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