help them open the massive door with its latches/knobs/knockers placed too high to work in any ordinary fashion. After all, the portal has been examined for smaller entrances (and there are none), and the hinges indicate the door swings outward. The hinges are false. When the delvers pull, they’ll find the door is only propped up. Numerous spring-loaded bolts, triggered when the door moves an inch or two, slam into the top of the door and substantially increase the rate of its fall. It will be a very speedy delver, or one who teleports, who escapes getting flattened — the latches will smash into the door itself on impact, so there is no breathing space under the door after it falls. The Bucket Over the Door CR: 1 or higher CR: Type: Mechanical Type: Search: Trap (DC 20), Trigger (DC 20) Search: Disable Device: Trap (DC 20, 2d4 rounds), Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Touch (pulling on door) Primary Trigger:Primary Trigger: Primary Trap Effect: A bucket balanced atop the door Primary Trap Effect:Primary Trap Effect: spills its contents on the creature opening the door (see below for ideas). Primary Save: A Reflex save (DC 20) avoids the Primary Save:Primary Save: falling bucket and its contents, unless noted otherwise. Reset: Repair Reset: Cost: 1,000 gp Cost: Lovers of practical jokes will appreciate this trap, so simple as to be beyond the expectations of the average delver. It has all the potential of a joy buzzer or a squirting plastic flower… and when is a door not a door? In simplest form, a door left slightly ajar provides the balance for a bucket full of, well, take your pick. The variations are endless. Ice water in a damp, cold dungeon may be unhealthy without being devastating. Fine glassy sand would get into the joints of armor, and under and into everything else. The itching and grating would be maddening, if non-fatal, but nothing to brag about back at the tavern. Brine is another annoyance. Cold, and wet now, and outrageously itchy and uncomfortable when it dries in one’s clothing. A nest of red ants or a bees’ nest inside the bucket could have unpleasant consequences — more people die each year from bee stings than from snakebites! Bright yellow dye would be laughable and might damage spell books; Eau de Comestible Monsterum could be dangerous, and plain old skunk oil would be enough to disband the party. Naturally, more vicious options are available, from acid (in a glass bucket) to a bucket full of mercury. What’s so nasty about mercury? Well,

SECTION THREE: DOOR TRAPS 119 it’ll be tough on the digestive system of anyone who swallows some, but more importantly, it’ll thoroughly coat anything they have that’s made of gold, like gold coins for starters. There’s no decent way to unbind mercury from gold, so the characters will have a sack full of coins that look suspiciously like fake goods. Then there is the old stand-by: a bucket full of leadheavy rocks could cause a concussion or three. Of course, even a mildly suspicious delver might think to look up when encountering a door that is not a door. (Because it’s ajar!) The door can be left closed. The same assortment of exasperating annoyances can be kept in a reservoir above the door to spray out when the door is opened more than an inch or two! The Bookcase Cliché CR: 2 Type: Mechanical Type: Search: Trap (DC 20), Trigger (DC 20) Search: Disable Device: Trap (DC 20, 2d4 rounds), Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Primary Trigger:Primary Trigger: Touch (moving the wall sconce a second time) Primary Trap Effect: Spikes impale character (+15 melee, Primary Trap Effect:Primary Trap Effect: 1d6 spikes, 1d4 points of damage each spike) Bypass: Hidden safety switch (Search DC 25 Bypass: to locate) Reset: Automatic Reset: Cost: 6,000 gp Cost: Laurel Goulding provides yet another dreadful destiny for delvers in this unusual portal. She may have seen too many movies, but this trap is treachery incarnate. Not designed for the depths of a dank and dreary dungeon, this bookcase could be the main secret entrance to a tunnel — just to start the party off on the right foot. The Bookcase Cliché looks to be just that: a swiveling floor-to-ceiling bookcase of the sort one generally sees in old movies. Torches are conveniently placed on either side of the bookcase, and twisting either one of the sconces will cause the bookcase to make a very fast 180-degree turn on its platform. Perhaps the delvers will catch a glimpse of a passageway behind. An identical bookcase — previously the “back” of the other one — now rests where the original was. The obvious solution is to get onto the platform and then have the torch sconce pulled for you. Easier said than done, but undoubtedly the cunning characters will find a way. Unfortunately, the second time the bookcase is activated, without a safety switch known to the book’s owner being thrown first, one half of the “bookcase” sprouts spikes just before it pivots in the middle directly onto the other half.

120 THE WURST OF GRIMTOOTH’S TRAPS Springs ‘N Spikes CR: 2 Type: Mechanical Type: Search: Trap (DC 25), Trigger (DC 20), Search: Secondary Trigger (DC 20) Disable Device: Trap (DC 20, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Touch (breaking down door) Primary Trigger:Primary Trigger: Secondary Trigger: Timed (1 round after door is broken Secondary Trigger:Secondary Trigger: down) Primary Trap Effect: No damage Primary Trap Effect:Primary Trap Effect: Area of Effect: Creature standing on door Area of Effect:Area of Effect: Secondary Trap Effect: Creature is hurled 10 feet across Secondary Trap Effect:Secondary Trap Effect: the room into a wall full of spikes; multiple spikes affect target; +10 melee (1d4 spikes each, 1d4+2 damage each spike) Reset: Automatic Reset: Cost: 4,000 gp Cost: This trap is Drew Dietz’s contribution to the door traps chapter. I liked this trap so much I’ve made it an event for this year’s Orc Olympics, replacing the very silly but less lethal triple jump event. This door seems wedged shut, and the characters should realize nothing short of ramming it down with a shoulder or forehead will get it open. When struck with sufficient force, the door — which is hinged on the bottom — will fall away, and the delver should land atop it. The original hinge disengages, and a new hinge snaps into place at the top of the door, turning the door into a primitive catapult when the spring on the far side of the door engages. The final result? One her hurled onto spikes! Buster’s Facade CR: 10 Type: Mechanical Type: Search: Trap (DC 22), Trigger (DC 22) Search: Disable Device: Trap (DC 22, 2d4 rounds), Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Touch (turning the doorknob) Primary Trigger:Primary Trigger: Primary Trap Effect: Cru Primary Trap Effect:Primary Trap Effect: shing walls (no attack roll needed; 16d6, crush; all within a 10-foot by 10-foot area immediately behind the one that opened the door) Primary Save: Reflex (DC 22) avoids Primary Save:Primary Save: Reset: Repair Reset: Cost: 23,000 gp Cost: Although my previous collections of traps have nothing to do with the rampant paranoia of modern dungeon delvers, few characters are comfortable opening doors from the front. They cluster to either side of the door, cringing as one foolhardy soul gingerly twists the door’s handle. This in mind, I dedicate this trap to the memory of that famous old comedian. When the handle is turned the entire wall around the door falls out onto the party. Only the person with the handle in his hand — and the stupid look on his face — will escape unscathed. He’ll also be a real “hit” with any surviving party members!

SECTION THREE: DOOR TRAPS 121 Guillotine Portcullis CR: 2 Type: Mechanical Type: Search: Trap (DC 20), Trigger (DC 20) Search: Disable Device: Trap (DC 20, 2d4 rounds), Disable Device:Disable Device: Trigger (DC 20, 2d4 rounds) Primary Trigger: Touch (touching the port- Primary Trigger:Primary Trigger: cullis) Primary Trap Effect: +15 melee (2d4+6, guil- Primary Trap Effect:Primary Trap Effect: lotine blade, crit x4) Reset: Automatic Reset: Cost: 4,000 gp Cost: Mike Patton offers this deadly little barrier that smart characters will just leave alone. This is a simple heavy portcullis, remarkable only in that it seems constructed of two separate halves, with a brief gap between the two. The separation, of course, permits a guillotine blade to flash down if someone tries to lift the portcullis, severing limbs or at least fingers. Mike suggests placing a false winch (presumably controlling the portcullis) in whatever room this traps guards, to encourage characters to wiggle under the barrier. Mock Padlock CR: 1 Type: Mechanical Type: Search: Search: Trap (DC 18), Trigger (DC 18) Disable Device: Trap (DC 18, 1d4 rounds) Disable Device:Disable Device: Primary Trigger: Touch (tampering with lock Primary Trigger:Primary Trigger: triggers the trap) Primary Trap Effect: Trap deals 2d6 points of acid dam- Primary Trap Effect:Primary Trap Effect: age to tools or key inserted into lock. The special acid membrane bypasses the object’s hardness. Reset: Repair (lock must be refilled every Reset: few months to insure the acid membrane remains potent) Cost: 1,000 gp Cost: This device, by Mike Patton, can be used on any door or even on treasure chests. This is simply a lock containing a waxcovered gelatinous acid membrane. Anything inserted into the lock — such as a thief’s tools, or a pesky magic key — will rupture the membrane and be ruined. The lock itself is false, so while releasing the acid will destroy it, the party will be no closer to opening the door or chest, but they will have ruined their tools.

122 THE WURST OF GRIMTOOTH’S TRAPS Knock Knock Door CR: 3 (or higher if door sprays acid or poison) CR: Type: Magical Type: Search: Trap (DC 25), Trigger (DC 25) Search: Disable Device: Trap (DC 25, 2d4 rounds) Disable Device:Disable Device: Primary Trigger: Event (touching the door handle) Primary Trigger:Primary Trigger: Primary Trap Effect: Primary Trap Effect:Primary Trap Effect: Demon comes to life (as detailed above); if the demon doesn’t like the creature’s joke it sprays it with acid (1d6), poison (DM’s choice), or skunk oil (treat as troglodyte stench), or some other substance. Area of Effect: Creature directly in front of door Area of Effect:Area of Effect: Circ*mstance Bonuses: Placing a shield (or such item) over the Circ*mstance Bonuses:Circ*mstance Bonuses: doorknob gives total cover against the attack. Cost: 3,000 gp Cost: Not nearly so stylish as other door traps, but twice as childish, is Norm Strange’s contribution. This is an iron dungeon door possessing a living mouth and eyes, with a big brass knocker where a nose should be. Right about where a person would wear a flower in a lapel is the door handle… a handle that bears an incredible resemblance to a daisy. The door is in fact an immensely powerful and indestructible magic demon. The only way to get past the thing is to endure a silly and tiresome ritual, which should really irk those boors who think there’s no place for low comedy in high fantasy. The first step is to use the knocker — only two knocks, in quick succession, which initiates the sequence. In effect, the delvers must say, “knock knock.” Need I say more? That’s you cue. When the delvers say, “knock knock,” the door mouths, “who’s there?” and it’s up to the delvers to come up with a suitably witty response. If the knock-knock joke thus offered is up to your liking, the door opens and the delvers may pass. If you don’t care for the joke, give the party a little quirt from the center of the daisy — skunk oil if you feel forgiving, acid or poison if you don’t. And don’t forget everything else you can do with that mouth… laugh, belch, spit, curse, even vomit! Wow! Fun for all ages! Last Of The Mimes CR: 1 Type: Magical Type: Search: Trap (DC 20) Search: Disable Device: Can only be disabled by breaking Disable Device:Disable Device: mirror; dispel magic, antimagic shell and the like have no effect on the mirror. Primary Trigger: Event (looking in the mirror trig- Primary Trigger:Primary Trigger: gers the mime) Primary Trap Effect: The character gazing into the mir- Primary Trap Effect:Primary Trap Effect: ror “summons” a mime duplicate of itself. Bypass: Don’t look in the mirror! Bypass: Reset: Automatic (immediately resets af- Reset: ter mime is dispelled) Cost: 1,000 gp Cost: Jersey Turnpike has scared himself more than once with what he’s seen in the mirror, so he must know whereof he speaks with this trap. Place this door in any dungeon corridor. Bolt the door, nail it shut, remove the doorknob, and wedge the thing in place, because behind it lurks the consummate horror. Post signs warning delvers away from this portal. Lace the corridor with explosive pressure pads and post guards beside the door. Do what you must, but make sure the delvers know this door is not to be opened under any circ*mstances! They’ll be sorry! So, of course, the schmucks will move heaven and earth to open the door. The door conceals a mirror. That’s all, just a mirror. As a victim stares into the mirror, he’ll watch as his own features take on a ghostly, white pallor. Dark lines will arch above his eyebrows. The image in the mirror will bring two whitegloved hands to either side of its suddenly expressive face, and show a round-mouthed display of amazement. That’s right. The character’s mirror image has been turned into a mime. Worst of all, it’s ghostly mime. The mime will step from the mirror and dog its victim, mimicking his double’s every move with exaggerated and derogatory grace. When the mime isn’t busy making his victim look like a buffoon, he’ll walk against

SECTION THREE: DOOR TRAPS 123 the wind, press against an imaginary pane of glass, and peel and eat invisible bananas. What a pain in the neck! And because the mime is a ghost, he cannot be physically done away with. Breaking the mirror will dispel the mime… at least until the character next observes his own reflection, when the mime will appear again. And again. And again. And again… Note: The mime is a “phantom” and is impervious to all attacks (magical or otherwise). It cannot be turned, rebuked, or anything else. If the mirror is shattered, the mime immediately disappears. If more than one character peers into the mirror a mime duplicate of that character steps from the mirror. Also note that a character cannot be affected by the mirror so long as his mime duplicate is hanging around. Open The Door CR: Varies by demon summoned CR: One of Dr. E. L. Frederick’s favorite door tricks can be used anywhere one might want. No doubt you are familiar with the mythology of “demons” — in that, if you say a demon’s name out loud, there is a chance he will hear you and appear. Suppose you had a demon named “Opin Thedoor”? Every time your delvers say, “We open the door,” you make a die roll to see if he shows up. If he does appear, make him a suitably obnoxious but non-fatal sort of creep. He hangs around the party making bad puns and wisecracks until someone pays him to go away. He prefers magical items. We all know that demons are mythical creatures that only schizophrenics and religious fanatics believe in, which is why religious fanatics try to ban all books that mention demons. So if you know anyone who believes in demons, don’t tell him about his page of the book, or we might get picketed. We’d be in all the newspapers, on TV, and all that publicity would be… hmmm. Do I get a royalty on every copy of this book we sell? Sample “Demon” Opin Thedoor: CR 3; SZ M Outsider [Chaotic]; HD 3d8+3; hp 16; Init +1 (Dex); Spd 30 ft.; AC 14 (+1 Dex, +3 natural), touch 11, flat-footed 13; BAB/ Grap +3/+4; Atk +4 melee (1d3 subdual, slap); Full Atk +4 melee (1d3 subdual [x2], slaps); SA spell-like abilities; SQ darkvision (60 ft), demon traits; AL CN; SV Fort +4, Ref +4, Will +4; Str 13, Dex 13, Con 13, Int 13, Wis 13, Cha 13. Skills: Balance +5, Bluff +5, Hide +5, Intimidate +5, Listen +9, Move Silently +5, Search +4, Sleight of Hand +5, Spot +10. Feats: Alertness, Combat Casting. SA—Spell-Like Abilities: change self, dancing lights, daze, flare, ghost sound, grease, mage hand, obscuring mist, prestidigitation. Caster level 3rd; save DC 11. Doggy Door CR: 5 Type: Magical Type: Search: Trap (DC 25), Trigger (DC 25) Search: Disable Device: Trap (DC 25, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 25, 2d4 rounds); dispel magic, antimagic field, and the like will dispel or suppress this trap. Primary Trigger: Touch Primary Trigger:Primary Trigger: (crawling through doggy door) Primary Trap Effect: Creature crawling through door is Primary Trap Effect:Primary Trap Effect: immediately polymorphed into a dog (as per the polymorph other or polymorph self spell) Reset: No reset (door automatically works Reset: each time someone crawls through it) Cost: 8,000 gp (does not include the cost Cost: of feeding the dire mama cat in the room) Jersey Turnpike designed this powerful magic portal to cut any delver down to size. Place this locked door at the end of any hall. Try as the party might, they won’t be able to breach this door. Kick and bash though they may, all the delvers will manage to do is set up a wailing from what sounds like a house cat on the other side of the door. The only way to pass is through the free-swinging flap at the bottom of the door, very much like a large doggy door. Of course, anyone passing through the doggy door is turned into a dog. Not fair, you say? Take a pill, pal! To reverse the enchantment, all the doggy delver need do is pass back through the door. Provided he thinks of it. Or has the time. Remember that wailing house cat? Well, the fat little cat exists only to bolt away in a furry frenzy at the first sign of a delver turned into a dog, and no self-respecting dog can resist chasing a cat. Off the delver will go, in pursuit of that cunning cat… of course, the small cat runs back to its mother, an over-fed giant, killer cat

124 THE WURST OF GRIMTOOTH’S TRAPS that just hates dogs. If the dog is lucky it will turn tail and run back. Or the party can crawl through the door looking for their companion, and go four footing, themselves. It’s a dog’s life, they say, and maybe someday I’ll try it. Note: To avoid chasing the tiny cat, the delver (now a dog) must succeed at a DC 15 Will save. If successful he suppresses his doggy temptations but must make a new save each round he remains in the room and hears the cat howling. See the MM for stats for the cat. Use the stats for the dire lion in the MM for the mama cat. Eye-Catching Trap CR: 4 Type: Mechanical Type: Search: Trap (DC 22), Trigger (DC 20) Search: Disable Device: Trap (DC 25, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 20, 2d4 rounds) Primary Trigger: Location (pressure plate on wall) Primary Trigger:Primary Trigger: Primary Trap Effect: Darts swing down and hit victim in Primary Trap Effect:Primary Trap Effect: eyes (no attack roll necessary; 1d4+2; victim is blinded [as the spell] until magically healed) Reset: Manual Reset: Cost: 8,000 gp Cost:

SECTION THREE: DOOR TRAPS 125 Mike Stackpole has developed a way to deal with peeping toms. Set in a door are two eyeholes. If a delver peers through them, he will see what lies in the room beyond. Fill the room with something that will interest the adventurer — anything from enemies to treasure to dancing girls should do the trick. Inform the character that he can see a little of the room, but if he moved closer to the holes he could probably get a better view. After all, trying to peer through a small set of holes from a distance is something like looking though a telescope held some distance from the eye. If the character moves in closer to get a better look, the pressure of his forehead against the stone wall will cause a section of the wall to move slightly, dislodging the spike on the other side of the hole to swing freely. The whole assembly will swing down into the eyes of the delver, with predictable results. For added cruelty, the pokers can be made of barbed wood that will easily break loose when the character jerks his head away from the hole in pain.

The worst thing I ever did was teach Spike the Grimdog to fetch. At first it was fun. I’d toss a bone down a hall or a hob— uh, I mean halfling down a pit. Spike ate it up. But when I tired of the game, he went looking for his own toys. And thanks to all the luckless visitors to my dungeon, Spike found plenty. The dog began raiding bodies, and loyally returning the booty to his beloved master. Me. Not a night went by that the stupid dog didn’t bring me another load of touching personal effects. Sometimes they were good for a laugh. Gimmicks, gizmos, I’ve seen ‘em all. But it was time to clear ‘em out and make space for the real business of being the most evil troll in print. So I put some of these Buffalo people that are always hanging around trying to get my autograph or peek at Grimtina’s tattoos to work taking inventory. They told me that I’ll be surprised at the amount of goods that Spike has stockpiled over the past few months. They said I could open a store with all this stuff. Hmmmm… not a bad idea. There’s nothing I like better than parting delvers from their gold… except for killing ‘em, but I’ve done enough of that in my previous books! So, with very LITTLE help from the minions of Flying Buffalo, I created the Traps Bazaar. But back to business. I’ve collected and refined these item traps for your shopping pleasure. This is your opportunity to choose from the best inventory of magical and mechanical contraptions. If you see something you like, make me an offer. Send your sealed bid and any expendable first born to The Grimtooth Collection, c/o Dungeon of Doom: Souvenir Department. The Grimtooth Collection accepts no responsibility for offers that are lost, ridiculed, or altered to your disadvantage, and reserves the right to use any information contained within for purposes of extortion. Our motto is, “buyer beware.” You can start shopping in aisle one. Please finish by midnight, when I lock the doors and let the security wolves loose. That gives you… oh, how annoying. The clock seems to have stopped. I suppose I’ll just have to let the wolves loose now.…

128 THE WURST OF GRIMTOOTH’S TRAPS The Bazaar Traps Bazaar is a most unusual marketplace. Within its borders you can shop for the most devious and evil item traps ever devised. Grimtooth the Troll, famed throughout the land for his many books on delver extermination, has opened this bazaar to supply other dungeon designers with the best security devices blood and money can buy. For you shopping convenience, Grimtooth’s loyal staff has composed this guide to point out the highlights of his unusual emporium. 1. Entrance Just around the corner from the Dungeon of Doom is the front gate of the bazaar. You can leave your horse in the convenient stables located on the northwest side of the building. Hanging on either side are the official Traps Bazaar greeters, recruited from the more attractive prisoners of Grimtooth’s dungeon. If they forget to bid you a cheery welcome, please feel free to punch or prod them; that’s why they’re there! 2. Commercial Order Desk If you’re shopping for your local dark army or wizard’s guild, please fill out the simple credit application available at this desk. It will simplify your check out of mass orders of Boomeraxes and Love Botas. 3. Check Out Counter Grimtina will be happy to ring up your purchases if she happens to be in today, and if she feels like it. Should the counter be unattended, you’d better just wait until she shows up. The last fool who tried to drag her from the employee break room did not live long enough to regret it. 4. Manager’s Office Grimtooth’s business office. The contents are none of your business. If you’re really curious, I suppose you could try to break it. But there are easier and more pleasant ways to commit suicide. Two secret doors lead to the hidden hallway that runs around most of the Bazaar. Only Grimtooth knows about this hidden corridor, and he uses it to keep an eye on the employees and customers. Within the corridor are a couple of staircases that lead down to the basem*nt area. 5. Research and Development Lab. You may hear some alarming noises from behind these closed doors. Groodni Grimgri the Mad Dwarf and Grimmaldi the goblin tend to conduct some noisy experiments when they develop new and fiendish traps for the bazaar. Normally, they don’t like to be disturbed at their work. But should the doors be open, step right in. They’re always looking for a few good volunteers to test their traps. You’ll even get a gift certificate for your spending pleasure if you live. 6. Grimtooth’s Best Sellers. In this department you’ll find magical items, along with booby-trapped weapons and other dungeon miscellany. I’m sure your desire for these goodies will exceed the limits of your purse. If you’re tempted to steal an item or two, go ahead! Try it! It keeps our guards on their toes. Your inevitable capture and punishment will provide a moment of entertainment for the other shoppers. This room contains 2d4+3 random minor magic items (CR 5 treasures) as well as various traps (left up to the DM). 7. Grimtina’s Fashions to Die For. Provide tempting outfits for your dungeon breakers from these racks of fashion trappings personally selected by Grimtooth’s little sister, Grimtina. Don’t miss the Friday afternoon fashion shows, where prisoners from the Dungeon of Doom are forced to model these deadly designer clothes. It gets messy, but it’s quite a spectacle. 8. Changing Rooms. Fitting rooms are provided for those who feel compelled to try on attire from the clothing department (and some of the enchanted duds can be very compelling!). There are separate booths for males, females, and those of indeterminate sex. Shapeshifters are welcome to use them if they feel the need to change into another species altogether. You can admire yourself in the full-length mirror provided in each booth. Some of our customers have complained that they’ve seen eyes peering at them from deep within the mirrors. Naahhhh. It must be their imagination… 9. Custom Corner. This section of the bazaar contains all of the one-of-a-kind trap items collected from throughout Grimtooth’s realm. Those with thin purses won’t find any bargains here. These items are rare and expensive. 10. Infernal Machines. These are the state-of-the-art traps from the Traps Bazaar research and development lab. Please take your purchases home before you start pushing buttons or pulling levers. Handy directions are provided in archaic runic on the inside of each package.

SECTION FOUR: TRAPS BAZAAR 129

130 THE WURST OF GRIMTOOTH’S TRAPS 11. 101st Trap: TAKE A NUMBER. Listen up, Grimtooth here. I installed this trap in the bazaar so as many of my customers as possible could enjoys it. It’s one of those “please take a number for service” machines that are so popular nowadays in delicatessens and bakeries. This one is just slightly different, as you may have noticed if you took a number Instead of counting upwards from one, it counts downwards from 100. And as you probably discovered, your number is no help whatsoever in getting served. Gotta problem with that? Take it to the Complaint Department! Anyway, the magic ticket generator continues spitting out numbers as it counts its way down to zero. 4, 3, 2, 1. And we all know what follows that: BOOM! All of you obedient shoppers who took your number have been in the possession of tickets programmed to explode in unison. What did you do with yours? Stick it in your saddlebag? In your pants pocket? Did you toss it heedlessly to the ground where some innocent child or hungry goat may have found it? No matter. You’ll find out when it’s time for the big bang. 12. Secret Emergency Exits. Grimtooth’s contract with the local volunteer fire department requires that additional exits be available for emergency use. However, the agreement did not state that he had to mark them! A skilled delver should be able to find the hidden pressure-plates that open these passages. (Note: The local fire company is a balor bucket brigade. Most of the fires they fight for hire are ones they’ve set themselves!) 13. Bargain Oubliette. Don’t overlook what’s under this trapdoor. Down a short flight of slimy stone steps is a dank cellar showcasing items for the parsimonious shopper. These are the oddball traps and sale items that Grimtooth is clearing out at a discount. Be careful of the phosphorescent fungus on the wall. It’s extremely corrosive to unprotected skin (1d6 points of acid damage per round of contact). 14. Snack Bar. Who can resist a tasty corn-rat-on-a-stick? The Traps Bazaar snack bar can fill that void in your stomach (or force you to void your stomach) with its exotic culinary offerings. Spike the GrimDog is frequently seen here begging scraps. It’s in your best interest to feed him, trust us… 15. Flying Buffalo Booth/Restrooms. When Grimtooth’s partners in publishing asked for “booth space” in Traps Bazaar, this wasn’t exactly what they had in mind. But, wise folks that they are, they gladly accepted what the troll offered. So while you take care of any physical necessities, feel free to browse through the other fine Flying Buffalo merchandise. A few books from those Necromancer Games folks can be found here as well. 16. Employee Break Room. This chamber in the back is reserved for Grimtooth’s trusted employees. It contains the usual amenities including a fire pit for cooking and a selection of illuminated manuscripts for those who can read (or those who just like the pretty pictures). There are some crates to sit on and one hammock slung in a corner. 17. Customer Service Desk. So you don’t like that trap you bought, huh? Then take it up with the helpful fiends staffing this counter. They will cheerfully listen to your complaints. In fact, they usually get quite a giggle out of your hard luck stories. Some unhappy complainers just don’t have a sense of humor; that’s why the Traps Bazaar staff positioned this desk in front of the back doors (i.e., employees escape routes). 18. Shipping and Receiving. You’ll find packing crates, straw, nails, and a cheery selection of gift wrap in this back room — everything needed to mail your purchases to points near and far. Depending on the size of your bribe, your merchandise will be promptly shipped or left to languish in a corner. 19. Plug. If you liked this description of Grimtooth’s Traps Bazaar, look for reprints of the original Grimtooth series of books coming in the future from Flying Buffalo. The Basem*nt Here is the map and description for the bargain basem*nt and the secret area beyond the basem*nt. Most adventurers never realize that this area even exists, but for the few brave souls who are nosy enough to snoop around, they may find some of my lesser-known treasures. Feel free to connect this basem*nt domain to my nearby Dungeon of Doom, or even to your own underground caverns. 1. The Bargain Oubliette. Down a short flight of slimy stone steps is a dank cellar showcasing oddball traps and sale items that are being cleared out at a discount. On the north wall is a secret door that leads to a dock and restrooms. The secret door can be located with an appropriate spell or by anyone who spends their free time looking for secret doors (Search DC 20 to find secret door).

SECTION FOUR: TRAPS BAZAAR 131 2. The Dock. This old wooden dock has well-used gondolas tied up to it on one side, with a stone wall and two doors on the other side. One door is marked “humans” and the other is marked “Others.” Each door leads to restrooms that are set up for large monsters or humanoids. The humans’ restroom has an OSHA Terrible Toilet Seat Trap (see sidebar). 3. The Canals This entire section of the basem*nt is flooded to a level of about six feet. Grimtooth added gondolas and docks to make it easy to get around. On the east wall, is a cavern entrance formed by the dark water that runs through it. The cavern is high enough for a fully loaded gondola to enter the largely unexplored caverns that eventually reach the dock area in the Dungeon of Doom. (See #18 in Grimtooth’s Dungeon of Doom). 4. Grimtooth’s Root Cellar A secret staircase leads here from the hidden hallway on the level above. This is where Grimtooth keeps a wall to floor collection of herbs, elixirs, medicines, and poisons which are stored in hundreds of bottles, all of which are labeled in code. If anyone takes anything from this room, a ghost who stays here will go and warn Grimtooth of an intruder. 5. Wine Cellar There are several hundred bottles of wine and liquors that are stored here for Grimtooth’s use. About 10% of the bottles are poisoned with an undetectable elixir that will cause bizarre changes (like giant ears, glow in the dark skin, or very fast growing hair) to anyone who drinks from these bottles. A DC 2 Fortitude save negates the effects. Only Grimtooth knows which ones are safe. 6. The Ships These two ships, one a Galleon, the other a strange Chinese Junk were place here at Grimtina’s request. She likes boats, and thought it would be really cool if there were boats in a flooded basem*nt. The staterooms in the ships are used as overnight rooms for visitors and a few select employees. Some small gems and gold pieces can be found in a few of the rooms (no more than 500 gp total). Left there by previous guests. Grimtina often hosts Tea and birthday parties on the upper deck. It should be noted, that there are all manger of fresh water creatures living in the still waters, many of which are always looking for a good meal, so try not to fall in. Electro-squids, small death sharks, mega-leeches are some of the most common to be found here. Electro-Squid: CR 3; SZ M Animal [Aquatic, Electricity]; HD 3d8; hp 13; Init +3; Spd swim 60 ft. ; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; BAB/Grap +2/+4; Atk +5 melee (0 plus 1d6 electricity, tentacle); Full Atk +5 melee (0 plus 1d6 electricity [x10], tentacles), +0 melee (1d6+1 plus 1d6 electricity, bite); SA improved grab (+4 grapple bonus), electricity (melee attacks deal electrical damage); SQ ink cloud (20 ft by 20 ft by 40 ft, once per minute), jet (once per round; double move; 320 ft); AL N; SV Fort +3, Ref +6, Will +2; Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2. Skills: Listen +6, Spot +6. Feats: Alertness, Weapon Finesse. Large Death Shark: CR 2; SZ L Animal (1o ft. long) [Aquatic]; HD 7d8+7; hp 38; Init +2; Spd Swim 60 ft.; AC 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; BAB/Grap +5/+12; Atk +8 melee (1d8+4, bite); SQ keen scent; AL N; SV Fort +6, Ref +7, Will +3; Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2. Skills: Listen +7, Spot +7. Feats: Alertness, Power Attack, Weapon Focus (bite). Mega-Leech: CR 2; SZ M Vermin [Aquatic]; HD 2d8+2; hp 11; Init +1; Spd 20 ft.; AC 11 (+1 natural), touch 10, flat-footed 11; BAB/Grap +1/ +1; Atk +2 melee (1d6, bite); SA attach, blood drain (1d4 temp Con); SQ vermin, scent, salt vulnerability; AL N; SV Fort +4, Ref +1, Will +0; Str 11, Dex 12, Con 12, Int —, Wis 10, Cha 2. Skills: Hide +4, Spot +2. Feats: Weapon Finesse. Terrible Toilet Seat Trap CR: 2 Type: Mechanical Type: Search: Trap (DC 20), Trigger (DC 20) Search: Disable Device: Trap (DC 20, 2d4 rounds) Disable Device:Disable Device: Primary Trigger: Proximity (anything that en- Primary Trigger:Primary Trigger: ters or falls through opening) Primary Trap Effect: Seat snaps shut (+12 melee, Primary Trap Effect:Primary Trap Effect: 3d6 damage; crit 18–20/x2); on a successful critical, the “appendage” is severed. Area of Effect: Area of Effect:Area of Effect: Appendage or item passing through opening Secondary Trap Effect: If an appendage (a certain ap- Secondary Trap Effect:Secondary Trap Effect: pendage, that is) is severed, the victim must succeed at a Will save or begin singing like the BeeGees. Secondary Save: Will (DC 20) avoids Secondary Save:Secondary Save: Reset: Automatic Reset: Cost: 4,000 gp Cost: Like most public toilets, this one has a seat in the shape of a “U” with the opening at the front. If anything (such as a certain delicate part of the male anatomy, for instance) should happen to fall or descend into or through the opening, it snaps shut (Ouch!). Hey, it’s only about 1% of your body. How big a loss could that be, right guys?

132 THE WURST OF GRIMTOOTH’S TRAPS 7. The Courtyard “Lagoon” Can be found just past the arch and under the large Bargain Basem*nt sign in the dock area and series of buildings’ rooms. The wood docks are rather water-rotted, so watch your step! Five doors lead into different rooms. 8. Damaged Goods Storage All sorts of broken and damaged items are haphazardly stored here, with the idea that they might be one day repaired and used or sold. Amongst the piles of items one might find are broken magic swords, damaged armor, cracked magic crystals, and non-working technological devices (there are lots of these!). On the west wall is a secret staircase (Search DC 20 to locate) that leads up the hidden hallway above. 9. Empty Workshop Once used as a repair shop for the damaged goods in Room 8. Contains tools, some repair manuals and other equipment necessary for repairing various broken items. The room is in disarray, so finding anything useful will take a little time. The goblin who worked here was banished to limbo when he spoke to Grimtooth in a surly manner. Grimtooth is currently looking for a new repairman with a more respectful demeanor. Applicants should apply at Grimtooth’s Office upstairs. 10. Hallway of Infinite Corridors This hallway of ebony columns is a trap left by Grimtooth as a way to keep the curious away from the small vault he uses to store valuables and cash. See the Infinite Corridors Trap listing. 11. The Vault Grimtooth keeps some of the very useful and powerful items that Spike has found in the dungeons. The vault is locked with chains, a combination lock and is magically hidden. Inside, on the many shelves, can be found powerful magical weapons (1d4+2 weapons of +2 to +4 value), potions of cure light wounds (1d6+2 potions), a plasma rifle (range increment 200 ft, 3d10 damage, weight 7 lb), a chainsaw (2d8 damage) and many different colored magical gems (1d4+2 ioun stones, 1d2 gems of seeing, and 1d2 gems of brightness), and smaller technological items of an undetermined nature. These items are kept here because Grimtooth feels they are too useful for the average adventurer. Chains (hardness 10; hp 20; break DC 26; Open Lock DC 25). Combination Lock (hardness 10; hp 20; break DC 25; Open Lock 30). The vault is hidden behind a permanent invisibility spell. This magic can be dispelled by a caster of 15th level or higher, though the magical nature of the area causes the spell to reset itself after 1 hour. Infinite Corridors Trap CR: 3 Type: Magical Type: Search: Trap (DC 25), Trigger (DC 20) Search: Disable Device: Trap (DC 35, 2d4 rounds) Disable Device:Disable Device: Primary Trigger: Primary Trigger: Event (walking down corridor) Primary Trigger: Primary Trap Effect: Primary Trap Effect:Primary Trap Effect: The hallway itself is a magical loop that tricks the visitor into believing that they are walking for miles and passing hundreds of columns, when in fact they are walking past the same 30 corridors over and over. The magic works in any direction, unless you are trying to exit the hallway the way you came in. Area of Effect: Creatures in the hallway Area of Effect:Area of Effect: Reset: There is no reset for this trap Reset: Cost: 4,500 gp Cost: This trap is not an illusion and cannot be disbelieved. It cannot be dispelled though a powerful wish or miracle might temporarily disable it. The hallway itself is a magical loop that tricks the visitor into believing that they are walking for miles and passing hundreds of columns, when in fact they are walking past the same 30 corridors over and over. The magic works in any direction, unless you are trying to exit the hallway the way you came in.

SECTION FOUR: TRAPS BAZAAR 133

134 THE WURST OF GRIMTOOTH’S TRAPS Dungeon Equipment Accessory Department (“DEAD”) Happy shopping, you hapless fools! Don’t crowd, one at a time! Move along, move along, don’t block the aisles…

SECTION FOUR: TRAPS BAZAAR 135 What? Are you “just looking?” This ain’t no art gallery, bub. Let me help you. (Hmmmm… there seems to be something terribly wrong with that concept!) Nevertheless, in the interest of consumer fairness, follow me. I’ll point out some of my favorite items. Our first stop is my favorite section of Grimtooth’s Best Sellers, knows as the Dungeon Equipment Accessory Department (DEAD), where you’ll find lethal traps for the eradication of sword-swinging and sorceryslinging delvers. Step carefully over and pay close attention to the bodies on the floor; those floor models will show you the practical effects of many of these traps. Bellows of Ghosts and Flames When some insignificant peasant in your service has slaved half his life away to save enough groats to buy his own paltry hovel, may I suggest a bellows as a housewarming gift? A cursed item, these bellows are home to an assortment of poltergeists. When the bellows is pumped, ghosts are freed one at a time, to the woe of the homeowner. There seems to be an inexhaustible supply of spirits trapped inside. True to the name of this item, the phantoms also make a deafening racket! Within minutes an angry delegation from the neighborhood should appear to demand the noise be quelled. The homeowner’s response to this problem may well be to toss the bellows into the nearby fireplace. (You’d be disappointed if I didn’t tell you this is the worst course of action to take, wouldn’t you?) If the bellows is set aflame, the poltergeists turn into flame demons, which burn the happy home to the ground. Bellows of Ghosts and Flames: This normal looking bellows frees one poltergeist from it each time it is pumped. A poltergeist stays in the area until destroyed or dispelled and there is no limit to the number contained in the bellows. Should the bellows be subjected to fire, the freed poltergeists change into fire elementals. Moderate conjuration; CL 7th; Craft Wondrous Item, summon monster IV; Price 56,000 gp; Weight 5 lb. Poltergeist: CR 2; SZ M Undead [Incorporeal]; HD 2d12; hp 13; Init +1; Spd 10 ft., fly 20 ft. (g00d); AC 12 (+1 Dex, +1 deflection), touch 12, flat-footed 11; BAB/Grap +1/+2; Atk telekinesis; SA fear (touch, DC 12; flee 2d6 rounds), telekinesis; SQ darkvision (60 ft.), natural invisibility, incorporeal traits, unnatural aura, undead traits; AL LE; SV Fort +0, Ref +1, Will +4; Str —, Dex 13, Con —, Int 5, Wis 12, Cha 12. Skills: Listen +6, Spot +5. Feats: Alertness. SA—Telekinesis (Su): A poltergeist can create a telekinetic effect to hurl one object or creature within 10 feet to a distance of 60 feet (no range increment). This ability functions as the combat maneuver version of the telekinesis spell (caster level 6th) with the following exceptions: the poltergeist does not have to concentrate to use or maintain this ability; the poltergeist can hurl only one object or creature per round; the poltergeist uses its Charisma modifier (usually +1) to modify its base attack bonus. A creature targeted by this ability can make a DC 12 Will save to avoid being hurled by the poltergeist. The save DC is Charisma-based. SQ—Natural Invisibility (Su): This ability is constant, allowing the poltergeist to remain invisible even when attacking. This ability is inherent and cannot be dispelled or negated (such as through the invisibility purge spell). SQ—Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a poltergeist at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Fire Elemental: CR 3; hp 26. The Wizard Alazo’s Stick I have a soft spot for weapons that erratically backfire on the overconfident muscle that wields them. The wizard Alazo’s stick is a personal favorite. Alazo created a magical stick that would inflict a grievous wound on any living thing it struck. This wound would often be mortal. To discourage theft of his stick, Alazo also placed a curse on it. (Of course it was stolen by some big dummy who didn’t believe in curses). The curse is that the wound will sometimes appear on the wielder instead of the target. This risk can be avoided by thinking a secret word of power while striking your target. The only way to determine the secret word of power involved payments to expensive sages who can perform powerful spells of divination. Or you can help me find the directions, which have been lost in my Dungeon of Doom for thousands of days. The Wizard Alazo’s Stick: This magical device appears to be a wand. When used to touch a living creature, the wand deals

136 THE WURST OF GRIMTOOTH’S TRAPS 1d4 points of damage and acts as a wounding weapon (see Magic Weapon Special Abilities, Wounding, in the DMG), so long as the user thinks of the command word while using it. If the command word is unknown or is not correctly thought of, the weapon backfires, and deals the damage (including the wounding effect) to the user. In the heat of battle, a DC 10 Concentration check is required to concentrate and focus on the word of power used to invoke this weapon’s special abilities. Moderate evocation; CL 10th; Craft Wand, Morden’s sword; Price 2,600 gp; Weight. The Books Of Hjalfyar In the last decade of the existence of the southern isles, the wizard Hjalfyar gathered the best of the books and scrolls from the Library of Knowledge at Southport. His purpose was to protect the volumes from destruction at the hands of the religious fanatics who were growing in power and violence as the old king grew weak. Knowing that he had little time, Hjalfyar had the books loaded aboard a ship and ordered the captain to take him and his cargo to the far away kingdom of Nordhiem. The captain agreed when offered a great fee to be paid in gold and magic. Unfortunately, the wizard did not know that the captain had already converted to the new faith. Three days after sailing, he broke into Hjalfyar’s cabin and dragged him onto the deck of the ship. The unfortunate bibliophile was forced to watch as his books and scrolls were tossed into the ocean. Then he was cast into the ink-stained water. His last breath was a curse on the captain and each of the members of his crew. Such was the power of the curse that not all of the books were destroyed. Many of them were transformed into even more powerful magic tomes. Several hundred still exist. These books fall into three categories. The Books Of Hjalfyar (Snappers): Snappers rest quietly on the shelves of any library. At midnight, they snap open disgorging weird little worms. These are demonic bookworms that devour the ink from the pages of magical tomes, erasing the text and slowly rendering the book worthless. At dawn, they return to their own book, which snaps shut. In some cases, they regurgitate the ink onto its pages. Each snapper contains 10–40 bookworms. Bookworm (CR 1/10): The bookworm is a tiny, 1- inch long gray seemingly normal worm. It is the bane of scholars, wizards, and sages, for its primary source of food is the paper, wood, and leather that make up books. Bookworms cannot harm living creatures, but burrow through wood, leather, rope, and paper very quickly. They can ignore the hardness of such materials and a burrowing bookworm deals 3 points of damage per round to dead wood, rope, paper, or leather. Bookworms are quick and agile (moving at 20 feet per round) and seek to avoid being seen. To this end, they can alter their body color to match that of their surroundings (it takes a successful Spot check at DC 20 to see a bookworm that has camouflaged itself). Spells on scrolls are destroyed and unusable if a bookworm burrows through the scroll. Spellbooks lose one spell level per round that a bookworms spends burrowing into it. A typical lair (or brood) contains 10-40 bookworms. They are easily killed by attacks that deal damage over an area (such as fire or cold). Consider one worm killed for each point of damage dealt. The Books Of Hjalfyar (Crumblers): These books are cursed to grow heavier and heavier, slowly becoming far too heavy to lift. This is but one facet of their curse. The other involves where the extra weight comes from. The book will slowly leach the fat from any living beings near it. This fat is magically processed into ink, which is stored on the books’ pages. Each page is enchanted to hold as much as 16 ounces of ink on each side, with each page weighing in at 2 pounds. There will be upwards of 200 pages in each book. If the crumbler is jiggled or moved, the ink will spill out. Where’s the trap, you ask? Have you ever seen what happens to an anorexic? Each hour that a crumbler book is carried, the victim loses 2 pounds from his current weight and suffers 1 point of temporary Strength damage. The book gains the weight absorbed from the victim. Once in his possession, a victim of the crumbler’s curse is oblivious to what is happening to him and refuses to part with the book. If force is used to get the book away from the victim, he fights to get it back. A remove curse dispels the effects of this book. The Books Of Hjalfyar (Muncher): The last type of book is a muncher. Left anywhere near other books, it will absorb one book per day. The eaten book will be transported to interdimensional space where it must remain until Hjalfyar is reborn to release it. At first the clueless owner of the muncher will assume that someone is borrowing or stealing his books. It should be quite some time before he begins to suspect the muncher. At that point, nothing will return the lost books. However, the muncher can be discarded, preventing further losses. This magical cursed tome absorbs one book per day, sending it to a pocket dimension on the Astral Plane. No known magic detection, scrying, viewing, etc. reveals the location of the missing books. Snapper: Faint conjuration; CL 5th; Craft Wondrous Item, summon monster I; Price 1,000 gp. Crumbler: Faint transmutation; CL 5th; Craft Wondrous Item, bull’s strength; Price 5,000 gp. Muncher: Strong necromancy; CL 17th; Craft Wondrous Item, astral projection; Price 200,000 gp.

SECTION FOUR: TRAPS BAZAAR 137 The Athenian Amphora This large pottery jug is about 30 inches high, 24 inches in diameter at its widest point, and is very heavy for its size. Painted around the circumference of the amphora are 10 Greek warriors in full battle armor. A large snake decorates the neck of the jug, its fangs forming one handle, its tail forming the other. Nobody really knows where the amphora was made or who made it. All that is known is its history. It was first found about 100 years ago by a merchant in the Far East. He sold it to a man who collected artifacts and relics in a port city in the south. It came into my hands some years later. The rest of the story is far more interesting. The merchant had elected to keep the amphora, and had installed it as a decoration in a guest bedroom in his home. Under compulsion, he told me of a caliph who was murdered under mysterious circ*mstances in that room. It was only with the greatest of difficulty that he was able to escape prosecution for the poor man’s murder. The dealer quickly sold the jug to another merchant. The new buyer kept the jug in his showroom for only two days. Late in the night, a great deal of noise was heard coming from the showroom. When guards burst into the room, they were greeted by a scene of butchery. The night watchmen and their dogs were all slaughtered, hacked and stabbed to death by swords and spears. Knowing my interest in things arcane and murderous, the dealer quickly brought this incident to my attention. I was quickly able to determine that the jug was in fact a complex bit of performance art. On certain nights, when the moon is full and large in the sky, the jug shows its true nature. It is formed of a strange clay that can take on the form of any creature that is drawn on it, or molded from it. The clay has no life or mind of its own. However, it does react to the fears of those near it. Thus, a caliph who feared assassins was assassinated, and watchmen who feared robbers, slain. Try to think pleasant thoughts, if you can. The Athenian Amphora: This clay jug has the ability to transform into any creature inscribed on its surface or any creature that enters the thoughts of a living creature that spends more than 1 minute within 5 feet of the jug. This jug only functions on eves when the moon is full. A jug creature is formed entirely of clay. The creature remains until it has slain those near it (those fearing it that actually brought it into existence), those within 30 feet of the jug, or until the moon sets. At this time, the creature disappears and the jug retakes its original shape. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 120,000 gp. Jug Creature Template “Jug Creature” is a template that can be added to any corporeal creature except oozes or elementals—hereafter referred to as the “base creature.” The creature is formed entirely of clay and its type changes to construct. A jug creature uses all of the base creature’s abilities except as noted below. Size and Hit Dice: Change to d10. The base creature gains bonus hit points (like other constructs) based on its size. Speed: Jug creatures have 75% of the speed of the base creature. If the base creature could fly it has 50% of the flying speed of the base creature and its maneuverability falls to poor. Armor Class: The base creature’s natural armor increases by +4. Attacks: The jug creature retains all the attacks of the base creature. Special Attacks: The jug creature retains all of the special attacks of the base creature and gains those listed here. Haste (Ex): After it has engaged in at least 1 round of combat, a jug creature can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell. Special Qualities: The jug creature retains all of the special qualities of the base creature and gains those listed here. It gains the special qualities of the construct type. Immune to Slashing and Piercing (Ex): Because of its clay body, the jug creature takes no damage from slashing or piercing weapons, including magical weapons of this type. Abilities: Modify from the base creature’s scores as follows: Str +4, Dex –4, Con —, Int —, Wis –2, Cha – 10 (minimum score of 1). Skills: Constructs have no skills; the jug creature loses any skills the base creature possessed in life. Feats: Constructs have no feats; the jug creature loses any feats the base creature possessed in life. Environment: Any land and underground Organization: Solitary Challenge Rating: Up to 11 HD: as base creature +2; 12 + HD: as base creature +1 Treasure: None Alignment: Always neutral

138 THE WURST OF GRIMTOOTH’S TRAPS Mirrors of the Soul There was once a young lady from Kzan who was rather taken by her own reflection in mirrors. She could spend hours sitting in her room, grooming her hair, fixing her makeup, and plucking her lashes. One day she tired of her mirror and decided to obtain a new one. On the way to the market she chanced to cross paths with a gentleman of strange demeanor. His complexion was pasty, and he had long pointy fangs in need of a good brushing. She never did get to the market that day, and when she returned home she discovered that her reflection was absent from all the mirrors in the house. Enraged, she went to the local witch and demanded a cure. The witch had no idea how to cure the girl’s condition, but being a good businesswoman she never let on. Instead, she set out to correct the visual symptom of the girl’s vampiric curse. She enchanted several mirrors to show the soul of the person gazing upon them, rather than their physical reflection. Unaware of the girl’s obsessive vanity, the witch failed to consider that a conceited soul might not be a beautiful as its wrapping. When the girl gazed into the mirror, she saw the ugliness of her narcissism and flew into a rage. She killed the witch by bludgeoning her with the mirror. Nothing was ever seen of the girl again. Some say the sight of her vanity-ridden soul caused her to commit suicide. Others say she was captured by the witch’s master and enslaved in a bottle. The enchanted mirrors, however, still exist. Leave one in your dungeon to test the purity of those white knights; they may not cope well with what they see. Though personally, I think I look rather handsome in my mirror. Mirror of the Soul: This mirror resembles an ordinary looking glass 5 feet tall and 2 feet wide. The possessor that gazes into the mirror sees a reflection of his soul rather than his natural reflection. Soul reflections simply show the character his alignment as a combination of the following colors: lawful = white, neutral = gray, chaotic = black; good = blue, evil = red. So, a lawful good creature peering into the mirror sees his soul as an aura of shimmering white and blue. Carpet Bag This rug looks like any other floor covering. However, anything that can fit under its edges is concealed. The illusion spell that enchants it smoothes out all those unsightly bulges associated with hidden loot. So far, a rather mundane and uninteresting adventure into simple illusionary interior design. With a few modifications added by my own favorite decorator, Groodni Grimgri the mad dwarf, this carpet becomes a must for any really chic dungeon. You can indeed put anything that will fit under it into hiding. But try finding it! Grimgri added a few little traps into the weave to ensnare any reaching or clutching hands. Those folks feeling around for goodies will inevitably grasp one of Grimgri’s traps which will send a shot of electricity coursing through their paw sufficient to knock a good sized troll for a loop! The carpet recharges itself by absorbing and storing the static electricity generated from people walking over it. Let the delvers see you hide your gold here, then sneak around the corner and watch the fun. Carpet Bag: A carpet bag is a 5 foot by 3 foot rug. This item functions similar to a bag of holding in that anything placed under it (rather than in it) disappears and is stored in an extra-dimensional space. A creature that reaches under the rug to retrieve a stashed item is shocked for 6d6 points of electricity damage (Fortitude save DC 15 for half). Moderate conjuration and evocation; CL 9th; Craft Wondrous Item, Leomand’s secret chest, lightning bolt; Price 10,000 gp.

SECTION FOUR: TRAPS BAZAAR 139 Satan’s Bow The thought of encountering Satan’s bow makes me wince. This metal bow is skillfully crafted and glows with a magical radiance. The light is really just a sucker’s hook, designed to attract characters grabby for magical items. The bow is enchanted with a selfcontained light spell to maintain this deception. The trap portion of the bow lies in the bowstring. The string is made of a very fine, diamond-dust studded wire. The bow itself, being made of metal, will not have the flex one would expect. The result — anyone trying to draw back the string of this bow will lose three fingers for the effort (automatic; no save). The creature suffers a –2 penalty on all checks when using his hands and suffers the same penalty to attack and damage rolls if this was his primary sword hand. The only way to avoid this fate is to use a thumb ring when drawing the string, which is sharp enough to cut through even light leather gauntlets (and anyone who tries to use a bow with anything heavier will experience a great deal of difficulty). Moderate evocation and transmutation; CL 7th; Craft Wondrous Item, light, keen edge; Price 50,000 gp. The Acid Test Scabbard The acid test scabbard is an innocent-looking, welltooled sword scabbard designed to fit a broadsword. At the very bottom of the scabbard is a thin bladder of acid, which will be punctured when a sword is thrust within. When the sword is re-drawn, the blade’s condition will leave a lot to be desired. Non-magical weapons automatically take 1d6 points of acid damage each round they are in the scabbard. A magical weapon receives a save DC 18 Fort save each time it is inserted into the scabbard. On a failed save, the magical weapon takes 1d6 points of acid damage each round it remains in the scabbard. Moderate conjuration and transmutation; CL 10th; Craft Wondrous Item, acid splash, disintegrate; Price 100,000 gp. Speak Down Disgusted by the way excessively vocal delvers often take undeserved control of a party, Steve Crompton developed this item trap. Given the proper circ*mstances, and some smooth talking by the DM, this item could very well put a game back on even footing. The trap takes the form of a bottle of blue liquid labeled “Blue Rose: Bottled by the Voiceless Ones.” No magic can be detected from either the bottle or its contents — in fact, the liquid smells like a fine wine. The liquid contains a mixture of rare and powerful chemicals known only as Kromptonite. This mixture, when imbibed, causes an instant paralysis of the vocal cords for a duration of not more than twelve hours. Any character drinking from the bottle will be struck dumb (no save; treat as a feeblemind spell). The person playing the character is restricted to making gestures and writing notes — he may not speak again! With a bit of luck and some crafty maneuvering, there’s a good chance you could trick the party leader into drinking from the bottle. This will force the usually quiet characters to speak up, and might even lead to the doom of the “Big Mouth.” Idiot’s Vase One of Ken St. Andre’s treasures is the idiot’s vase, which will point out how stupid some delvers can be. The item is a magical crystal vase; 80 gold pieces are visible inside. The vase itself radiates negative magical vibes. Whoever carries the vase suffers 2 points of permanent Strength drain each round the vase is held. Whoever breaks the vase suffers 6 points of permanent Intelligence drain. Whoever reaches into the vase will turn blue, unless he is already blue — in

140 THE WURST OF GRIMTOOTH’S TRAPS which case he turns green. All attribute losses and changes are permanent. The way to defeat this trap is painfully simple: merely turn the vase upside down and pour the gold out. Delvers whose mentalities are geared to destruction will seldom think of this. Moderate necromancy; CL 10th; Craft Wondrous Item, bestow curse; Price 28,000 gp. Trap Detection Amulet Dan Logan’s trap detection amulet does perform as advertised, but perhaps not exactly in the fashion a delver would like. Dan suggests you place this item at the center of a maze guarded by a number of painfully obvious traps. Several of the traps should be sprung, and the remains of dead delvers should be at every hand. At the center of the trapped labyrinth, the characters will find the amulet rest- i n g on a pedestal. An inscription on the amulet indicates it will detect traps, and aid in disarming the same. The item does in fact detect traps, but it also interferes with the party’s senses. The result is that even simple traps prove difficult to defeat, as the party is deluded by the amulet’s magic into thinking a trap has been disarmed, when in fact it is still poised to kill. In effect, a characters’ chance of getting killed by a trap is increased ten-fold when this amulet is on hand. Trap Detection Amulet: This magical amulet grants the wearer a +10 circ*mstance bonus to Search checks when looking for traps. Additionally, it also imposes a – 10 penalty to Disable Device checks. Even if the Disable Device check fails, the wearer believes the trap is disabled unless he makes a successful DC 25 Will save. Faint (no school); CL 3rd; Craft Wondrous Item, 5 or more ranks in Search; Price 2,000 gp. Ring Of Doom I do not like it when the doorbell rings. I clatter across the cave and put my head down flat on the front hall tiles and bark myself silly when the bell rings. This, however, is a different sort of ring of doom — designed by Rick Loomis — so I will get right to it. The party finds a gold ring of exquisite manufacture as party of a treasure trove. The ring is engraved with images of dogs running away with their tails between their legs. I agree this is hitting too close to home but I did not design this trap so do not blame me my doggy friends. The inside of the ring bears an engraving that reads RING OF DOOM. Wear on index finger. Point at biggest, nastiest enemy. Shout the worst insult you can think of. The worse the insult, the better the ring will work. Of course this ring is really just useless junk jewelry. The dog motif is in especially poor taste. The ring has no magical effects but if some poor idiot follows the instructions he should find the rings does indeed ensure his doom. Arrrooooooooo!

SECTION FOUR: TRAPS BAZAAR 141 Have a Ball CR: 3 Type: Mechanical Type: Search: Trap (DC 20), Trigger (DC 15) Search: Disable Device: Trap (DC 20, 2d4 rounds) Disable Device:Disable Device: Primary Trigger: Location (placing fingers in hole) Primary Trigger:Primary Trigger: Primary Trap Effect: Tiny needles poke creature’s fin- Primary Trap Effect:Primary Trap Effect: gers dealing 1d2 points of damage plus they deliver a dose of scorpion venom (initial and secondary damage 1d6 temporary Strength damage). Primary Save: Fortitude DC 18 to resist poison Primary Save:Primary Save: Secondary Save: One minute after primary save, an- Secondary Save:Secondary Save: other Fortitude save (DC 18) must be made to avoid the secondary effects of the poison. Reset: There is no reset for this trap Reset: Cost: 3,000 gp (does not include the price Cost: of building a bowling alley) Uriah Ward has contributed an interesting item trap, guaranteed to ensure that your characters… have a ball. To use this trap, you must install a bowling alley somewhere in your dungeon. Make it fully automated, and award gold pieces or some such for each pin knocked down. After a while, balls are returned to the characters that have poisoned spikes carefully located in the finger holes. Strike! Grimtina’s Fashions To-Die-For I love shopping! And it’s even more fun when I get an employee discount! I promised big brother I wouldn’t take too many goodies for myself, but some of them are hard to resist. My bedroom closets are just filled with new toys that I can try out on my boyfriends. They never seem to last very long, though. The boyfriends, that is. Traps

142 THE WURST OF GRIMTOOTH’S TRAPS Bazaar products come with an iron clad guarantee. If any of my big brother’s traps should break or malfunction, you can be sure that its entirely your fault and not the result of any defects. What kinda joint do ya think we’re running here? Geez, why don’t you just look at these great clothes and quit complaining! Ehpos Cloak This satyr’s cloak will make the wearer invisible. While wearing the garment, he will not be detectable by non-magical methods. But since satyrs are, shall we say, naturalists, the only suit that can be worn under this cloak is a birthday suit. Any other clothing or item will render the charm ineffectual. Another rather problematic side effect has to do with the nature of satyrs. The wearer will become extremely excited in the presence of women. His self-control will be sorely tested (DC 20 Concentration check to maintain self-control) for the cloak cannot be removed until the satyr spirit that powers it has been satisfied. Completely. (By the way, the cloak will not work on women at all.) Faint illusion; CL 3rd; Craft Wondrous Item, invisibility, a few hairs from a satyr; Price 10,000 gp. Kaynar’s Clothes Aside from passing down some minor tricks of a troll’s trade in my books, I have never agreed to take on an apprentice. Who needs some eager, young idiot tugging at your elbow with a millions stupid questions? Well, maybe editors do, but the mage whose apprentice created this trap certainly could have done without his protégé. Kaynar the apprentice sneaked a look at his master’s grimoire. He came across a spell to enchant ordinary clothing to be impervious to any attack. In his haste to steal the spell, Kaynar omitted some important steps, which changed the effects of the magic. Although Kaynar’s clothes are impervious to damage from heavy weapons (morning stars, broadswords, maces, etc.), an assault by a small weapon will succeed for 6 times the weapon’s normal damage. Poor Kaynar met his doom one evening when he came home late for dinner and his wife set upon him with a wooden spoon. Kaynar’s Clothes: These appear as an ordinary set of clothes (noble, artisan, or any other type). When donned, they grant the wearer complete immunity to attacks from any melee or ranged weapon (normal or magical) of Medium size or larger. Weapons of Small or smaller size deal x6 normal damage on a successful hit. Once donned, the clothes can only be removed by remove curse or greater magic. Faint abjuration; CL 3rd; Craft Wondrous Item, shield; Price 6,000 gp. Get a Grip Gauntlets These metal gauntlets, inlaid with silver runes, reek of magic. The enchantment is obvious even to the most incompetent magic user (and we are sure your players fall into this category): invulnerability! Runic scholars will be able to make out the inscriptions on the gauntlets’ wrist pieces. The word “Gryp” is on the right hand and the word “Ghrasp” is on the left. These gauntlets are one-size-fits-all garments. The gleaming gloves slide on and off with ease. If tested, they are truly invulnerable. Fire, explosions, even acid will not mar their surface. And the person wearing the gauntlets will be likewise unaffected in the area covered by the gauntlets. However, once either of these gloves closes around something, it cannot be released. If, for example, the wearer grabs a sword, the gauntlet and sword handle will be as one! This will be a miserable encumbrance at parties or while eating dinner. After this catastrophe, the delver will try to remove the gauntlets. But the grip on the hand is just as sure. The gauntlets

SECTION FOUR: TRAPS BAZAAR 143 will drop off only when the hand inside them no longer lives or a wish or miracle is used to remove them. Moderate transmutation; CL 12th; Craft Wondrous Item, make whole; Price 12,000 gp. Seven Leak Boots This is a wonderful trap, but a word to the wise — unless you employ plenty of custodial slaves, play this trick in someone else’s dungeon. The seven leak boots are made of fine leather, with sturdy, hardwearing soles, and they are always a perfect fit for the finder. A golden buckle bearing the image of a waterfall adorns the boots, and on the heel, a seven is stamped. In all appearance, these are excellent traveling boots, and would provide the owner with protection from the hazards of the road (i.e. rocks, thorns, snakes, scorpions, etc.). In fact, they deliver all this, plus a slight bit more due to a mild magical spell of protection cast on the wearer. Unfortunately, these boots were made for more than just walking. They are cursed. Once an adventurer puts on the boots, they cannot be taken off, although they may be removed by cutting them apart (hardness 10, hp 20, Break DC 30). They cause no immediate discomfort or constriction. The curse reveals itself to the wearer only when he tries to walk. Every seven steps, the unlucky delver is stricken with an overwhelming desire to urinate, and must relieve himself. It will be all he can do to keep from wetting his armor! Incidentally, the urine is magical in nature, and is generated by the boots, not the adventurer’s body. He runs no risk of dehydration. The curse may be bypassed if the wearer has a horse to ride, can fly or teleport, or has friends willing to carry his around, thus avoiding taking any steps. Faint conjuration; CL 3rd; Craft Wondrous Item, create water; Price 2,000 gp. Cape of Dorian Grey An even subtler item trap is the cape of Dorian Grey. The cape is old and tattered, yet looks like it might be worth picking up as a souvenir. The longer a character wears the cape, the better the cloak will look — and the character will seem just a little older.… The cape, of course, leaches age from those who wear it. The change should be very vague at first even when the aging is detected, the cause shouldn’t be immediately recognizable. After about a week, the character will be an old man… unless he rids himself of the cape. The cape ages the wearer to the base age in the next age category listed in the Player’s Handbook every three days the cape is worn. (For example, an adult human wearing this cape would become middle-aged and 35 years old in three days. In three more days, the same character would be 53 years old and of the “Old” category.) Strong necromancy; CL 15th; Craft Wondrous Item, bestow curse, finger of death; Price 150,000 gp. Gauntlets of Doom I love items traps that turn usually trusty weapons into very nasty devices indeed. One such item is the gauntlets of doom. These gauntlets appear normal in every fashion, and will comfortably fit any normal-sized human. To make them more attractive to prospective delvers, you might wish to forge the gauntlets from silver. The problems with these gauntlets will become apparent the first time someone tries to punch something with them. The gauntlets are equipped with a thin bladder located between the lining of the glove and the external metal surface. If something is struck with sufficient force the bladder will break, spilling its contents onto the hands of the wearer. Naturally, the bladder holds a fatal contact poison. The wearer must succeed at a DC 18 Fortitude save or take 3d6 points of Con damage. One minute later another save must be made (same DC) to avoid taking another 3d6 points of Con damage.

Salutations, fellow character crunching, creation compacting, creature crippling, cognoscenti of chaos. It is time once again to enter that entertaining world of mind boggling mayhem that makes the operation and maintenance of dungeons such an attractive career. Come with me once more into the world of traps! Over the last fifth of a century I’ve been scouring the known (and to a degree unknown) world to supply you with individual traps. Each has been attractive in its own charmingly gruesome way. They have, however, been like a double handful of unset gemstones. They flash with brilliance, but they are alone; isolated from the striking settings that will enhance their natural diabolical luster. In previous chapters you have come to enjoy the thrill of knowing in advance just what cleverness the hapless boobs that blunder into your arrays of my devices of doom will need just to survive. But in the end you have had to fall back on the usual run of the mill cast of monsters, orcs, golems, and such like less clever, and more fallible minions. This will change. After years of globetrotting for your edification and delight I have finally unearthed (literally) a true gem. Yes, after all this time of serving you tidbits piecemeal I now can offer you a feast. Built from the ground up, a dungeon consisting entirely of traps! Once characters enter here they will be thrown back on that one resource that you and I know they possess in shortest supply: their wits. Rest assured you can use each trap and mechanism separately to punch up the sagging “kill ratio” of your local family maze or warren, but for the first time ever you will now have access to a true Traps Dungeon, that in and of itself is complete and fully functional. As I am eager to begin, let me just step aside and bid you enter into the wonderful world of the Ancient Mage Evinrood, and his intricate Tomb.

146 THE WURST OF GRIMTOOTH’S TRAPS Some Background… The search for the perfect traps dungeon is rooted in antiquity. It involves a duel between two of the greatest mages of their time. A time so long ago that all records have been lost. Until now. (If we kept records on something other than vellum scrolls and other such primitive materials we would probably find out that the “a time lost in antiquity” is in reality something like two or three hundred years ago.) =On a cliff overlooking the sea, I discovered (with very little help) a great Capstone. Upon closer inspection it was found to be covered with an inscription. The letters that made up the message were so faded that it was only with great care that the legend was deciphered. It read as follows: “This was the Final resting place of Evinrood the Water Mage. He did battle with Selgolub the Master of Daemons in the year of the Bitter Wyvern. He failed to over throw Selgolub and was Accursed. Herein lies the master Mage; Savior of Karthaki, friend of the dwarves, and kobolds, Master of the Elements. Here too lies his greatest treasure. Disturb this slumber at your peril.” After prolonged research more was found about the legendary Evinrood by consulting an archivist sorcerer whose specialty is restoring ancient records. (This is a mage who spends his time restoring old scrolls hoping one will contain a map to some old castle site, dungeon, or tomb. These he sells to hapless fools through a “broker.” This is considerably safer than exploring them by himself.) It seems Evinrood’s chief claim to fame was a feat of conjuration he performed at the behest of Shillary Lockwood, Chateline Of Karthaki. (As with all mages it was more than likely a large “gold” behest.) During the third year of the Reign of Terror, brought on by the Death Empress of Khazan, attacks into the reign around Karthaki were rife. Evinrood destroyed one such expeditionary force out of Kharkadan. He used his control of the earth elementals, and the aid of the dwarves and kobolds to drive the horde to the banks of the river Dajja. There on the banks of the river he summoned a myriad of water elementals. The attacking horde was dragged into the river and consumed by the elemental force. Thus ended the Battle of Three Plains. (The archivist/mage will gladly sell you a map to the site for a “small fee, so good luck, you’ll need it.”) The Entrance… …or, Evinrood has the treasure, and the Delvers get the shaft. The entrance to the Tomb of Evinrood is located on a grim, dark moor overlooking the sea. Soaring sea birds seem to cry his lament, as well as a forlorn warning to the advancing party of delvers. The actual location is marked by a large graven capstone set almost flush to the ground, in a collar ring of stone work. One the surface of the capstone is a message, carved so long ago that the letters have faded almost to illegibility. With care the carving becomes clear: This is the last resting place of EVINROOD the Water Mage He did battle with Selgolub the Master of Daemons In the year of the Bitter Wyvern, Sixth year of the Reign of the Death Empress He failed to overthrow the daemon lord and was Accursed EVINROOD, Savior of Karthaki, friend of the dwarves, and kobolds MASTER OF THE ELEMENTS THEMSELVES Rests herein with his great treasure disturb them at your peril! If the promise of treasure and what is clearly an undisturbed Tomb complex doesn’t inspire your prospective victims they are in the wrong line of work. So it is without further ado I submit for you approval the first trap. (Being as it is, before the party actually enters the Tomb, this will serve to separate the sheep from the goats in any party of delvers).

SECTION FIVE: GRIMTOOTH’S DUNGEON OF DOOM 147

148 THE WURST OF GRIMTOOTH’S TRAPS Trap #1: When I Do This I Get This Tingling Sensation! CR: 2 Type: Mechanical Type: Search: Trap (DC 22), Trigger (DC 22) Search: Disable Device: Trap (DC 26, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 26, 2d4 rounds) Primary Trigger: Touch (lifting the capstone) Primary Trigger:Primary Trigger: Primary Trap Effect: Jolt of electricity (no attack roll Primary Trap Effect:Primary Trap Effect: necessary; 2d6 points of electrical damage) Primary Save: Fortitude (DC 20) half Primary Save:Primary Save: Reset: Automatic Reset: Cost: 8,200 gp Cost: The capstone is 10 feet in diameters. It is set tightly enough into the stone collar that it is just possible to insert a crowbar, or such like implement of destruction into the gap around the edge. (Note: If the party is foolish enough to use sword points, the weapon must succeed at a Fortitude save at DC 18 or break). With suitable grunts and groans they will be able to pry the stone up high enough out of the stone collar to grasp the edge. A Strength check (DC 35) allows the stone to be moved. If they try to peek in around the stone before they attempt to move it the darkness will not permit them to see any great detail. That is unless they lift the stone high enough, which will, of course, set off the trap. As the party lifts the capstone clear they will be treated to one of the cleverest nonmagical “Zap” traps available. The underside of the capstone is covered with a think layer of copper plate. This plating goes all the way to the edge. If the stone is lifted by hand it will be impossible to do so without touching this copper plate. In the center of the underside of the capstone is an axle on which is mounted a 5 foot copper-coated lodestone disk in such a way that it will spin freely (don’t ask me where he got a lodestone — at least it is nonmagic). Out from the axle is fixed a long thin copper brush making a radius of the copper disk and just touching it. Wound around the axle is 200 feet of a fine elven rope that is resistant to the ravages of time. This rope passes over a pulley also mounted on the bottom of the capstone, and thence on to a 20-pound stone weight set in an alcove cared 4 feet below the lip of the stone collar. Also fastened to the same peg as the pulley is a thin piece of thread which runs with very little slack to a ring bolt set in a tiny wedge that prevents the 20 pound weight from falling into the long dark shaft below (see illustration). There is one last little item, fastened to the bottom of the capstone. On the opposite side from the pulley there is, fastened by a copper pin, a think copper thread. This tread trails into the depths about 7 feet where it is fastened to the wall with a copper peg; this is the “ground” wire! When the hapless party lifts the stone, the wedge is pulled free allowing the 20-pound stone to plummet into the abyss. This turns the copper disk at a fairly good clip against the brush on the capstone’s copper plated bottom. A static electric spark of fair proportions will be generated and short out through the fingers of the delvers! The charge should be fatal to any character with a below average constitution, or any one with a heart condition. (Right! A delver with a heart condition, be still my beating heart!) It should knock those with average constitutions on their kiesters. Those who are stout of heart, and great of wind and limb might just hang on despite the jolt of electricity, but remember there is a 20 pound stone dropping 200 feet involved here, the jerk as it hits should cause even the greatest “hero” to loose his grip and drop the capstone. The beauty of this is that the stone is now harmless, but the party need not know this. They can be presented with this as a sign that the power of Evinrood reaches beyond the grave. I’d rate this babe at two skulls, but the potential comic value is great.

SECTION FIVE: GRIMTOOTH’S DUNGEON OF DOOM 149 The second trap is located at the bottom of the shaft. The party will be taken somewhat aback by the capstone trap, after they have plucked up enough courage to finally displace the capstone they will be confronted by a deep, dark, seemingly bottomless shaft opening in the ground. If they have any wits at all they will find at their disposal a 200-foot length of elfish rope (very strong, light, and obviously not subject to the ravages of time). Keep in mind there is a 20-pound weight fastened to the end. The first thing the party is likely to do is drop the stone sans the rope into the abyss. If they do or drop such other items as they choose they will, after a brief pause, hear a splash. A descent will be necessary. At this point it is important to remind you, my cohort in chaos, that this Tomb is not lighted in any fashion. It behooves you to make sure the delvers are aware of this fact. Even with the light of lamps or torches it will be dim in most circ*mstances. Even at the bottom of a shaft open to the sun there is precious little light 225 feet down! Don’t let the party take it for granted there is “enough light” from “other sources” to see by. Some member of the party will have to be carrying a torch, lamp, or providing some kind of magical “witch light.” Remind them frequently, the reasons for this will be clear at a number of points. Trap #2: Some Bottomless Pits Are Deeper Than Others CR: 7 Type: Mechanical Type: Search: Trap (DC 27), Trigger (DC 25), Search: Disable Device: Trap (DC 26, 2d4 rounds); Trigger Disable Device:Disable Device: (DC 26, 2d4 rounds) Primary Trigger: Touch (unlocking door) Primary Trigger:Primary Trigger: Primary Trap Effect: 75-foot (or further) fall (no attack Primary Trap Effect:Primary Trap Effect: roll necessary; 7d6 points of damage [at least]) Reset: Automatic Reset: Cost: 25,000 gp Cost: If the party can come up with 225 feet of rope they can move on to the next part of this torturous endeavor (keep in mind if they use the elven rope they will be 25 feet short and will have to climb back up the rope to get more, and then back down again.) The “bottom” of the shaft is filled to a depth of 4 feet with water; this despite the fact that the capstone was very tight, and the shaft coming down showed no obvious leaks. As the intrepid delver on the end of the rope reaches the bottom he will be confronted with a set of two 5-foot wide 10 foot tall, graven stone doors, half submerged under the water. They are inset into the wall. If he is able to sense magic he will note a low level spell on them, if not he will note they are locked somehow so that his strength is unequal to the task of opening them (Hardness 15, 50 hp, Break DC 40). A magic mage with a skill sufficient to open a locked door will have to come down and help out. With any luck the mage will come down the same way as everyone else… headfirst! The trap is operated by the unlocking of the doors (Open Lock DC 22), which are in fact just two stone slabs carved by dwarven craftsmen into the wall of the shaft. The lock in reality holds the floor of the shaft in place. When the unlocking spell is performed, a latch is released which permits the thin stone covered metal plate that is the floor to plummet into the depths a further 75 feet down! A high level mage might be able to fly, or levitate himself out of danger. Furthermore a delver with foresight enough to tie himself with the rope will only drop a short way and bump his nose on the wall of the shaft. There is insufficient carving on the doors to grasp. There is a 30% chance a delver might save himself by grabbing the dangling rope (L3). The final descent of 300 feet overall, or an additional 75 feet from Trap 2, will bring the party to a rubble filled bottom with the same 4 feet of water in it (not to mention the corpses of those who fell victim to the previous trap). They will again be confronting a 5-foot wide 10-foot high set of dwarven-crafted doors, which radiate a low level of magic. There should be a fair amount of consternation among the delvers when they find themselves in the same position as at the doors above. This will result in a number of precautions being taken, which when the magic is employed to “unlock” the doors again will prove needless. The doors will open into a room 40 feet wide and 30 feet deep. The water from the shaft will spill out over the floor. The walls are covered with stucco and painted with a variety of the scenes of Evinrood’s greatest successes. Not more than 6 feet from the wall opposite the entrance is a raised stone pedestal, upon which rests, undisturbed an ornately carved coffin of pale stone. The designs on its surface are geometrical only, not scenes. At this point it is only fair to tell any magic users they sense an uncomfortable “background magic” in this room. This will continue throughout the dungeon. It is not enough to impair their ability to sense magic or operate in any way, but it is there. It is analogous to turning on a light in a room that is brightly lit by sunlight, it doesn’t add measurably to the ambient light in the room, but it is there. This is the maintenance spell, set by Evinrood to keep the daemons that the curse sent to claim him at bay. Above the coffin is a roundel also painted on the stucco. In it the first character who enters see what is


(ENG) D&D 5a Ed. - The Wurst of Grimtooth's Traps - Flip eBook Pages 101-150 (2024)
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