OAR Grimtooth 5E Preview 2
OAR Grimtooth 5E Preview 2
on a successful save.
                                                            Door Trap
                                                                                                                                               Bay Doors
                                                            LLLL                                                                               Effect (Initiative 5, Once). Anyone standing directly in front of the sliding
                                                                                                                                               door is pushed by Bay Doors on the swinging ceiling, and must succeed on a
T
    he Delvermatic Dicer and Malingerer trap was de-                  This trap can be at the end of any corridor, either 5 or 10              DC 18 Strength saving throw or be flung through the monofilament wiring,
    signed by Liz Danforth and Mike Stackpole to take                 feet wide. The wall at the end of the hallway is a secret door,          taking 55 (10d10) slashing damage.
    care of characters who open secret doors with gay abandon,        discoverable with a DC 14 Wisdom (Perception) check, that
                                                                                                                                               Countermeasures. Creatures that beat the trap in initiative can leap back
    but refuse to walk through them.                                  must be lifted. When the door is pushed up, it creates a cas-
                                                                                                                                               and watch it unfold from a safe distance. The monofilament dicer can be de-
The secret door in question is set flush into the wall, and is        cading effect that can potentially leave several creatures in
                                                                                                                                               stroyed before a creature is pushed through; it has AC 18 and 20 hit points.
designed to open by sliding into the ceiling. When the door           tatters: the ceiling swings down, hooks follow on its end,
                                                                                                                                               A party that discovers the trap can disable the mechanism from triggering
is thus opened, delvers will see a net-like web of monofila-          then the floor swings up and catapults the unlucky charac-
                                                                                                                                               with thieves’ tools and a DC 18 Dexterity check, but failure triggers the trap.
ment line on the other side.                                          ters standing there onto spikes. Finally, the creature in front
                                                                      is pushed through the secret door into a monofilament dicer.             Reset. The trap resets one minute after the Swinging Ceiling activates. All
When the door slides up, it causes a section of the ceiling to                                                                                 components return to their place and the door slides down.
swing down into the corridor. The arc of the section is such          Features. The trap has four features: Swinging Ceiling,
                                                                      Flailing Hook, Catapulting Floor, and Bay Doors.                         Awarding experience. Divide 10,000 XP among all the characters who were
that it should slam into any character standing roughly
                                                                                                                                               exposed to the trap and survived.
six feet from the door. A devilish free-swinging hook trails          Detection. A DC 19 Wisdom (Perception) check notices
the ceiling section, spelling doom for any delver standing            the concealed hinges on the floor or ceiling. A DC 19 In-                Adjusting the Threat. The Fanatic Delvermatic Dicer and Malingerer
about four feet from the fellow flattened by the ceiling sec-         telligence (Investigation) check reveals that pushing the                trap (5 Skulls) is a Tier 4 Dangerous trap with the following adjustments:
tion. (See Figure 2.)                                                 door up will trigger some kind of mechanism. When the                    Swinging Ceiling. The ceiling is weighed down with lead, dealing 55
The ceiling section completes its arc by slamming into the            trap triggers, creatures that succeed on a DC 15 Wisdom                  (10d10) bludgeoning damage. Anyone caught underneath must succeed at a
floor—which is in reality a carefully-balanced platform.              (Perception) check hear a whirring sound and are not sur-                DC 20 Constitution saving throw or take 1 level of exhaustion from a head
This creates a catapult effect, and should send anyone                prised when initiative is rolled.                                        injury.
standing as far away as twenty feet from the door flying                                                                                       Failing Hooks. Each creature in the area is attacked by three hooks.
into the spiked side of the ceiling section. (See Figure 3.)          Swinging Ceiling
                                                                                                                                               Catapulting floor. The spikes are coated with poison, dealing an additional
The poor idiot who opened the door in the first place is in for       Trigger. Once the door is pushed up more than 6 inches,
                                                                                                                                               28 (8d6) poison damage.
the worst fate of all. Bay doors kick out from the falling ceil-      the mechanism activates.
ing section when it finally hits the floor, propelling the hapless                                                                             Bay Doors. There is a 100-foot-deep pit beyond the secret door. A creature
                                                                      Effect (Initiative 20, Once). Each creature standing either
door-opener through the fine monofilament mesh—with the                                                                                        pushed through the monofilament wiring also takes 35 (10d6) bludgeoning
                                                                      5 or 10 feet from the door on initiative 20 is struck by
appropriate “cheese-grater” effect. (See Figure 4).                                                                                            damage from the fall.
                                                                      the falling ceiling for 33 (6d10) bludgeoning damage and
Type. The Delvermatic Dicer and Malingerer trap is a                  knocked prone. The fallen ceiling blocks the hallway until               Awarding experience. Divide 20,000 XP among all the characters who were
Tier 3 Complex trap with a Dangerous threat.                          it is lifted part way with an action and a DC 18 Strength                exposed to the trap and survived.
                                                                      check.
                                                                      Flailing Hook
                                                                      Effect (Initiative 15, Once). On initiative 18, the hooks
                                                                      on the end of the Swinging Ceiling attack anyone standing
                                                                      15 feet from the door with +8 to hit for 33 (6d10) piercing
                                                                      damage. On a successful hit, a target is restrained until it
                                                                      uses an action and succeeds on a DC 14 Strength or Dex-
                                                                      terity check to free itself.
                                                                      Catapulting Floor
                                                                      Effect (Initiative 10, Once). Anyone standing 15 to 25
                                                                      feet away from the door on initiative 10 is catapulted onto
                                                                      the spikes and must make a DC 18 Dexterity saving throw,
6            Original Adventures Reincarnated           •   Grimtooth's Old School Traps                                                Original Adventures Reincarnated     •   Grimtooth's Old School Traps                7
                                              SPIDERWEB FUSE                                                                            webs; only fire ignites the fuses. It’s possible to pull all the
                                                                                                                                        fuses from the walls, but finding them all requires three
                                                                                                                                                                                                                 Much of the room’s walls and floor is covered with a thick
                                                                                                                                                                                                                 moss that was colored yellow to make it appear like deadly
                                                             Item Trap                                                                  successes on a DC 17 Intelligence (Investigation) check,                 yellow mold, which is typically destroyed by fire damage.
                                                                                                                                        with each attempt taking 10 minutes.                                     A success on a DC 12 Intelligence (Nature) or Wisdom
                                                             LLLL                                                                       Reset. The trap must be entirely rebuilt in order to be reset.           (Survival) identifies the yellow mold, but a success by 5 or
                                                                                                                                                                                                                 more alerts the character that this is in fact harmless moss.
                                                                                                                                        Adjusting the Threat. A Yellow Room trap (3 Skulls) is a
T
      ired of delvers burning up your giant spiders? These next      the room and touches the web. A success on the check also          Tier 2 Deadly threat which is very similar in concept but                The explosion deals 14 (4d6) fire damage and 14 (4d6)
      three traps are sure to put some new life into the old         reveals the presence of unusually thick, artificial fibers, con-   uses a different form of decoy: yellow mold instead of webs.             bludgeoning damage but is otherwise identical.
      cliche of torching spiders in their lairs.                     cealed among the webs. Following them through the web
The first is the Spiderweb Fuse trap, by Bucky Hernandez.            and to their source reveals they are leading into the walls,
This trap is sure to re-educate those anti-arachnid types who        and a faint smell of oil can be detected by sniffing around
                                                                     the holes.
delight in burning up the homes of poor innocent spiders.
The trap takes the form of a room apparently filled with spi-        Trigger. When any part of the web is put to flame, the                                                      CHUTE AND HAMMER
                                                                     entire network of fuses ignites in streaks of sudden flashes.
derwebs. For effect, include a clever mock-up of a large nasty
                                                                     A moment later the kegs explode.
                                                                                                                                                                                                  Corridor Trap
spider. When the delvers set their torches to the webs for kicks,
they will find that they have just ignited an interlocking series    Effect. Each creature that succeeds on a DC 17 Intelligence                                                                          LLL
                                                                                                                                        A
of fast-burning fuses! The fuses are connected to kegs of oil or     check to realize what is happening can move its speed as a
                                                                                                                                               rather violent method of sending delvers to lower dun-            Detection. Characters approaching the trap can notice
black powder in the walls of the room. When the flames touch         reaction before the kegs explode. Then the upper parts of
                                                                                                                                               geon levels against their will was designed by Jason Lu-          thin lines in the floor before and after the plate with a DC
off the kegs, the resulting explosion will either fill the room      the walls erupt in an explosion, raining debris and flaming
                                                                                                                                               jan. The Chute and Hammer trap activates when the                 14 Wisdom (Perception). If the trap sees constant use by
with flaming oil, or bring the ceiling and walls crashing down       oil over the entire room. Each creature in the room must
                                                                                                                                        party walks past the pivot point on a plate hidden in the floor.         the dungeon’s occupant, the DC is 10 instead. A DC 14
in a thunderous explosion on top of the callous home-wreckers!       make a DC 17 Dexterity saving throw, taking 28 (8d6) fire
                                                                                                                                        The plate will then tilt down at a 45° angle, dumping almost             Intelligence (Investigation) check allows a careful character
Bammo—delver quiche!                                                 damage and 28 (8d6) bludgeoning damage on a failed save,
                                                                                                                                        anyone standing upon it into the aluminum chute below. This              to identify the plate and realize it’s balanced on a hinge.
Type. The Spiderweb Fuse trap is a Tier 3 Simple trap with           or half as much damage on a successful save. Each creature
                                                                                                                                        chute is very narrow; positioned within it is a hammer de-               Trigger. The trap is triggered once a weight equivalent of at
a Deadly threat.                                                     outside the room within 20 feet of the doorway is subject
                                                                                                                                        signed to strike characters in the forehead with considerable            least a Small creature (40 pounds) steps on it.
                                                                     only to the bludgeoning damage from hurdling bricks. A
The room is 20 by 20 feet and so full of webs that its                                                                                  velocity as they slide by. The smaller kindreds might be able to
                                                                     creature who takes any fire damage is covered in burning                                                                                    Effect. The triggering creature must make a DC 14 Dex-
lightly obscured. A taxidermized giant spider is just vis-                                                                              avoid being bashed, but human sized characters are in for a
                                                                     oil and takes 14 (4d6) fire damage at the start of each of                                                                                  terity saving throw when the floor suddenly gives beneath
ible through the gloom. The room’s main entrance is clear                                                                               whopper of a headache.
                                                                     their turns for 1d6 rounds or until the oil is removed with                                                                                 them. On a failure they fall down the chute, and the ham-
of cobwebs, but any other exit is somewhere inside the               an action and a successful DC 17 Dexterity check.                  To make this trap even more deadly than it already is, you               mer smashes into the creature’s head, dealing 14 (2d8 + 5)
webbed area. The webs, taken from real giant spiders, have                                                                              could make the chute narrower—ensuring that the characters
                                                                     Countermeasures. Cutting through the webs does not                                                                                          bludgeoning damage, and a creature not wearing a helmet
AC 10 and 10 hit points per 5-foot section, and they are                                                                                will fall flat. Then, turn the hammer around so the claw end
                                                                     trigger the trap, nor does marching through the sticky                                                                                      must succeed on a DC 14 Constitution saving throw or suf-
vulnerable to fire. A creature who enters a 5-foot section of                                                                           faces up the chute—this will catch a character under the jaw             fer 1 rank of exhaustion from the head injury. A Small crea-
the web becomes restrained. As an action they can make                                                                                  if he’s falling feet-first on his back, or at the base of his skull if   ture can make a DC 14 Dexterity saving throw to avoid the
a DC 13 Strength check to escape. The fuses, concealed                                                                                  he’s skidding down on his face. If anyone should survive this            damage, assuming they are able to see while inside the chute.
among the webs, are connected to powder kegs and oil                                                                                    treatment, they’re free to continue their journey through the
repositories hidden in high niches behind the walls,                                                                                    lower levels.                                                            Countermeasures. The plate can be secured in place with
close to the ceiling.                                                                                                                                                                                            thieves’ tools and a successful DC 12 Dexterity check. It
                                                                                                                                        Type. The Chute and Hammer trap is a Tier 2 Simple trap                  can also be disabled by placing a heavy enough weight on
Detection. Studying the giant spi-                                                                                                      with a Dangerous threat.                                                 the plate’s shorter end—equivalent to at least the weight of
der for at least a minute and making
                                                                                                                                        A plate in the floor that is 5 feet wide and 10 feet long is             a creature passing over the plate.
a DC 15 Wisdom (Survival) check al-
                                                                                                                                        balanced on a point about 3 feet from one of its edges.                  The danger posed by the hammer can be completely cir-
lows a creature to realize the “spider”
                                                                                                                                        A chute beneath extends 20 feet downward, leading to a                   cumvented if a creature who is aware of the hammer enters
is strangely immobile, even for a spider
                                                                                                                                        lower level of the dungeon. The tunnel’s sharp angle and                 the chute carefully, keeping a low profile.
that is lying in ambush. A character ex-
                                                                                                                                        sleek aluminum make it slippery, like a slide. A hammer is
amining the webs can make a DC 18                                                                                                                                                                                Reset. The plate automatically resets after being triggered
                                                                                                                                        anchored in the ceiling of the chute midway through.
Intelligence (Investigation or Nature)                                                                                                                                                                           thanks to a counterweight beneath its shorter end.
check to realize they were not created                                                                                                  Because the hammer can be easily avoided if one is aware
here naturally, but brought into the                                                                                                    of it, dungeon denizens might use the chute on a regular                 Adjusting the Threat. A Chute and Claw trap (3 Skulls)
room; this check is made with a disad-                                                                                                  basis.                                                                   is a Tier 2 Simple trap with a Deadly threat by changing the
vantage unless the character is inside                                                                                                                                                                           claw end of the hammer to face up, instead of the flat end.
 8             Original Adventures Reincarnated          •   Grimtooth's Old School Traps                                                                                           Original Adventures Reincarnated         •   Grimtooth's Old School Traps                9
                                                                                                         The hammer deals 28 (4d8 +        3 (1d6) bludgeoning damage, while creatures
                                                                                                         10) piercing damage to a fall-    on the lighter side tumble downward, taking
                                                                                                         ing creature, and a creature      7 (2d6) bludgeoning damage. As creatures at-
                                                                                                         not wearing a helmet must         tempt to exit the room, they may cause the
                                                                                                         succeed on a DC 16 Consti-        floor to pivot again, sending the floor slam-
                                                                                                         tution saving throw or suffer     ming downward in the other direction.
                                                                                                         2 ranks of exhaustion from        Countermeasures. After the trap is triggered,
                                                                                                         the injury.                       a group of creatures can keep the floor bal-
                                                                                                                                           anced to investigate the room. Two creatures
                                                                                                                                           who wish to move at the same time to keep
                                                                                                                                           the numbers on either side equal must both
                                                                                                                                           succeed on a DC 10 Dexterity saving throw to
                                                                                                                                           move simultaneously; otherwise, the floor be-
                                                                                                                                           comes unbalanced when one steps off. Two pi-
                                                                                                                                           tons secured with a successful DC 14 Strength
                                                                                                                                           check can lock the floor in place.
                                                                                                                                           Reset. After the support brace retracts, the
                                                                                                                                           trap must be manually reset.
                                                                                                                                           Adjusting the Threat. The Teeter-Totter
                                                                                                                                           Drop trap (3 Skulls) is a Tier 2 Deadly threat
                                       TEETER-TOTTER ROOM
                                                                                                                                           with the following changes:
                                                                                                                                           The floor is a 1-foot-thick stone platform overtop
                                                              Room Trap                                                                    a 30-foot pit.
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    he Teeter-Totter Room is Cliff Baird’s contribution to                 of the room. Beneath the floor is a cavity with curved walls    standing on it take 10 (3d6) bludgeoning damage when
    the genre of room traps. Unfortunately, it wasn’t designed             that allows the floor to pivot 60 degrees in either direction   they strike the bottom of the pit, and they must then suc-
    to kill delvers; instead, it traps them (and in the process            and prevents creatures from falling beneath the floor when      ceed on a DC 16 Dexterity saving throw or take 28 (8d6)
turns them into nervous wrecks).                                           it pivots. Inside the pivoting room, the off-kilter floor can   bludgeoning damage when the floor falls on top of them.
Characters who enter this room may dance, jump up and                      easily be climbed. Outside the pivoting room, the floor has
down, or have a picnic between the door and the pivot point                a deep lower edge that prevents creatures from entering the
                                                                           space under the floor.
beneath the floor. However, when more than half of the weight
in the room has moved to the other side of the pivot, the floor            Detection. A successful DC 13 Wisdom (Perception)                                                        ONLY TIME WILL TILE
no longer rests on the support brace near the door. The brace              check notices that the floor is not affixed to the walls.                                                             Corridor Trap
falls away, and the floor becomes a great teeter-totter upon the           Trigger. As soon as more weight is distributed on the far
pivot point.                                                               half of the room than the half near the entrance, the floor                                                                   LLL
                                                                                                                                           O
It is up to you to decide what will happen to the characters if            begins to pivot.                                                     nly Time Will Tile is a corridor trap by David Steven           from certain death—but the darts are supposed to miss. How-
they fall off the floor. As an especially savage variation, have           Effect. The support brace near the door retracts, and the            Moskowitz. The setting is a long corridor with an object        ever, they should encourage characters to step off the tiles and
the floor slide off its pivot and follow the delvers into the pit if       floor freely pivots toward whichever side has more weight.           of great value displayed enticingly at the far end. The floor   onto the plaster.
they blow it.                                                              As the floor begins to move, each creature standing within      has been decorated with marble tiles which are separated by          The marble tiles are actually the tops of pillars in the room
Type. The Teeter-Totter Room trap is a Tier 1 Simple trap                  5 feet of the middle axle or within 5 feet of the doorway       wide patches of grout or plaster; the tiles are placed just far      beneath this corridor—and the area between the tiles is only
with a Dangerous threat.                                                   can use its reaction to attempt a DC 12 Dexterity saving        enough apart so that a character must leap from one to another       a thin layer of plaster. The result: when a delver puts their full
                                                                           throw, leaping 5 feet through the door or across the axle on    to remain on the tiles.                                              weight onto the plaster, they’ll fall through the floor to what-
The far side of this 20-square-foot room has a shrine or other
intriguing feature set into the wall. The entire floor pivots              a successful save. Creatures near the far wall cannot move      Whenever a delver steps on a tile, a stream of poisoned darts        ever doom awaits below...
on a hidden axle that separates the 10-by-20-foot section                  in time. If both sides of the floor do not have an identical    shoots from a nearby wall, passing within inches. The delver
                                                                           distribution of weight, the floor slams 10 feet downward                                                                             Type. The Only Time Will Tile trap is a Tier 2 Complex
by the door from the 10-by-20-foot section at the far end                                                                                  will doubtless think their alertness and agility have saved them     trap with a Dangerous threat.
                                                                           toward the heavier side. Creatures on the heavier side take
10 Original Adventures Reincarnated • Grimtooth's Old School Traps Original Adventures Reincarnated • Grimtooth's Old School Traps 11