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  The Greatest Campaign Setting in History!
  By Grimtooth the Troll
  With art by SS Crompton, Liz Danforth
  Micheal Von Glahn, Scott Jackson, Jeff Dee, & Phil Longmeier
  Edited by
  Joseph Goodman, Steven S. Crompton, Jen Brinkman, Paul Ryan O’Connor, 
  Ken St. Andre, Bear Peters, Debora Kerr, & Rick Loomis 
  DCC Stats by
  Joseph Goodman & Terry Olson
  Published By Goodman Games
  Under License by Flying Buffalo Inc.
  
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  All new material in this volume is trademarked TM & copyright © 2018
  by Goodman Games, produced under license from Flying Buffalo, Inc. 
  Original artwork copyright © 2018 by Steven S. Crompton.
  All rights reserved. Grimtooth and associated imagery are trademarks of 
  Flying Buffalo, Inc. No material in this work may be reproduced 
  without explicit permission of Goodman Games and Flying Buffalo, Inc. 
  “Don’t make me angry.  
  You wouldn’t like me when I’m angry...”
  
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  Welcome to My World (Introduction)............................................................. 4
  Sidebar: Who is this Grimtooth? (for the uninitiated).................................. 6
  Map of Trapsylvania............................................................................................ 7
  Trapsylvania: Map Guide  &  Key Locations.................................................... 8 
  Sidebar: Getting DCC Characters to  Trapsylvania..................................... 10
  Restrooms  in Trapsylvania.............................................................................. 12
  Seaport & Abandoned Village......................................................................... 14
  Grimtina’s Petting Zoo..................................................................................... 27 
  Grimtooth’s Parents.......................................................................................... 41  
  The Fetid Swamp ............................................................................................... 43 
  Warthog’s School for Wayward Trolls.......................................................... 56
  Death Maze Testing Center............................................................................. 65 
  Grimtooth’s Airship......................................................................................... 74 
  Airship Hangar.................................................................................................. 87
  Lighthouse & Dragon  Grotto........................................................................ 93 
  Forest of Doom...............................................................................................102
  Hallway of Infinite Corridors.......................................................................... 111
  Grimtooth’s  Inner Sanctum............................................................................ 119 
  Credit Where Credit is Due (Grimtina’s Sneaked-in Credits).............128
  Appendices: DCC RPG Stats .....................................................................129
  Appendix 1: Creatures.....................................................................................131 
  Appendix 2: NPCs............................................................................................140 
  Appendix 3: Items.............................................................................................145 
  Grimtooth Trapsylvania Comic.................................................................. 149 
  TABLE  of  CONTENTS
  
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  ver these many years I have given you the merest hints of my wondrous world and 
  vast empire. Now for the first time I’ll show you what I have been building with the 
  Welcome to my world...
  O
  seemingly endless profits from my Traps books. You will visit the Vault of the Ancient God, 
  stroll the Forest of Doom, scamper though the Death Maze, look for loved ones in the Bone 
  Hills, swim the fetid waters of Lake Grimtina, and much, much more.
  I’m revealing this treasure trove of information so that you, too, can enhance the areas 
  around your Dungeons to make them more interesting. Most of you GMs give little thought 
  to what’s outside your money pits. Now I’ve done it for you. You won’t be able to afford 
  to build all these locations, but perhaps one or two of them will fit in your world or budget. 
  Feel free to use the maps I’ve provided to build these locations on your lands.
  
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  For the truly brave, you can run Trapsylvania as a complete campaign setting where you can 
  use my realm and its descriptions against the pitiable efforts of your players’ characters. To 
  make that easier to do, I’ve had my minions include gaming stats so that you know how to 
  properly damage and destroy any visitors using the Dungeon Crawl Classics Role Playing 
  Game (DCC RPG) rules. (Whatever those are.)  More importantly, I will be rating the traps 
  with my infamous 1-5 skull ratings. 1 skull means it’s an annoyance; 3 skulls mean someone 
  might get seriously hurt; and 5 skulls means it’s a deathtrap – someone is likely going to die. 
  Look for the skulls near the title of any given trap or location. Because there are places and 
  things that are relatively safe in my realm, I am reluctantly adding a heart symbol so that GMs 
  can quickly identify these locations, things, or people. Keep in mind, if the adventurers do or 
  say stupid things, it can get very unsafe very quickly.
  For most adventurers this will be a once-in-a-lifetime opportunity to experience the thrills and 
  terrors of the most exciting place in existence – Trapsylvania! Whether they survive or not is 
  academic; the mere privilege of dying on my lands is honor enough. Besides, the few that do 
  survive will be rewarded beyond their wildest dreams, which is certainly worth the deaths of 
  a few of their closest adventuring friends and family. 
  Of course, I’ll be explaining these places in my own infamous manner, which means I’ll be 
  telling you things that you might think I couldn’t possibly know. But I’m Grimtooth and this is 
  MY realm, so just assume that I am, in fact, omniscient! I know where everything is in Trapsyl-
  vania – even things that are supposed to be hidden or lost. Keep in mind, this is not your typi-
  cal Traps book, but just about every place you can visit here is, in effect, a trap of one kind or 
  another. How deadly you make each place is up to you when you use it on your adventurers. 
  Within these pages, you’ll find over 50 traps, 40 monsters, 25 characters, and at least 35 
  items amongst 13 major locations; plus plenty of GM ideas and over 30 scenarios you can 
  use to run adventures in my realm.
  Meanwhile, to make this massive tome more useful for you DCC RPG players, the number-
  crunchers at Goodman Games will be adding official stats to the characters, items, and 
  monsters you’ll run into while in my realm – so I don’t want to hear any more whining about 
  “not having stats.” If you don’t use DCC, just use this tome like any other Traps book and 
  ex-trap-olate the stats yerself.  
  So gird your loins and grab your armor. It’s time for you to grow up and face a real challenge. 
  Welcome to Trapsylvania - Bwa-hah-ha ha ha!!
  
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  Who is this Grimtooth? And what is this Traps stuff? A brief Traps history
  by Steven S. Crompton
  G
  SIDEBAR
  rimtooth’s Traps is a series of infamous RPG books published by Flying Buffalo Inc. from 
  1981 to about 1996. Grimtooth’s Traps were some of the first books made for “any role-
  playing system,” which meant that players of Advanced Dungeons & Dragons, Runequest, Tunnels 
  & Trolls, and even Metamorphosis Alpha could use Grimtooth’s Traps. Because they were so adapt-
  able, Traps’ popularity transcended the rise and fall of various RPG systems.  
  However, they were a “niche” item and it’s quite possible that you might have never seen or heard 
  of Grimtooth’s Traps, if they weren’t sold at your local shop or owned by any GMs in your area. 
  Despite this, the Traps books sold steadily in game stores and at conventions for over 25 years. In 
  fact, it’s estimated that over 200,000 of them have been sold in the last 30 years. 
     
  Over that time, these books gained a reputation as an easy tool to scare the heck out of players. 
  All a GM had to do was put one on the table, and the players were certain that all sorts of devious 
  deathtraps and cursed items lie in wait for them in the dungeon they were about to enter. Each 
  book (there are seven of them) gave details on 101 different traps that a GM could pick and choose 
  from. A GM could just slot them into their existing dungeon in almost any location. The books were 
  divided into chapters for Room, Door, Corridor, and Item or Thing traps, so a GM could quickly 
  find the right trap for the right location. (Flying Buffalo now has most of them back in print again if 
  you want to see one of those.) 
  The other thing that endeared role playing gamers to Grimtooth’s Traps was the humorous way 
  they were written and illustrated. Even if you never used any of the traps in your own adventures, 
  just reading the boastful, sardonic words of Grimtooth the Troll describing the traps and seeing the 
  terrible things that happened to “greedy human trespassers” in the illustrations made just looking 
  through the books worth getting them. 
  In 2015, Goodman Games collected all the Traps books into Grimtooth’s Ultimate Collection. It 
  was their most successful Kickstarter to date, and spawned two related DCC RPG adventures 
  (DCC #87.5: Grimtooth’s Museum of Death and Grimtooth’s Tomb of the Warhammer.) This led 
  to the idea of creating a larger, new Grimtooth book, and instead of just creating 100 more traps, 
  Goodman Games enlisted most of the original Traps creators to design a campaign setting using 
  many places and things mentioned or hinted at in the original Traps books. 
  Trapsylvania is narrated by Grimtooth himself, so it has the same feel as the original books, but now 
  your players can actually meet Grimtooth face-to-face and explore his kingdom. It’s a fun read and 
  you don’t really have to know anything about the Traps books to use this campaign setting, so 
  don’t worry. Almost everything in here has stats for DCC RPG, and thus is easy to run (as long as 
  you don’t mind killing off player characters)! It’s old school, with new rules!
  So dig in and start exploring Grimtooth’s Trapsylvania!  
  Steven S. Crompton is one of the original Traps creators and did most of the art for the seven Traps 
  books, along with creating numerous traps, characters, and locations in the series. He was one of the 
  main driving forces behind Grimtooth’s Ultimate Collection, and has written novels, drawn comics 
  and done gaming art for numerous publishers. Visit his blog at: www.stevenscrompton.wordpress.
  
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  Hey bub: 
  This map is 
  not to scale. 
  It’s meant to show 
  you important locations 
  in my realm and their 
  sizes are meant to 
  represent their 
  importance.
  2
  5
  8
  3
  9
  1
  7
  4
  6
  
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  TRAPSYLVANIA: MAP GUIDE & KEY LOCATIONS
  n this volume, I’ll give you an overview of my magnificent realm and give 
  you detailed maps and descriptions of my Seaport “village,” the abandoned 
  Trapsylvania: 
  An overview
  - NOTES - 
  I
  school, my swamp, the Death Maze (our outdoor testing center), my legendary 
  airship and its fortress-like hangar, and a few other suitably deadly locales.
  Grimtooth’s Castle*: My castle is the most important structure here, of course. 
  This stone palace works like a flower does for a bee: it attracts the curious to see 
  what is there for the taking. It was once the home of a mighty wizard, but now it 
  is mostly empty. The real treasures are down in my vast underground complex. 
  The castle is mentioned various times in my books over the years. Much of it was 
  detailed in my DCC RPG adventure, Grimtooth’s Museum of Death. One day, 
  perhaps, I shall reveal the inner workings of my entire underground compound. 
  Until then, you’ll have to enjoy the sampling of my office area.
  Abattoir*: One way or another, we end up with a lot of dead meat around here, 
  so I had this abattoir built to process that resource. Stray animals, damaged delv-
  ers, or badly injured monsters: none of it goes to waste. Besides the large butch-
  ery and meat packing and cold storage sections, this facility also has a handy 
  gift shop with a wide selection of packaged meats and sausage. Just don’t ask 
  WHAT meats – it might be someone you know.
  The “Bone Piles”*: My dog loves bones, and over the years, Spike has been 
  collecting them and piling them up in the front of the castle. It’s gotten a bit out 
  of hand, but at this point these huge piles of bones have become landmarks, 
  and they work as a bit of deterrent for any posers that thought they were up to 
  a challenge.
  Death Maze Testing Center (#5): This area is used to test outdoor traps and 
  monsters in “real world” conditions to see how to develop new (or improve ex-
  isting) engines of mayhem. If someone gives me any trouble, I’ll often send them 
  here to be used as part of the testing process. 
  The Fetid Swamp (#3): We use this as a dumping ground for any trash that 
  can’t be eaten or sold. You’ll find some goblins scraping out a living among the 
  muck and mud. Keep an eye out for man-eating crokkmen and giant freshwater 
  squids. (Not to mention the dragonflies.) There’s a ruined village somewhere in 
  there, too.
  Forest of Doom (#9): I keep this wild wooded area well-stocked with everything 
  from giant armadillos to rabid zebras. It’s a great place to stage a royal hunt. Let 
  the delvers escape into the forest and then we can begin the hunt! If I don’t find 
  them, the forest’s denizens will… This is the nearest forest to my Dungeon of 
  Doom, so it was named in honor of that vast underground deathtrap.
  
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  Grimtina’s Petting Zoo (#2): My silly sister likes to bring home strays. Some-
  times they are people, but more often than not, they are creatures of various 
  sorts. They have to be put somewhere, so I had this area outside the castle 
  converted into a mythical creature preserve. You can often find Grimtina here, 
  watching her pets tear hapless victims to pieces. 
  Grimtooth’s Airship & the Airship Hanger (#6 & #7): First shown in Traps Lite, 
  my airship needs a place to be docked for safety and maintenance. This hangar 
  is the place. If I send you on an important mission, I may allow you to use my 
  mystically-powered device to get there. I have a crew that knows how to run 
  and pilot my airship, so I don’t run the risk of losing it due to your incompetence. 
  Lake Grimtina*: This lake contains some of Grimtina’s aquatic pets, along with 
  some of my own discoveries and creations. I have a great trap in the center of 
  the lake (seen in the last chapter of my Ultimate Collection). I don’t recommend 
  anyone go for a swim unless they have a death wish. We don’t have a specific 
  map in this book for the Lake, but you can see parts of it in the Petting Zoo and 
  Seaport maps. 
   
  Lighthouse & Dragon Grotto (#8): The cave system eventually leads to my own 
  secret cavern complex deep below the castle. Getting through is nigh on impos-
  sible as there is more down there than a family of angry dragons… So don’t try 
  it, Anakin. I have the low ground.
  Mount Grimmore*: This was carved by an army of my slaves as a tribute to me 
  when I conquered the area many years ago. It’s meant as both a warning and 
  an enticement for those willing to risk all for a chance at riches beyond their 
  wildest dreams (and reach). Uninitiated newcomers refer to it as Skull Mountain, 
  but not for long.
  Poisonous Herb Garden*: Anyone who’s read my tomes knows that poison 
  plays a major part of many of my engines of destruction (especially in Traps Too). 
  This garden is where a team of gnomish maidens carefully tend to my collection 
  of rare poisonous hemlock, white snake root, belladonna, mandrake, and many 
  others, both common and rare. The entrance is well-guarded by albino eunuch 
  ogres and security spells, so don’t expect to just waltz in and help yourself. 
  Seaport & Abandoned Village (#1): This small village was overrun by my troops 
  when we invaded this territory years ago. Most of the homes and shops sit aban-
  doned since that time. I have restored the docks and the shipyards for my own 
  use. I also built a Traps Bazaar franchise just south of the docks for those wanting 
  to purchase any Traps-related items.  
  Traps Bazaar Outlet Store: I created a whole book devoted to my Traps Bazaar 
  franchise, so I built this second location closer to my castle. Some basic info on 
  Trapsylvania: 
  An overview
  - NOTES - 
  
  Page 12
  the shop has been provided as a BONUS (see page 20), but for complete details 
  you’ll need to track down Traps Bazaar.
  Troll Army Cemetery*: I led an army during the Trollish/Elven Conflict. Towards 
  its end, I took this territory as part of the spoils of war. Many of my loyal follow-
  ers gave their lives to my cause, so this cemetery was erected in their honor. 
  This is the one place on my huge estate that I consider “sanctuary” so if anyone 
  hides out here, they will be safe…unless they desecrate any of the graves or 
  headstones. Then they will be killed by an army of angry ghosts.
  Warthog’s School for Wayward Trolls (#4): This was a school for magic that the 
  wizard used to run. After I got rid of him, we turned it into a school for trolls, so 
  Grimtina had somewhere to go learn. I first mention Grimtina being sent to vari-
  ous schools in Traps Too. Somehow she always manages to escape and return 
  to my domain. This place lasted a few years until the school mysteriously burned 
  down. It still sits abandoned. Some say it is haunted and that werewolves dwell 
  there. No doubt there are other secrets hidden in the sooty ruins. This would 
  be a good place for delvers to go if they were looking for a place to hide, as we 
  don’t really guard this location. 
  *Not every location is given full details in the book, so you’ll have to use your 
  imagination for any location that is marked with an asterisk. Trust me, you have 
  plenty to work with here as it is. Maybe I’ll do another supplement to detail those 
  someday…should the mood strike me (and enough loot is passed my way).
  Trapsylvania: 
  An overview
  - NOTES - 
  Getting DCC Characters to Trapsylvania  
  or many PCs, Trapsylvania, the Deadliest place on Aereth™, is just too far 
  away to reach by mundane means. And that’s only if they know where it is. 
  F
  SIDEBAR
  continued on next page
  The Great Troll would get nothing done if he lived too close to his millions of ad-
  mirers. What is a blood-thirsty judge of absolute fairness and neutrality to do? Fear 
  not! In the following we offer many means by which future monster chow (the 
  PCs) may travel to this most perfect place to die.
  Spells: Finding and getting to Trapsylvania is much easier with the right spells. 
  Travelling there may be expedited with planar step, fly, or forest walk (taught by 
  the King of Elfland). PCs could discover Trapsylvania’s location via locate object, 
  and seeking something specific, like “Grimtooth’s Throne.” Or, use ESP on an in-
  telligent troll (i.e., a rare one with a brain); all such creatures know how to reach 
  the home of the Great Troll. 
  Mercurial Magic: Speaking of spells, various mercurial magic effects provide 
  means of travel. Planar rift (result 11) creates a cosmic hole leading to Grimtooth’s 
  
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  SIDEBAR
  Castle. A wizard with stolen knowledge (result 17) discovers he’s been stealing from 
  the Great Troll, who appears and kidnaps the party. Unwanted attention (result 31) 
  could be used similarly. Finally, planar blink (result 87) sends the caster’s party there 
  without returning them until the most inconvenient time (just as Grimtooth is about 
  to reward them?).
  Misfires: Misfires can also transport the party. Rule that misfiring animal summoning 
  or monster summoning lands the caster in Grimtina’s Petting Zoo. A misfire on a ru-
  nic alphabet spell (i.e., a magical trap) sends the pathetic caster to the Death Maze 
  Testing Center. A cleric failing to banish is sent to the Bone Piles by his intended 
  target. Moreover, any type of phlogiston disturbance may whisk PCs away.
  Patrons and Deities: There is an ancient animosity between Grimtooth and the 
  King of Elfland. Elfland’s ruler sends disciples to the Great Troll’s domain both as 
  a reward (a chance to prove worthy of a new patron spell) and a punishment (a 
  misfire on invoke patron). Grimtooth studied under Sezrekan for a brief while, and 
  the Old Master sends supplicants there to learn from the troll. Of course, a misfired 
  invoke patron is reason enough for almost any patron to send a wizard to Trapsyl-
  vania. Deities also transport their clerics there as a test, a “payment” for divine aid, 
  and to satisfy deity disapproval. Those who do this most frequently are the lawful 
  Aristemis, demi-goddess of true seeing and strategy; the neutral Amun Tor, god of 
  mysteries and riddles; and the chaotic Hidden Lord, the god of secrets.
  Impressing Grimtooth: Grimtooth, if suitably impressed, may transport PCs to Tra-
  psylvania himself. He may use spells, or send his airship. Some examples that catch 
  the Great Troll’s attention are: surviving various fatal traps in one day (an ideal test 
  subject!); killing large numbers of foes with a devious self-made trap (dinner with 
  Grimtooth!); and disarming a “5 skull” trap with a check of 30 or more (I have just 
  the trap for you!). Even a type of arcane corruption that makes a PC more trollish 
  could attract the Trap Master, especially if the PC is an elf!
  DCC Adventures: Numerous DCC RPG adventures have open-ended devices that 
  are easily adapted to transporting PCs. Sailors on the Starless Sea ends with the PCs 
  riding a giant wave, which could lead to Trapsylvania’s Seaport on the Really Dead 
  Sea. In The Lost City of Barako, PCs can trigger teleportation by activating a choral 
  box in the Akashik Library. In DCC Lankhmar campaigns, one of Ningauble’s caves 
  may lead to the Forest of Doom. In The Emerald Enchanter, the wizard’s enchanted 
  tabletops could send PCs to Grimtooth on a failed activation spell check, or if the 
  wizard has been defeated. Finally, in The Chained Coffin, the Shudder Mountains’ 
  Ol’ Blackcloak could twist a PC’s desires into a trip to the deadliest place on Aereth. 
  Miscellaneous Mechanisms: If none of the above appeal to the blood-thirsty judge 
  of absolute fairness and neutrality, then make something up! A dwarven PC knows 
  a dwarf who knows a dwarf who knows a dwarf who works in Trapsylvania. A criti-
  cal hit from a giant sends the entire party to Grimtooth. Some dimensional sailors 
  will take PCs there for a fee. Et cetera. Have fun with it. And remember, checking in 
  to Trapsylvania is much easier than checking out…
  continued from previous page
  Trapsylvania: 
  An overview
  - NOTES - 
  
  Page 14
  Restrooms in Trapsylvania
  ome of the many benefits that I have brought to the people of Trapsylvania 
  are running water and a proper sewage system. In the old days before I took 
  Restrooms in
  Trapsylvania 
  - NOTES - 
  S
  over, the peasants would just dump their effluent in the gutters of the streets. 
  Humans make the most hideous stenches – nothing like the cultured perfume 
  of we trolls.
  Anyway, to get rid of all that mess, I had large ceramic pipes and plumbing put 
  into almost all the buildings that we occupied or constructed. Being one of the 
  greatest engineers and mages of all time allowed me to use methods unknown 
  to the common mason, so it was done with a minimum of effort, really.
  Of course, I can’t just leave it at that. To make things more sporting, I made cer-
  tain that about 25% of the public restrooms have the potential to be a bit deadly 
  one way or another. So any time one is being used, be sure to roll for that pos-
  sibility. Below are a few of the ways we came up with to make them entertaining 
  for everyone but the unfortunate who is using it when trap is sprung…
  Flying Buffalo’s President, Rick Loomis, dreamed up most of these traps. Over 
  the years he has regaled thousands with his stories of the “bathroom traps” 
  that couldn’t be published back in the primitive 1980s, so I forced 
  him to remember some of these gems while I was putting together 
  this tome. Besides, no travel guide is complete without some detail 
  about the local restrooms. If you have any sourcebooks or cam-
  paign atlases without such information, they are obviously incom-
  plete. Throw them out. Really, you need only MY book.   
  All right, here are a few of my Trapsylvanian restroom traps:
  For Men Only: In an expected place, you find a men’s 
  urinal. In the urinal are the expected urinal cakes. Or are 
  they? A circular, white, hockey-puck-like object is sitting right in the 
  middle. But it is actually made of a substance that explodes when it 
  gets wet! The part of the male anatomy that is likely to be exposed 
  when ejecting liquid onto this object, is considered by the military 
  to “only” be 1% of your body. What a way to go…
  Ring-a-ding-ding: An ordinary toilet in an out-of-the-way cor-
  ner. Works normally. But the water tank is high overhead, with 
  a dangling rope that is “obviously” the flushing mechanism. If you 
  pull on the rope, it sets off a horrendous clanging, which is sure to 
  attract every wandering monster within earshot.
  As an alternative, here’s another way to play with the same 
  idea: Ye Olde Water Dump. Old-fashioned toilets used to 
  have water tanks at the top so the water would easily run into the 
  
  Page 15
  bowl. They also had a long pull chain. When you pull the chain, the water tank is 
  on a pivot and it tips over and dumps 3 gallons of toilet water on the user! This 
  is more for a laugh than anything else, but it keeps my orcs in stitches seeing 
  drenched delvers coming out of the restrooms.
  Sticky Wicket: A perfectly normal toilet with only one unusual trait. The seat is 
  covered with a sticky substance that just won’t let go. The toilet and seat are 
  all one piece. If you sit on it, you will be carrying it around for the rest of the 
  afternoon, in a very awkward position. If for some reason you just touch it, you 
  will find a very heavy object stuck to your hand. Ha hah! Does it get any funnier 
  than that?
  Tight Spot: An ordinary bath-
  room stall with an ordinary 
  toilet inside. The door opens 
  into the stall, and the stall is 
  kind of small, so you will find 
  you can’t sit on the throne un-
  til you close the door. If you 
  flush the toilet, it locks the 
  door, and the water doesn’t 
  actually flush – it just keeps 
  coming in until it fills up the 
  stall. After ten minutes, a 
  drain opens, the water runs 
  out, and the door unlocks. 
  Can you hold your breath that 
  long? What a way to drown 
  your sorrows.
  And let’s not forget a couple 
  of classics from my other 
  books: 
  Cranquin Goose (Traps, p. 52): This is a regular toilet with a crossbow hidden at 
  the bottom. When you sit on it, the crossbow fires! 
  Tumble Toidee (Traps Too, p. 58): This toilet is up against an illusionary wall and 
  when you sit on it, it triggers the toilet to fall backwards through the illusionary 
  wall and into a pit which was hidden behind the wall. Gotta love that one.
  That’s it for my restrooms. The fun comes in worrying which ones are safe or 
  not!
  And don’t forget to wash your hands before leaving this page...
  Restrooms in
  Trapsylvania 
  - NOTES - 
  
  Page 16
  
  Page 17
  SEAPORT & ABANDONED VILLAGE (#1) 
   
  his is a good place to start the visit of adventurers to my realm. When my 
  invulnerable army invaded these lands, this was where we first arrived, on 
  T
  The Seaport
  - NOTES - 
  the shores of this little seaport. We quickly subdued and took over this village, 
  though not without killing most of its inhabitants. Those that remained pledged 
  their loyalty to me and were put to work converting the main castle to suit my 
  purposes. The village was known as Merlinville. No one dares call it that any 
  more as it was the name of the mage that I usurped when we invaded. I left it 
  abandoned. Only the places I specifically needed were repaired.  
  The rest of the village has been left moldering since that time, though a few 
  dwarves and orcs live here to keep the seaport functioning. The streets are al-
  ready overgrown with weeds, though trails to the buildings still being used are 
  evident. Many of the abandoned buildings could be fixed up and put back to 
  use, which happens from time to time. I restored and use the Seaport building 
  as the main terminal for visitors and potential customers who are eager for me 
  to design new and ingenious modes for capturing and dismembering greedy 
  hordes of delvers. (Just a few weeks ago, the President of Goodman Games ar-
  rived with chests filled with rubies to tempt me to write the words before you 
  now.) The other main improvement I added is a Traps Bazaar franchise just 
  south of the seaport. It’s there for tourists and dungeon masters in search of off-
  the-shelf solutions to their delver infestation problems. 
  Here then are the details of what you can find in my Seaport and what’s left of 
  the village…
  POINTS OF INTEREST 
  Entry Dock: This long wooden dock is the first place travelers will set foot on if 
  they arrive by boat. A few locals often fish from the dock and there is occasion-
  ally the hustle and bustle of orcish dock workers loading or unloading cargo 
  from ships that are in port. A few fishing boats also operate from my seaport and 
  you can often see some ships in the dock or getting repairs during the spring 
  and summer. In the winter, days go by with no boats at all and the docks seem 
  as empty as the village.
  Seaport: The dock leads directly into the Seaport so everyone and everything 
  that comes off the dock gets a wary look from my guards. (Most of whom are 
  orcs.) Anything or anyone that looks suspicious is taken into an interrogation 
  room and questions are asked. If the visitors don’t seem too dangerous, they’ll 
  be allowed to leave, but they may be carefully watched by my goblin spies, who 
  know how to stay in the shadows. 
  1) Main Terminal: This area of the Seaport building has a tall ceiling a little 
  over two stories. On the upper part of the south wall is a large painted map of 
  the seacoast that shows the nearest ports within a few days’ journey. Nearby 
  a chalkboard lists the arrival dates of ships that are due in. Most of the arriving 
  
  Page 18
  boats, though, are not posted on the board and their arrival times are unknown. 
  If you are looking for a specific ship, ask one of my customs agents or a local on 
  the dock. They usually know when a ship is due to arrive. There are benches in 
  the central lobby where passengers can wait. There is a small snack shop in the 
  corner that will have drinks and some dry foods you can purchase. But this ain’t 
  no restaurant, so don’t expect hot food or anything fancy. 
  2) Harbor Master’s Office and (Security): This area of the Seaport includes 
  a counter for incoming arrivals, a security area with several cells, a very small 
  armory, and the Harbor Master’s office. Any new arrivals to Trapsylvania that 
  come into the port will have to go into this area to get travel papers that allow 
  them to visit. Troll guards at the main doors make sure that everyone has the 
  proper papers. Highly suspicious or law-breaking visitors will be held in a cell 
  until Kema Matar, the Harbor Master, decides what to do with them. 
  3) Mariner Supplies: On the other side of the Seaport terminal, across from the 
  snack shop, is a larger store that has parts and supplies that you might need while 
  operating a boat. These include things like rope, sail cloth, oars, lamp oil, paint, 
  brass fixtures, tools, floats, buoys, fishing tackle, and similar utilitarian items. The 
  store is run by Kema Matar’s wife, Tika, a dark-haired attractive dwarven woman. 
  4) Boat Repair Dock: This outside area located up against the docks and the 
  Seaport building is where major repairs are done to any boat in need of repaint-
  ing, refitting, or other restoration work. Two dwarves and a half-orc work here 
  and spend most of their time working on my yacht, the G.T. Barracuda. They also 
  work on the local fishing boats and ships that come in with emergency repairs. 
  I make sure they charge for any of that work, making me a tidy profit. They also 
  have a small workshop fully outfitted with tools, boat parts, supplies, and work-
  benches. When things are really slow, they fix up the seaport and dock.   
  5) Traps Bazaar Outlet Store: Some of you may remember my classic Traps 
  Bazaar tome published eons ago. Well, this is where the original franchise was 
  built. This large store is chock-full of numerous trapped items and plans for 
  building your own traps in any location you desire, as long as you can afford to 
  purchase them. o I’ve included a couple maps for you (see the end of this sec-
  tion), but the 80-page book—also found in the deluxe edition of my Ultimate 
  Collection—will give you a better idea of what’s in stock.
  6) Hovel of Old Mags: On the far south outskirts of the village is a ramshackle 
  hovel of the village’s last known original resident. (See character description of 
  Old Mags, below, for more details.) 
  7) Seaport Barracks: The troll and orc guards and workers have to live some-
  where, so I had them convert the old village meeting hall into barracks for my 
  troops. We had the whole building reinforced with extra walls and bars on 
  the windows so that the place is secure should there be an invasion or attack. 
  Twenty-four troops are billeted here. There is a mess hall, and each room houses 
  The Seaport 
  - NOTES - 
  
  Page 19
  two orcs. There is also an armory and a lounge where the boys can relax a bit. 
  Every so often I send the Trollish Bikini Team over to entertain. The guards that 
  live here are stationed to guard the seaport down to the swamp entrance and 
  over to Lake Grimtina. They keep an eye out for anything out of the ordinary. If 
  anyone is having too much fun or stealing too much, their job is to put a stop to 
  it. Visitors are not welcome at the barracks, so unless you are a sexy-looking orc 
  gal, delivering rum, or are reporting an attack, stay away. I should add that most 
  of my trollish guards prefer to live under a tree or under the docks, so you might 
  run into them if you are sneaking around at night. I’d be careful if I were you…
  8) Dwarf Hall: There are about twelve dwarves that work around the seaport 
  and most of them dwell here. This building used to be a church, but we added 
  walls inside and turned it into living quarters. The dwarves liked the cellar and 
  the stained glass windows so it was a good fit for them. Like the orcs, there are 
  mostly two dwarves to a room. There is also a small armory and a common 
  room where they can get drunk and yell at each other. This stone building is 
  less fortified than the orcs’ barracks and more resembles a group home than a 
  barracks. 
  9) Harbor Master’s House: I think the only dwarves that don’t live in the old 
  church are Kema and Tika. They occupy one of the few houses that weren’t 
  burned during our invasion (see map). They seem pretty happy there. I suspect 
  at some point we’ll be seeing baby dwarves scampering about the place. (Ugh 
  — perish the thought!)
  10) Grim’s Tavern: Due to popular demand, I allowed one of the dwarves to 
  reopen the one tavern in the village that wasn’t destroyed, and he named it after 
  me in gratitude. Ships bring beer and other spirits along with a limited menu of 
  easy-to-keep and prepared foods that pass as meals. (Usually fruits, salted meats, 
  and dry biscuits.) It’s the closest thing to a restaurant save the dining room in my 
  castle. Humans are tolerated, as many of the crews from the ships that dock at 
  the seaport come over to wet their whistles. Fights often break out between the 
  orcs and dwarves after both sides have had too much to drink, or if the humans 
  get too bothersome. My advice: don’t stay too late. 
  11) Boarding House: Half a dozen other workers live here, including the tavern 
  owner and at least one of the boat repairmen. Who is living there at any given 
  time changes as men get married or move on to better positions – or I have 
  them executed for poor work habits. 
  The Ruined Hovels: These remaining abandoned and burned homes were once 
  part of the village known as Merlinville. Most of these are partially or fully burned. 
  Some are just ruins, while others could still be occupied with a little work. Any-
  thing valuable has been taken long ago, but you might find a few useful items 
  among the debris. Some of these places might make good hideouts, while oth-
  ers are deathtraps and could easily collapse if the wrong timber is jostled. 
  The Seaport 
  - NOTES - 
  
  Page 20
  Further South: If you go about another half mile south of the seaport, you’ll 
  come to the swamp and the moldering remains of a very primitive village that 
  was once inhabited by a tribe of what we call Pictsies. There’s more about that 
  location in The Fetid Swamp section of this guidebook.
  Further North: Past the rocky bluffs of the seaport is Lighthouse Beach, a sandy 
  piece of coast. About a half mile north of that the cliffs return. Atop one of these 
  is Otto’s Lighthouse and the entrance to Grimscales’ Grotto. See the Lighthouse 
  & Dragon Grotto section for more details. 
  CHARACTERS YOU MAY MEET
  Harbor Master Kema Matar: The head cus-
  tom agent and in charge of the Seaport. A 
  white-bearded and husky dwarf, he has lit-
  tle patience for complaints or trouble and 
  I have given him permission to keelhaul or 
  shanghai anyone that he feels needs it. So 
  I wouldn’t bother him if I were you. He has 
  an office next to the interrogation rooms that 
  gives him a good view of the docks and the 
  seaport lobby. If he sees anything “funny” 
  going on, he’ll quickly send the guards out 
  to take care of it. Kema is all business and 
  expects to be treated respectfully. He usually 
  wears a dark blue vest with epaulettes and a 
  brass Harbor Master badge on his chest. 
  His small office is cluttered with papers, charts, and various confiscated items 
  that were taken from passengers who crossed him and paid the price. Hidden in 
  the back wall is a safe filled with more valuable items, mostly jewelry and gold 
  that he felt were being smuggled into or stolen from Trapsylvania. Every so often 
  he presents it all to me, but I usually let him keep most of it as a bonus for doing 
  a good job. He is often accompanied by a troll guard named Turnscrew.
  Turnscrew: This troll is about seven feet 
  tall and all muscle. Although he’s not 
  too bright, he’s very loyal and very pow-
  erful. Certainly he could snap a man’s 
  neck with just a squeeze, if Kema were 
  to tell him to do so. He says little and 
  lets his fists do the talking. Turnscrew 
  also carries a large scimitar, should he 
  need to engage anyone in battle.
  Tika Matar: A dark-haired attractive 
  dwarven woman who runs the Mariner 
  Supplies store located in the Seaport. 
  The Seaport
  - NOTES - 
  
  Page 21
  Though much younger than her husband Kema, Tika has an equally short fuse if 
  she is annoyed by any customers. To make matters potentially worse, her hus-
  band (the Harbor Master) is insanely jealous and if he sees any male customers 
  paying too much attention to his young bride, they are in for some big trouble. 
  Old Mags the Witch: On the far south 
  outskirts of the village lives the last known 
  original resident, “Old Mags.” She’s a re-
  pulsive old hag who wasn’t popular when 
  the village was filled with humans. She’s 
  mostly human, but she’s also part orcish, 
  and was shunned by the rest of the villag-
  ers. She didn’t seem to mind the place be-
  ing invaded by my mostly-orc forces and 
  cheered us when we took over, so I let her 
  stay in her hovel with all her cats. Because 
  Old Mags was here long before I arrived, 
  she knows the history of the area. She re-
  members when the Pictsies thrived in the 
  swamp and claims that Murk the Orc was 
  her uncle. From time to time, I’ve consulted with her for information about past 
  events. She doesn’t know where Murk hid his treasure, but she knows all the 
  local lore. She also knows how to create healing potions and useful ointments 
  using local flora and fauna. If you can stand the smell of her filthy home, she’s 
  worth a visit. She’s a bit senile and breaks into laughter when nothing is funny, 
  so be prepared. My orc guards think of her as their “Grandma” so if anything 
  bad happens to her and you’re involved, you won’t live long.
  SCENARIO IDEAS
  A) Contraband: The adventurers arrive by ship, and while going through cus-
  toms checks one of them is found to be carrying in an Anti-Troll mystic powder, 
  a substance that could kill trolls if it just came in contact with one. The Har-
  bor Master and his guards immediately arrest the whole group, except for one 
  member who was overlooked. Perhaps the character hid on the boat, was in 
  the water, or was flying high above when the rest of the party was captured. It 
  will be up to this one person to try to figure out how the Anti-Troll powder was 
  there (was it a frame up?) and to try to find a way (whether through diplomacy, 
  bribery, or a breakout) to free their comrades. 
  B) You Gigolo!: While in the Mariner Supplies store, one of the handsome mem-
  bers of the party flirts with the attractive dwarven woman behind the counter. 
  Unfortunately for him, she (Tika) is the wife of the Harbor Master (Kema) and he 
  sees the whole thing. He and his troll guards take the offending casanova into 
  a back room and give him a good beating, take his belongings, and then throw 
  The Seaport 
  - NOTES - 
  
  Page 22
  him out into the street. As luck would have it, the Harbor Master has taken their 
  only treasure map to Mad Murk the Orc’s treasure hidden somewhere in the 
  swamp. Can they figure away to get that map back before the Harbor Master 
  turns it over to me? No doubt he probably put it in that safe in his office. Perhaps 
  some late-night burglary is in order. But be warned, there are always guards in 
  the Seaport.
  C) Ask the Cat Lady: This scenario might be used as an alternative if the party 
  is unable to get the treasure map back, or as a way to start an adventure for the 
  party. 
  After asking around, they learn about Old Mags and her being the last resident 
  who was around before I took over these lands. If they can be kind to her for a 
  bit and do her a few simple favors, she’ll tell them about the treasure and where 
  she thinks it is. But the party will have to take her with them and give her a few 
  select items from the treasure that mean something to Mags. 
  She’s looking for personal belongings that were owned by her 
  father (small statues, a ring, and a diary), so they don’t have a 
  lot of value to anyone else.
  The Seaport
  - NOTES - 
  BONUS - MAP OF TRAPS BAZAAR OUTLET: Ground Level
  1) Entrance: You can leave your mount in the convenient stables, located on the 
  northwest side of the building, or you can buy some horses here (50 gp each). 
  2) Commercial Order Desk: If you’re shopping for your local dark army or wiz-
  ard’s guild, please fill out the credit application available at this desk.
  3) Check Out Counter: One of the less enthusiastic orc army camp followers is 
  here to check out your purchases. She may check you out, too.
  4) Manager’s Office: The contents here are none of your business, but if you’re 
  really curious, you could try to break in after hours. My manager, Brutus, might 
  not like it though. Two secret doors lead to the hidden hallway that runs around 
  most of the Bazaar. Only me and Brutus know about the hidden corridor. 
  5) Research Lab: You may hear some alarming noises from behind these closed 
  doors. Professor Groodni conducts some special experiments here on new prod-
  ucts we’ll be selling in the Bazaar. Come on in and be a part of the experience! 
  6) Grimtooth’s Best Sellers: You’ll find select magical items, booby-trapped 
  weapons, and other dungeon delver-trapping lures. 
  7) Grimtina’s Fashions to Die For: Racks of tempting outfits for adventurers, 
  designed by my kid sister. Don’t miss the afternoon fashion shows where prison-
  ers are forced to model these deadly designer clothes. 
  
  Page 23
  
  Page 24
  8) Changing Rooms: Fitting rooms are provided for those compelled to try on 
  any of the attire from the clothing department. You can admire yourselves in 
  the full-length mirror provided in each booth. Some customers have complained 
  that they’ve seem eyes peering back at them from deep within the mirrors. 
  Must be a trick of the light...
  9) Custom Corner: This section of the bazaar contains one-of-a-kind traps from 
  the Grimtooth collection. You won’t find any bargains here. These specialties 
  are rare and expensive.
  10) Infernal Machines: State-of-the-art traps from the Research Lab. Some of 
  them may not have all the bugs worked out yet, so take these home before you 
  start pushing any buttons or pulling levers. Some have exploded—accidentally, of 
  course. 
  11) Take-A-Number: Really, this is set up to be a trap. Take a number (which is 
  random) and then you start waiting…and waiting. Numbers come up on the big 
  board but they never seem to be YOUR number. (I love this gag!)
  12) Secret Emergency Exits: I had these installed in case a fire or major attack 
  breaks out. They’re for the employees to use, but a skilled delver should be able 
  to find the hidden pressure plates that open these passages.
  13) Bargain Basement:  Don’t overlook what’s in the basement. Down a flight 
  of stairs is a dank cellar showcasing items for the shopper looking for a deal. 
  These are oddball traps and sales items being cleared out at a discount. (See the 
  map and descriptions on the next two pages.)
   
  14) Snack Bar: A food booth where you can get Grimtooth Ale and the world-
  famous spicy Flying Buffalo wings. Free salmonella with each order!
  15) Flying Buffalo Pet Shop: In this area, we have glass cages stocked with some 
  of the small creatures indigenous to Trapsylvania. Take home a baby swamp-
  shark or death-frog—they make great pets… for your enemies!
  16) Employee Break Room: This chamber in the back is reserved for my trusted 
  employees and includes a fire pit for cooking, a table and some chairs.
  17) Customer Service Desk: So you don’t like that trap you bought, huh? Then 
  take it up with the helpful fiends at the counter. They will cheerfully listen to 
  your complaints. In fact, they usually get quite a giggle out of your hard-luck 
  stories. Once you bought it, though—it’s yours. NO RETURNS. Now beat it!
  18) Shipping and Receiving: You’ll find packing crates, straw, nails, and a cheery 
  selection of gift wrap in this back room. We’ll ship your purchases to points near 
  or far. Depending on the size of your bribe, your merchandise will be promptly 
  shipped or left to languish in a corner.
  The Seaport
  - NOTES - 
  
  Page 25
  
  Page 26
  BONUS - MAP OF TRAPS BAZAAR OUTLET: Basement
  This map and description is for the Bargain Basement and the secret area beyond. 
  Most adventurers never realize 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 basement to your own underground location 
  and place the Bazaar in your own world. You can be part of the franchise!
  1) Bargain Basement:  Down a flight of stairs are items for the shopper looking 
  for a deal. These are oddball traps and things being cleared out at a discount, 
  along with some other strange things and an entrance to my cavern system.
  2) The Dock: This old wooden dock has several gondolas tied up to it. Against 
  the wall behind the dock are two doors: one is marked “Humans” and the 
  other... ”Others”. That one is for trolls, ogres, lizard men, etc. By all means, use 
  some of the restroom traps (see pages 12-13) in both of these.
  3) The Canels: This section of the basement is flooded to a level of about six 
  feet. On the east wall is a cavern entrance high enough for a fully-loaded gon-
  dola to enter my deadly cavern network beneath Trapsylvania. (It won’t get far.)
  4) Grimtooth’s Root Celler: A secret staircase leads here from the hidden hall-
  way on the level above. There is a wall-to-wall collection of herbs, elixirs, med-
  icines, and poisons, which are stored in hundreds of bottles. Careful—it’s all 
  guarded by various traps (pick any from my precious Traps tomes).
  5) Wine Celler: Several hundred bottles of wine are stored here for my use. 
  Some are old, about 10% of them are poisoned or cursed, and only I know 
  which ones are safe.
  6) The Ships: One is a galleon and the other is a Chinese junk. They were placed 
  here at Grimtina’s request. She likes boats. (Actually, she likes watching boats 
  sink.) Anyway, the staterooms on these two ships are used as overnight rooms 
  for friends & guests. Grimtina sometimes has slumber parties here with her pals 
  from the Petting Zoo. You could rent a stateroom for 10 gold pieces or a bunk 
  for 25 silver—if you know who to ask.
  7) Courtyard “Lagoon”: Found just past the archway, this area is where gondo-
  las take customers to the Damaged Goods department and the Infinite Hallway 
  ride. The docks here are in bad shape, so watch your step!
  8) Damaged Goods/Storage: All sorts of broken, old, and damaged traps, magic 
  items, weapons, and armor are stored here on numerous floor-to-ceiling shelves. 
  It’s a bit like a junkyard and you might find just the thing you’re looking for if you 
  are handy at building or repairing. Make an offer if you see something you like. 
  Old Chuckles, the orc, takes care of this department.
  The Seaport
  - NOTES - 
  
  Page 27
  The Seaport 
  - NOTES - 
  9) Empty Workshop: This area 
  contains tools, repair manuals, 
  and other equipment for fix-
  ing various broken items from 
  area 8. The room is in disar-
  ray, so finding anything useful 
  will take some time. The gob-
  lin who worked here recently 
  was eviscerated after speaking 
  to me in a surly manner. The 
  manager is looking for a new 
  repairman with a more re-
  spectful demeanor. Applicants 
  should apply at the upstairs of-
  fice and ask for Brutus.
  10) Hallway of Infinite Cor-
  ridors Ride: This hallway of 
  columns is actually a trap to 
  keep the curious away from 
  my vault at the end of the hall. 
  The hallway itself is a magical 
  loop that tricks the visitor into 
  believing that they are walking 
  for miles and miles, passing 
  hundreds of columns, when it 
  is in fact the same 40 columns 
  over and over again. The mag-
  ic works in any direction, un-
  less you are trying to exit the 
  hallway the way you came in. 
  Brutus and I have no problem 
  walking through here, as we 
  have special magic goggles 
  that protect us from the effects 
  of the spell.
  11) The Bazaar Vault: I keep the sales from the Bazaar here along with particu-
  larly valuable and powerful items that are sold to select customers. The vault is 
  locked with chains, a combination lock, and is magically hidden. Inside on the 
  many shelves can be found powerful magical weapons, healing potions, a plas-
  ma rifle, different magical gems of various effects, and other rare and magically-
  charged (or cursed) items. I also have the arms from that famous Venus de Milo 
  statue. I stole them just for a laugh.
  
  Page 28
  These items are kept here as I have decided they are too dangerous or rare to 
  risk leaving them out. I only show them to those whom I feel could wield and 
  be able to purchase these items (and those individuals must keep their alliances 
  with Trapsylvania). And remember, we do not extend credit—it’s cash only!
  BONUS – SCENARIO IDEAS FOR TRAPS BAZAAR OUTLET 
  A) Break In: The adventurers are hired by an elven lord to break into Traps 
  Bazaar and try to find my father’s warhammer. Unfortunately for them, the ham-
  mer is not there. They might find a few other things—before they are killed.
  B) Caverns Ho!: The adventurers take a gondola into the deeper caverns in 
  search of the REAL Hallway of Infinite Corridors and the riches hidden there.
  C) Goblins in the Cellar: While in the wine cellar, the party samples one of the 
  wines. About half an hour later, everyone who drank from the bottle changes 
  into a goblin. An antidote is in the root cellar, but which of the hundreds of bot-
  tles is the antidote? Grimtina, Brutus, or I will cure the group if they are willing 
  to pay for the antidote (150 gold per person) or work for us for a while. GM’s 
  discretion on how long “a while” is.
  D) We’re Hiring!: Another way to get behind-the-scenes access to the Bazaar 
  is getting hired to work there. We need a repair person and a couple of people 
  to organized the Damaged Goods room. Younger (read: more attractive) char-
  acters, male or female, could work in the snack bar or at the check-out counter.
  Okay, enough time in Traps Bazaar. Let’s go to the Petting Zoo and get a bite... 
  The Seaport
  - NOTES - 
  
  Page 29
  
  Page 30
  Grimtina’s
  Petting Zoo 
  - NOTES - 
           GRIMTINA’S PETTING ZOO (#2)
  All right, since this is my sister’s amusement for the masses, I’m 
  going to save myself the bother and let her describe it for you. 
  Besides, I need to check on my airship to see it’s ready for a long 
  journey. In other words, I have better things to do. - Grimtooth
  Oh cool! Uhh… Hi everyone, yah it’s me, Grimtina. So, like, I guess I get to tell 
  you all about my totally gnarly Petting Zoo! 
  So here’s how it all got started. Over the years, I’ve been collecting any stray 
  animals I find while on expeditions with my brother. At first it was, like, scorpi-
  ons and crabs, but then I got bigger and wilder creatures like mega-armadillos 
  and rhinoceriousseses (or however you say that). Anyway, I had to put them all 
  somewhere, so Grimtooth let me set up this area for my menagerie. Entry to the 
  zoo is free – but if you want to leave, it’s gonna cost you plenty (like your life, 
  or 10% of whatever you’re carrying). 
  You can look at the official map to see where the wild things are and some 
  info on what the buildings are for. But don’t worry, I’ll give you plenty of detail 
  about everything, so you know what places you want to visit and which ones 
  you’re gonna need acid-proof armor for. Oh yeah… I suppose I should tell you 
  that I don’t like seeing all my pets caged up, so in my zoo the animals’ homes 
  are mostly just illusions to make it look like a regular zoo. Really, my pets can 
  go almost wherever they want, and sometimes a saber-toothed forest cat finds 
  its way in. This is great for them, but I’ve discovered that it’s not so good for the 
  visitors. On the other hand, I save a lot of money on feeding costs, so it’s a win-
  win. Besides, it makes it a much more exciting visit to the zoo. Where else do 
  you have the chance to battle for your life to see all the exhibits? It’s hella cool!
  I think one of the main reason he lets me have a zoo, is so he can dump anyone 
  he doesn’t like into it and let my pets eat them. (Go figure!)
  POINTS OF INTEREST (At least that’s what they call them…) 
  There are, like, three official ways to enter the zoo: the main gate entrance on 
  the south wall; the bronze door that leads to Grimtooth’s Castle, and the cave 
  entrance in the northern cliff. Once you enter the Zoo, none of the doors will 
  let you leave. Only me and the curator have keys to open the inner locks. Well…
  you could leave by the bat cave, and maybe eventually find a way out, as the 
  caves travel for miles in various directions. But there are lots of nasty things 
  down there, so I wouldn’t try that if I were you. 
  The unofficial ways to get into my zoo include flying in, climbing over the fence, 
  or climbing down the cliff along the north side. I don’t mind how people arrive. 
  But the entire area is protected by a one-way magic shield that doesn’t allow 
  any of the visitors or my pets to leave the zoo. Of course, the adventurers won’t 
  find that out until they try to leave. If they want out, they’ll need to talk to me. 
  
  Page 31
  Anyway, here are the places to see at the zoo…
  Welcome Center: Let’s face it, this is where most adventurers are going to start 
  a visit. Entry is free, but visitors might benefit from finding out how the zoo 
  works and the rules that govern it. My servants will try to sugar-coat it a bit, but 
  they will tell you that the animals are free to roam their “enclosures” (which is 
  the zoo) and that visitors should be careful not to startle or upset the animals. 
  They also tell them about the safe houses and maps are available for a fee of 1 
  gold piece. In the gift shop we also have t-shirts, stuffed animals, postcards, and 
  other souvenirs for sale. If they are very lucky, they might run into me, and if I like 
  them (or they have a very good reason), I might even take them on a tour – or 
  lead them into a trap.   
  Grimtina’s
  Petting Zoo 
  - NOTES - 
  Sometimes I roam 
  the zoo astride my 
  SLINGSHOT 
  rhinoceriousses!
  
  Page 32
  Aquateria: My brother came up with this idea, it’s a combination aquarium/
  restaurant. So what you get to do is walk around and see all the beautiful and 
  exotic fish in carefully-tended tanks, then you get to pick out which one you 
  want for lunch! Our Trollish Bikini servers will pluck your favorite fishies out 
  of the tanks and then my ninja chefs will chop it up into little pieces for you to 
  eat. You can have your sea creature raw or cooked however you want. This is a 
  must-stop on the tour, if you live that long. You might even meet my brother as 
  he likes to have lunch here from time to time.
  Bat Cave: This is one of the entrances to the zoo, but it’s very rare that any 
  visitors come this way. Mostly thousands of carnivorous bats live near the cave 
  entrance and fly out at dusk looking for humanoids to suck the lifeblood out of. 
  You can go into the cave to see them sleeping on the ceiling. If you wake them 
  up, though, you’ll be the first item on the menu. 
  Tunnels down here lead to all sorts of places, including the Hallway of Infinite 
  Corridors, the Lighthouse and Grotto, and the rookery. (The rookery is here at 
  my zoo, but I’ll let my brother tell you about the others later.)
  The bat cave also is used by orcish and trollish servants who arrive at the zoo to 
  repair things and tend to my pets. They know the secret paths past the bats and 
  those that lead to one of the basement levels of the castle. But most of them 
  would rather die than spill the beans. (I hope.) 
  Grimtooth’s Castle: This isn’t really part of my zoo, but you can get here via the 
  bronze door on the east side of the castle. Some of it is detailed in that DCC 
  thingie, Grimtooth’s Museum of Death. (I’m on the cover!) Anyway – you’ll have 
  to get that book if you want to get the lowdown on my brother’s castle. Okay, 
  enuff about that place…
  Insect House: Uh, the big trick going to the insect house is getting past the three 
  giant insects that are stationed nearby (a millipede, a scorpion, and a beetle). 
  About half the time, only one or two of them are there, so that gives you a bet-
  ter chance if you time it right. Anyway, once you get to the insect house you’ll 
  get to see a lots of creepy-crawlies that I have collected from around the world, 
  including walking sticks, praying mantiseses (or is it manti?), spiders, scorpions, 
  dragonflies, and beetles. Lots of cool moths too, but no butterflies. (My brother 
  has banned those from Trapsylvania.) The prizes of my collection are the golden 
  scarabs from ancient Egypt. These beetles are made from living gold. I think the 
  gods made them as servants for the afterlife. Anyway, we found some in the tombs, 
  and now you can see them. These golden scarabs may be the most valuable things 
  in the zoo. Each one can grant one wish if you know the Egyptian incantation. You 
  just hold it in your hand and ask it. Mind you – if you ask it wrong, it will burn right 
  through your hand, leaving a big hole, then scuttle away to join its fellow scarabs. I 
  don’t remember the incantation anymore, but I think the High Priest in the temple 
  knows it. People try to steal these all the time to bring back fallen loved ones or 
  try to be super-wealthy and stuff like that. I just like them ‘cause they’re cool. 
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  Reptile House: Like the insect house, the reptile house has a bunch of lizards 
  and snakes all in fancy glass cages. It’s fun to see them and we feed the big 
  snakes at 10am and 3pm. If you want to volunteer a body part, great. If not, 
  we’ll just feed them some rats. We have a LOT of poisonous snakes here, and 
  in the last room we even sell vials of poison you can put on your weapons or 
  slip into an enemy’s drink. We have black mamba, cobra, viper, krait, all the 
  good stuff. So it’s worth a visit just for that. Don’t get any ideas, though – all the 
  workers at the zoo are immune to poisons. It’s one of our employee benefits. 
  We also have reptile eggs for sale, which you can cook or take home and hatch. 
  Anything from a garter snake to a kimono lizard is available to hatch. Lots of wiz-
  ards stop by here to get some of these, so they can use them in spells and stuff.
  Rookery: Built to look like a chess piece, it’s actually a sanctuary for my fine 
  feathered friends. If you climb the spiral stairs quietly, you’ll spot various carrion 
  birds like vultures, condors, and at the very top, a tribe of flying monkeys! I got 
  ten of them at the estate sale of a green witch who I heard had drowned unex-
  pectedly a few years ago. The rookery is a great place to hide, unless of course 
  you wake up the birds. At the bottom floor is a secret trap door that leads to a 
  tunnel, which exits the zoo. I had this built in case I ever had to make a quick 
  unseen exit. (Hey, it could happen – even to me.) 
  Safe House: After local visitors stopped coming to the zoo (because of all the 
  deaths), we added some buildings that they can use as a safe house when they 
  are attacked. Any building in the zoo is a safe house, but some are there just for 
  that purpose. The curator suggested the safe houses to give the visitors a fight-
  ing chance to survive as a way to encourage them to come back. It’s kinda fun 
  to watch them dash for the buildings, while being chased… (Tee hee!) Just to be 
  fair, we made the safe houses attack-proof, so they really will be safe. Many are 
  pretty empty inside, so there isn’t much incentive to stay there once my crea-
  tures move along for easier prey. 
  Snack Shack: Hey, every zoo has to have a place for the gang to take a break 
  and get some cheaply-made (but highly-priced) junk food, right? There’s plenty 
  to chose from here, including rat-on-a-stick, entrail mix, hot dogs (made from 
  real dogs, of course), French fries (made from real French), and a refreshing cup 
  of Corpse-a-Cola, made from real...uh, never mind. Anyway, most of the menu 
  items are only 1 gold. And there are places to sit inside and outside. Mind your 
  hat and coat…
  Spike’s Bone Pile: This is located outside the zoo, but you can’t miss this 
  gigantic fifty-foot-high pile of skulls and bones that our dog Spike carried 
  there. To be honest, we dump a lot of bones left over from our visitors too, 
  but don’t tell my big brother. It’s worth a visit. Who knows, you might dig 
  up an old friend or loved one! HA!
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  Temple of Yidhra: This was actually here long before 
  we built the zoo. The stepped stone temple is very 
  old, like thousands and thousands of years. I think 
  it’s Aztec or Babylonian…I forget. Anyway, I don’t 
  know if I’m supposed to talk about this, but see, this 
  was Mom’s temple. Dad and Mom met there. He 
  was a young, handsome troll and she was a god-
  dess. When I was growing up, we used to spend 
  our summers here. Robed cultists would summon 
  Mom and me, and then we would visit the chosen, 
  grant their wishes, and accept their sacrifices and 
  stuff. Meanwhile, Dad and little Grimtooth used to 
  go camping around here, rampaging over the coun-
  tryside and pillaging. Ahhh, those were the days…
  There are still Yidhra priests here and they don’t like 
  trespassers. We put a sign out front that says visi-
  tors will be sacrificed. So keep out, unless you are 
  there for a ceremony, a wedding, or a delivery. The 
  priests can open a portal to another dimension with 
  the right sacrifice and when the moon is full. And 
  ol’ Azagoth is nearby on guard. He sleeps until he 
  senses he is needed or we call upon him. 
  The High Priest is a strong-looking bald guy with cra-
  zy eyes and a goatee. (See his character description 
  below.) He and the rest of the priests wear hooded 
  robes. Every year when the moon is full, Yidhra does 
  a special ceremony where she alters any priests that 
  have done well. Slowly but surely, she has changed 
  them and added extra tendrils, extra eyes, webbed 
  feet, and other reptilian-like enhancements to them, 
  so they look a bit creepy and they are more powerful 
  than average people. The hooded priests here rarely 
  talk to outsiders; they all carry wooden staffs that they 
  use as weapons that also turn into an attacking ven-
  omous snake once per day. Its bite will knock you 
  out. It’s a great way to get sacrificial “volunteers.” 
  You know, this temple is one of the reasons my 
  brother wanted to take over this valley, that way he 
  could keep in touch with Mom. Like, we still do cer-
  emonies here at special times of the year, but we 
  don’t see Mom as much, since she ascended to a 
  higher plane and other mysticky stuff. One day I sup-
  pose I’ll do her job, but right now this girl just wants 
  ta have fun!
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  MY ZOO PETS
  I’ll list my main pets alphabetically and then you can find them on the map. There 
  are other creatures (mostly smaller) that are at the zoo too, so if you think any-
  thing’s missing from this list, feel free to add to it. Odds are I have one, or I will 
  get one at some point, especially if they’re creepy, kooky, mysterious or spooky. 
  Alligator: We have a great show here every afternoon where we feed the alliga-
  tor and you get to be a part of it all. Here’s how it works: anyone 
  who comes to the alligator show to watch is totally safe. Someone 
  who is NOT at the show will be picked up at random by my flying 
  monkeys and brought to the show to be dropped into the alliga-
  tor’s pool so that: A) the alligator gets fed; B) the crowd is entertained; and C) 
  people who refuse to come to the show are “encouraged” to attend – one way 
  or another.
  Azagoth: Azagoth is from another dimension and was summoned here by the 
  priests of Yidhra as a guardian of the temple. I call him “Azzy” for 
  short. He’s about 18 feet tall and looks like a statue until he wakes 
  up. He has four large tentacles endowed with sharp claws and that 
  huge, red-rimmed, cycloptic eye, plus several smaller eyes scat-
  tered along his cone-shaped body. His maw makes a high-pitched 
  horrifying scream and he spits acid that will eat through most clothing (but not 
  armor). His tentacles can stretch out for 40 feet and can crush through standard 
  metal armor. Anyone attacking me or the temple could be in big trouble if Azzy 
  knows about it. Azzy can move, but he’s not too fast. He never gets too far 
  away from the temple – his job is to guard it, so if you run away, you’ll be safe. 
  Bats out of Hell: They live in the bat cave and although we call them bats, they 
  are actually called flying foxes, as that is how big they are. They 
  have totally cute fox-like faces too. They like to eat meat and fruits, 
  and will swarm over a person or animal and take chunks out of 
  them until nothing but bone is left. Victims call them flying piranhas 
  ‘cause of how they attack, but no matter what you call them, they 
  are, like, totally cute!  
  Bigfoot: We have a family of four running around the place. They 
  keep the trash cans empty by eating most of the contents. The 
  bigfoots like it here and also act as guards if anyone looks like they 
  are up to mischief. They can’t really talk, but they do seem to un-
  derstand when I talk to them, so go figure.
  Black Unicorn: A lot of zoos like to show off albino snakes and tigers, but I have 
  the world’s only black unicorn! These are very rare and only appear 
  if they were born during an eclipse of the sun. I call mine “Pitch” 
  (short for pitch black, duh). Mages and demons have tried to steal 
  my unicorn on several occasions as it can be used for very powerful 
  and world-altering spells. Pitch is very well-protected though, and 
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  we have a trollish guard on duty to take care of and guard my unicorn against any 
  danger. He has the cutest red-glowing eyes!
  Giant Porcupine: One time we took the airship to a hidden land beyond the 
  South Pole. While there, we found a bunch of animals that every-
  one thought was extinct. I made them bring some back for us to 
  display at my zoo. The giant porcupine is one of them. It’s about 
  twelve feet long and if you scare it, it has quills that are almost two 
  feet long and they travel fast enough to pierce flesh. So don’t upset 
  them. The only way to escape the porcupine is to remember that the quills fire 
  from the back, so if you are facing it from the front, you are less likely to get hit, 
  though it will keep trying to turn on you to fire and it only has to get sideways to 
  hit you with some of those quills. It has pretty sharp teeth, too, so don’t get close!
  Griffin: Ah, my griffin… This is one of my favorites. We found it on a mountain-
  top in Persia, where it had been stuck by lightning. We brought it 
  home and I nursed it back to health. Ever since it has bonded to me 
  and we sometimes go for flights around the countryside. It is fiercely 
  loyal and will come to my aid if I blow the bone whistle around my 
  neck. The griffin is very powerful, can fly, has razor sharp claws, and 
  a large eagle’s beak. Mine is about 10 feet long (not counting its tail). Like drag-
  ons, it has a fondness for gold. I named him Merv.
  The Hydra of Trapsylvania: With a little studying, my brother Grimtooth was able 
  to figure out where Hercules buried the one immortal head of the 
  original Hydra. (Yes, one of the seven heads was said to be immor-
  tal.) Anyway, he wanted to bring the Hydra back to full life so he 
  could gather its poison, which is the most dangerous in the known 
  world. So for a couple of years he kept it deep in his underground 
  lair, using strange magiks and arcane science to help it grow back its body. Well, 
  his plan worked, and now it lives in my zoo and you can see it. The Hydra is not 
  as big as a lot of people think. It’s only about 14 feet long, including the tail. But 
  it’s a very vicious creature. (Having seven heads with long, gnashing teeth helps.) 
  Plus, if you cut off a head, two more grow in its place, so it’s kind of a losing 
  battle. (I heard about one Hydra that had 50 heads!) Anyway, it’s great to look at, 
  but don’t get too close. Hail Hydra!
  Insectus Giganitus: Right outside the insect house, I have these three actual gi-
  ant insects you can have an “encounter” with. You can’t miss them 
  – and they can’t miss you. There’s a 12-foot-long scorpion, a 10-foot-
  long beetle, and an 18-foot-long millipede. Can you get past them 
  and to the insect house to see the really cool smaller insects I have? 
  They’ll attack one at a time, until one of them is killed, then the re-
  maining two will both have a go!
  Jackalope: Officially, jackalopes don’t exist, but I got our resident mad scientist 
  and alchemist, Groodni the Mad Dwarf, to use his skills to create actual jack-
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  alopes. And, like, he totally did it! So now we are the only place in 
  the world where you will find jackalopes. They’re very cute, but a 
  bit skittish and if they feel like they can’t get away, they’ll ram you 
  with their sharp horns. If you stay really still and have a carrot, you 
  can feed them. I think Groodni has a few of them running around 
  in the Death Maze too. They aren’t really dangerous, but I like’em anyways. 
  Killer Dodo Birds: We found these large birds on a lost island where they were 
  the main predator. Unlike regular dodos, they have sharp teeth 
  and aggressive demeanors and they are about five feet tall, making 
  them formidable in combat. They don’t trust people and tend to 
  attack if anyone gets too close. Their beaks are incredibly powerful 
  and I guess that’s why these dodos survived and the peaceful ones 
  are all dead. A lesson for us all in Trapsylvania…
  Kiwi Time Snitchers: These birds are sooo cute! We have about eighty of them 
  all together in their little “tribe.” They run really fast and they have 
  these really long needle-like beaks that they use as weapons against 
  anyone that gets close. One of them is no problem, but if you have 
  a dozen or more all stabbing you with those beaks, you may be in 
  trouble. 
  One other thing that is totally awesome about these kiwis is that they can stop 
  time for about 5 seconds. So if you are holding on to one of them when they do 
  that, the whole world stops for 5 seconds, but you and the kiwi can move nor-
  mally. These birds are really valuable to anyone who knows this and can figure 
  a way to keep one at your side. To make them stop time you just have to feed 
  them a noni berry (also known as the vomit fruit, cause it smells really bad). The 
  kiwis love ‘em though. It’s a real fruit and there are some in the nearby swamp. 
  They grow on the evergreen trees, so look for them. Anyway, I have a lot of 
  kiwis, so if you want one, and I like you, I’ll sell you one for 400 gold, but you 
  have to promise to take good care of it.
  Mega Armadillo: We went on an expedition to a lost world deep in the earth 
  and found a lot of these old-timey creatures that most zoos think 
  are extinct – but I have some! The mega armadillo is one of them. 
  I found a few of these on the Plain of Tomb-Mee so I put them on 
  our Airship and brought them back. They have these gnarly claw 
  hands and they like to dig. If you get too close they will attack you and rip you 
  up with those claws. Their shell protects them from most attacks – so look out!
  Mega Elk: Believe it or not, there were a few herds of the mega elk living in 
  this valley and the Forest of Doom. They are so gnarly looking 
  that I made sure we had some in my Zoo. They are about 10 feet 
  tall and they have these amazing antlers that are probably 12 feet 
  across. They weigh, like, 1,200 pounds. Grimtooth is working with 
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  some of his orcs to see if they can be ridden into battle. Anyway, we have a 
  visitor area, where you can pet and feed them. Anyway, we have a visitor area, 
  where you can pet and feed them, as well as some saber-toothed forest cats and 
  woolly mammoths. We’ve only lost a few hands and fingers so far. ( I also have 
  some Sabre-Toothed Tigers and Woolly Mammoths here.) 
  Octopus: We have a very deep pool for the octopus (like 40 feet). In fact, there 
  is an assortment of other water-type creatures swimming around 
  in there – crabs, fish, and smaller squids. All of them are smaller 
  than the octopus, so he sorta rules the roost. There’s a ledge about 
  twelve feet from the top and that is where the octopus has his 
  garden, which is a lot of shells and rocks all arranged in a series of 
  concentric circles. He moves things around every day, so people come to watch 
  him do that. Also, every day at 11:00, the troll guards throw three people out of 
  the castle and they have nowhere to go except past the octopus’ garden. The 
  octopus wants his breakfast, and we get to watch them try to escape. It’s a great 
  show and a lot of times the other animals and fish join in to grab a quick meal. 
  Sometimes friends of the victims come and wait for a chance to try and save 
  their friends who are being thrown out the castle. It’s a ton o’ fun!
  Raptors: We even a have breeding program here to try to keep 
  these cool dinosaurs around. They run fast and if they see anything 
  moving quickly they like to chase after it and tear it to pieces. They 
  have really sharp teeth and are pretty smart for dinosaurs. They run 
  pretty fast too, like 40 miles an hour for short bursts, so be careful.
  Slingshot Rhinos: Brontotherium, but I call them slingshot rhinos cause I often 
  ride one and use it to hunt with. That two-pronged horn was per-
  fect once I added a big rubber band. I don’t think they make this 
  type of rhino anymore, but I have the last herd of them at my zoo. 
  We found them just outside of Shangri-La. These big lugs kinda 
  get fussy at times and are easily annoyed… Hmm, sort of like my 
  big brother, come to think of it… There’s a great postcard of me riding one into 
  battle in the gift shop. I’ll take you on a ride on one for 50 gold.
  Sphinx: I found this one on the Plain of Tomb-Mee. Its wing was broken and it 
  will never fly again. Anyway, it will ask you a question. If you an-
  swer correctly you get to go free, but if you don’t…oops, too bad, 
  the sphinx will devour you. It has long sharp teeth and claws and 
  it’s immune to magic, so spells won’t work. The sphinx is about 
  12 feet long, not counting its tail, and it can only ask questions, so 
  everything it says is in the form of a question. Takes a little getting used to, actu-
  ally. Here are a couple of questions it likes to ask, but these aren’t the only ones. 
  Question 1: I welcome the day with a show of light, I stealthily came here in the 
  night. I bathe the earthy stuff at dawn, but by the noon, alas! I’m gone. What am I?
  (Answer: Morning dew)
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  Question 2: Large as a mountain, small as a pea, Endlessly swimming in a 
  waterless sea. What am I?   (Answer: Asteroids)
  Question 3: Here there is no north, west, nor east, And weather fit for not man 
  nor beast. Where is this?   (Answer: The North Pole)
  Question 4: Some think I’m a delicacy, but athletes are itching to get rid of me. 
  What am I?  (Answer: Fungi)
  Toucan Son-of-Sam: I got this pretty toucan as a gift from my brother a few 
  years ago. It’s about the size of a cat, and has that big multi-colored 
  bill that these birds are famous for. I soon noticed that this toucan 
  could talk to me. It sort of would whisper to me to go out and do 
  these really creepy things, like help little old ladies cross the street, 
  or go out and build houses for the homeless or pick up trash. It 
  was really scary! It also got kinda annoying, so I put it in the zoo so that visitors 
  can experience its weird effect. Anyone who listens to the toucan whispering 
  for a minute or so will want to be a hero and help people and stuff. They won’t 
  be able to help themselves if they stay for any more than a few minutes. Each 
  person will hear something different, but it will appeal to their most cherished 
  beliefs and hopes. And…the effect will last for days. I told you it was creepy. 
  Grimtina’s
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  (This is me in my Zoo outfit. I took  
  my old Ghoul Scout uniform and 
  customized it. Pretty cool, huh?)
  CHARACTERS YOU MAY MEET
  (Well, there’s ME, of course!)
  Grimtina the Trollette: Let’s see… I’m in charge of the zoo, I like 
  boys (sorta), I’m into fashion, and people say I like to tease and 
  test most anyone I meet in various ways to see how trusting they 
  are and if they have the same sense of humor I have. People who 
  cross me don’t last long, but every so often I will take a liking to 
  someone and try (in my own way) to help them. Sometimes I’ll 
  even let someone I don’t like go free, just to confuse them. They 
  tell me I’m very chaotic, but everything I do has a reason (at least 
  as far as I’m concerned). I’m at the zoo most days, but you might 
  not see me if I’m busy. Well, sometimes I’m on an expedition.
  Holly Marshelle, Zoo Curator: Holly has blond hair tied into two 
  braids on either side of her face. She wears beige safari clothing 
  and sometimes wears a broad-brimmed brown hat. Holly takes 
  care of the day-to-day matters concerning the zoo. I hired Holly 
  because of her many years of experience with training dinosaurs 
  and other strange creatures. I found her alone in the same lost 
  world I found the raptors. She was the last survivor of a routine 
  expedition that took a wrong turn. She works very hard, is de-
  voted to taking care of my menagerie, and she’s used to seeing 
  lots of people get killed – those are all things you need to work 
  1 to 4   
  skulls or 
  a heart.
  You never 
  know!
  
  Page 40
  at my zoo. Holly wears a necklace with a 
  small glowing purple gem on it. This works 
  like a magic force shield and protects her 
  from animal and delver attacks (for the most 
  part). The shield won’t protect her from pro-
  longed heat or intense cold (like, not more 
  than a minute of either). Otherwise, she’s 
  going to be hard to beat. Oh yeah – she 
  always carries a big dagger, and she knows 
  how to use it!
  Barzai, the High Priest: Barzai is a strong-
  looking bald guy with crazy eyes and a goa-
  tee. Barzai is very devoted to Yidhra and he’s 
  known me since I was just a kid. We used 
  to do sacrifices together back then, and he 
  showed me how to use Yidhra’s vault key 
  as a dagger. He wears his around his neck 
  as a decorative symbol (mine is tied to my 
  belt). He has some magic spells he can cast 
  as well, if anyone attacks him. He can send a spell that makes people double 
  over in pain and can create an illusion that makes people think they are turning 
  into reptiles. They think they are growing scales, webbed hands, and a tail. That 
  spell freaks a lot of people out. Occasionally someone tries to steal his key, as it 
  is rumored to open a treasure vault filled with jewels and stuff. He knows where 
  this vault is, but is not going to easily reveal that, or even admit the vault exists. 
  (See the Hallway of Infinite Corridors for more about that vault.) 
  Trollish Bikini Zoo Crew: About a dozen of the Trollish Bikini Team members 
  work at the zoo when they aren’t in a volleyball tournament. They love taking 
  care of the animals and working as servers and salesgals at the various shops 
  in the zoo. These are very attractive trollettes, but 
  don’t let that fool you – these troll gals are incred-
  ibly fit and are quite capable of taking out anyone 
  who causes trouble. They’ve also been known to 
  keep some of the animals at bay when they get a 
  little too boisterous. They do like to feed the animals 
  though, so you will often see them doing that.
  By the way, most of the grunt work and clean-up stuff at the zoo is done by 
  Grimtooth’s orc and troll minions who came from the bat cave. So my gals 
  won’t be doing that stuff – they’re more about public relations. So you’ll run into 
  trolls and orcs at the zoo too.
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  Yidhra, Dream Witch Goddess: Appears as 
  a beautiful woman with pure white skin, with 
  powers of illusion, life drain, invulnerability to 
  damage, and immunity to magic. This is just 
  one aspect of Yidhra, though – she lives simul-
  taneously in different forms on several planes 
  of reality. She can make you fall into a sleep 
  and has incredible illusion powers. She can 
  make you believe you are in a different place 
  and talking to people from your past.  She can 
  also create a portal that allows her to escape 
  to another dimension if she thinks she is in danger. Her height and inexhaust-
  ible strength make her an excellent fighter. She prefers to use a pair of long 
  mithril daggers, one in each hand. When she attacks it almost looks like she 
  is dancing and some opponents have become so involved in watching her 
  lithe, rhythmic movements, they forget that she is intending to kill them.  
  (Editors Note: there is more about Yidhra in the next section.)
  SCENARIO IDEAS
  Yeah, well, there are like a gazillion scenarios you can run with my zoo. I’ll list 
  a few here that should trigger more ideas even for you human types. These are 
  things that have happened before, so I’m sure some bogus dirtbags will try again. 
  A) Get that Animal!: A very powerful mage has sent the party on a quest to go 
  to the zoo and steal the black unicorn. This scenario can be run with many of 
  the rare creatures in my Zoo. A collector might want one of the killer dodos or 
  a bigfoot. An alchemist might want one of the kiwis or a head from the Hydra. 
  Obviously, the bigger the animal, the harder it will be to steal it, unless they can 
  shrink it down to size or teleport out. Note, though, that many of the animals 
  are resistant to such spells. There is a 75% chance that any of the rare animals 
  cannot have transformation or teleportation related spells cast on them. Plus, I 
  have that one-way shield around the place to stop losers from leaking out with 
  my pets. (I’m not that dumb, you know!) Oh, and any jerks caught in the act of 
  stealing animals will be FED to that animal, unless they can come up with a very 
  good reason to not be…
  B) Open the Temple’s Portal: So, in this scenario, the adventurers really want 
  to get to the temple so they can open a dimensional portal. There are several 
  reasons why they might want to do this. Maybe they have a cursed item that 
  can only be disposed of by sending it to another dimension, or maybe one of 
  their group is a princess from this dimension and they want to help get her back 
  home. A third reason might be that they all want to summon my mom, Yidhra. 
  Maybe they want to offer her something or ask a favor. 
  The trick is getting into the temple, past Azagoth, and activating the portal with-
  out getting caught or killed by the priests. (There are about 20 priests there and 
  they all know how to use quarterstaffs and spears.) The priests are very loyal to 
  Grimtina’s
  Petting Zoo 
  - NOTES - 
  
  Page 42
  Yidhra (and me!) so none of them are likely to betray us. However, you might 
  be able to convince me or one of the priests to allow them to use the temple 
  under the right set of circumstances (like saving the world or helping Yidhra, for 
  example). Anyhow – I could write a whole big adventure about Mom’s temple, 
  but for now, just get Goodman Games’ Dark Tower reprint and adapt that. 
   
  C) Escape!: The adventurers stumble into my zoo and then discover that they 
  can never leave…or can they? They might be able to find a way to escape with-
  out being eaten, but it won’t be easy. I might let them go if I find them appealing 
  enough, or if I send them on a mission. Maybe they know where a really cool 
  animal is and I’ll let them go to get it as long as one of their party stays behind. 
  Or maybe they figure out a way to escape: change into mice and sneak out; use 
  the portal; get the key from me or the curator; convince us to let them out (it 
  happens); dig out; start a riot; try the caves; or maybe they can figure a new way 
  out – you never know… Oh, and by the way – my mystic shield goes under the 
  ground for, like, 100 feet, so digging out won’t be a cake walk.
  D) Get the Key: You recently rescued a blond young maiden named Annabelle in 
  the Forest of Doom who was about to be eaten by a bear. It turns out Annabelle 
  was meant to be sacrificed at the Temple of Yidhra and she spent some time 
  there as a slave. She learned that somewhere beneath the temple, there is a hall 
  of columns and a pit that leads to a treasure vault filled with gems. She also knows 
  that Barzai, the High Priest, wears the key to this treasure vault and that if you can 
  steal the key, and find the vault, you can have all the riches you could ever desire. 
  She’s not that interested in the treasure, but she wants the High Priest to be killed 
  out of revenge for the slavery and terrible ordeals he put her through. Annabelle 
  may or may not go with the adventurers based on their charisma and if they want 
  her to go with them. She is not the best fighter, but she knows the layout of the 
  temple and where the priest’s guards usually are stationed. They could pretend 
  to be bringing her back for a possible reward as a way to get into the temple. 
  Annabelle doesn’t know that I also have a key… If you want to add a twist to this 
  story, Annabelle could, in fact, be Yidhra – who is looking to find worthy mortals 
  for a mission…or just toying with them. 
  E) Join Me: If I like ya and you have some gnarly skills, I might be willing to let you 
  join my merry band of zoo keepers and mercenaries to take care of my zoo, or 
  help find new creatures. Joining my ranks won’t be easy, though, so you’ll have 
  to prove your worth. Maybe by saving me or some of my other minons, or taking 
  care of my pets, even when they are attacking you. I mean, really, they are very 
  rare – some are technically extinct. So, which are, like, totally more important, 
  them or you? Show me you know the answer to THAT question and I’ll be your 
  BFF. I’ll even maybe let your grody friends live. Being a cute guy might help too…
  Okay, well, that’s it for me. I might show up elsewhere in this book, but not if my 
  big brother can help it. Hope you have a lot of fun and remember – at MY Petting 
  Zoo, we let you get close and personal with the animals. You even get to feed 
  them! What other zoo can promise that?  See ya… Wouldn’t wanna be ya!        
  Grimtina’s
  Petting Zoo 
  - NOTES - 
  
  Page 43
  GRIMTOOTH’S PARENTS 
  Yidhra, Goddess of Dark Dreams & GrimFang the Troll King 
  Hmmm… I see my sister made mention of our mother, Yidhra. It seems only 
  fair that I also give you a little history about our father, Grimfang.
  Grimtooth’s
  Parents 
  - NOTES - 
  
  Page 44
  a trail of death and pillaging across the lands in 
  this part of the world. He and about 50 other trolls 
  lived off the land like nomads, moving from place 
  to place, taking what they wanted and killing any 
  who got in their way. They were quite the terror to 
  humans, elves, and dwarves. 
  At some point they came across Yidhra’s Temple, 
  which was under attack by an elven battalion. The trolls surprised the otherwise 
  busy elves and defeated them. Yidhra rewarded the trolls with various magical 
  weapons and healing potions. 
  Having a common foe of elves, Yidhra’s priests and the Grimfang’s troll clan soon 
  became allies. In time, Yidhra and Grimfang grew to trust and respect each other, 
  to the extent that either of them was capable of such feelings. They also both 
  wanted strong heirs, and each saw the other as a worthy progenitor. So, after the 
  appropriate ceremonies under an eclipsing moon and a wait of thirteen months, 
  I was delivered onto the world. I was the perfect mix of trollish bloodines and the 
  power of dark gods. Several years later, under similar circumstances, Grimtina was 
  brought forth. (Well, they can’t get everything right.)
  There’s a portrait of our parents on the previous page that one of my artist slaves 
  created when they were at her temple. Ah, days of gory glory they were…
  Anyway, the Grimfang clan was too used to their nomadic lifestyle to stay in any 
  place for long, but returned to the temple every spring season to renew their ties. I 
  traveled with them through most of my younger years, learning the trade of death-
  dealing and simple strategy. Grimtina rarely saw Father and spent most of her time 
  at Mother’s side, probably goofing off. I saw Mother whenever I was at the temple 
  and it was during those visits that she taught me many of the eldritch spells and ritu-
  als that helped me merge mechanical traps with magical enhancements. It’s one of 
  the keys as to why I am the world’s greatest designer of traps. 
  Grimfang (and Yidhra) wanted me to achieve far more than the wandering lifestyle 
  of a pillager. They sent me off to join the war college to learn more of strategy and 
  engineering. After school I joined the trollish army in the great war against the elves 
  and humans. It was during this period that I applied some of the traps and tricks 
  Father had taught me and what else I had learned, against enemy forces. I began to 
  expand on those ideas and learn even more and the rest… Well, the rest is history. 
  It was while I was away that Grimfang and most of his clan fell to the attack of 
  overwhelming forces of eleven archers out on the Plain of Tomb-Mee. His body 
  was never recovered, but the few survivors of that great battle told me of his brave 
  last stand. I vowed revenge and with my sheer force of will we trolls ended the war, 
  carving out a large section of these lands for ourselves. My forces took the area 
  around Yidhra’s temple, and I named this new realm Trapsylvania.
  y father, Grimfang was a great troll clan 
  leader, a king without a kingdom. He blazed 
  M
  Grimtooth’s
  Parents 
  - NOTES - 
  
  Page 45
  Grimtooth’s
  
  Page 46
  THE FETID SWAMP (#3)
  he northeastern edge of Trapsylvania is warded by an amazingly odorous 
  swamp full of poisonous reptiles, blood-sucking leeches (and I don’t mean 
  T
  The Fetid
  SWAMP 
  - NOTES - 
  the quacks who pretend to heal wounds for a fee), the ever-ravenous crokkmen, 
  and friendly freshwater squids. Although the water is not all that fresh, at least it 
  isn’t salty. In this beautiful boggy parkland where the fragrant yellow fog hangs 
  mere inches above the murk, imparting the delightful smell of sulfur to all things, 
  this place where the ancient fairy magnolia trees are festooned with the blood 
  vines and where the lunging lotus flowers lurk between loathsome leaves, I like 
  to put on my water wings and take a break from mechanical devices of destruc-
  tion and just watch how nature kills its victims.
  Speaking of victims… On the north side of the swamp is the ruined village, once 
  inhabited by a tribe of slimy Pictsies. These primitive humans were masters of 
  their watery environment until the Crokkmen migrated into the area. 
  Crokkmen are also natural denizens of swamps, lakes, and rivers. Picture a croco-
  gator that walks like a man, adorns his body with braided fiber belts, and carries 
  weapons. Crokkmen are reptiles, a form of lizard man with more than lizard intel-
  ligence. They are the most carnivorous creatures imaginable, and they are always 
  hungry for meat. They eat their own dead and will often kill their own wounded, 
  but not so long as there is anything else to ingest. Their hides are brownish-green 
  and scaly – tough enough to turn a blade that isn’t strongly driven. Their arms 
  are short, barely reaching the mid-section of their bodies, but their hands are 
  oversized and extremely strong. Crokkmen have three long fingers and an op-
  posable claw-like thumb on both hands and feet. They have long, snouted heads 
  with two yellow eyes that protrude from the top of their skulls. Their gaping gator 
  mouths can be as big as two feet long, and a full-grown crokkman may extend 
  ten or twelve feet from snout to tip of tail. They have strong powerful tails that 
  extend from the base of the spine, and are used primarily for swimming. Crokk-
  men females lay clutches of eight to sixteen eggs as often as four times a year. 
  A crokk mother will protect her children fiercely up to the point where the child 
  succeeds in biting her. At that time the young crokk is kicked out of the nest, 
  and if lucky, it will join a warrior gang as a junior member. Child mortality is high 
  among crokkmen, but those who survive are the toughest and smartest of their 
  kind. A crokkman male is considered to be adult when he finds his own weapon 
  – no matter how he obtains it. Crokk females are considered adult when they lay 
  their first clutch of eggs. The crokkmen live in muddy caves dug into riverbanks, 
  but the ones in my swamp have taken to living in the outer sections of the ruined 
  village at the north end of the swamp.
  Pictsies could have probably gotten along with the crokkmen if the lizards 
  weren’t so intent on eating them all the time. To crokkmen, the humans were 
  just another good source of meat. The crokkmen have neither language nor cul-
  ture. They don’t make ornaments. They don’t sing songs. They don’t even seem 
  to have names. They hunt, kill, mate, and gorge themselves whenever possible. 
  
  Page 47
  The Pictsies and the crokkmen battled it out for years, but the reptilians eventu-
  ally prevailed – chiefly, I think, because they could eat the Pictsies, but were too 
  tough and noxious for the Pictsies to eat them. The Pictsies lasted as long as they 
  did because they had a shaman named Mad Murg who created all sorts of magi-
  cal traps and weapons for his people. The village is still littered with old charms, 
  magical traps, and anti-crokk propaganda scribbled on the walls. Rumor has it 
  that Mad Murg had an extensive treasure trove that he had hidden away under 
  one of the hovels – probably his own. The Pictsies are all gone now, but they left 
  behind a few interesting artifacts. Here’s a list of things to look for – things I will 
  buy from the enterprising explorer.
  Pictsie paint: A thick blue pigment that not only protects the body from swamp 
  parasites, but also adds that delightful rigor mortis hue to one’s complexion. And 
  it fits right in with my natural complexion. I’ll pay 3 gold per small bottle. 
  Pacification potions: An oily brew made from sleeping turtle gizzards, deadly 
  nightshade, and black bogberries. I suppose a competent alchemist could brew 
  the stuff on his own, but why bother when there are jars of it concealed around 
  the village? I think Pictsie parents used it to keep their children in line, poison 
  vermin, and put swamp creatures to sleep. I’ll pay 5 gold per jar.
  The Fetid
  SWAMP 
  - NOTES - 
  They sound like animals, but they braid belts, carry weapons and obviously value 
  them, and they work together to kill their prey – they are very smart animals. I 
  believe they have a kind of lizard telepathy that lets them work together, almost 
  like a hive mind. They are also absolutely fearless.
  
  Page 48
  Crokktooth jewelry: The best pieces are the great crokkclaw breastplates made 
  from the hind feet of crokkmen and worn as a kind of shield over the human chest. 
  The necklaces made of crokk fangs strung on copper wire look fine on any sav-
  age breast or neck. The crokk skull cups adorned with swamp oyster pearls really 
  help a person drink in style. I’ll pay 100 gold for a breastplate or a skull cup, less for 
  smaller items.
  Swamp bombs: Gourds filled with a chemical that explodes into fire when ex-
  posed to air, especially moist swamp air. These are minor weapons that would 
  not do much against a troll, but are effective enough against crokkmen and hu-
  mans. The gourd containers are usually black or deep dirty gray, and marked with 
  red dye. I’ll pay 10 gold per bomb.
  Squid ink: Oddly enough, the savage Pictsies had a form of writing – mostly 
  drawing with a few known hieroglyphs – and they collected live squids and 
  milked them for their ink. Injected with a small amount of fairy magnolia sap, the 
  ink will last for decades before drying up and turning to powder. Even then, a bit 
  of water will restore it to its natural inkiness. I’ll pay 2 gold per small bottle.
  Noni berries: Grimtina will pay 2 gold for 100 noni berries, which can be found 
  on evergreen trees that grow on a small island in the middle of the swamp. Ap-
  parently she feeds them to kiwi birds in her petting zoo. The green berries have 
  some faint magical properties, the details of which only Grimtina knows.
  CRITTERS IN THE SWAMP 
  My fetid swamp is one of the most prolific places on the planet. Prolific. . . and 
  pro-deathic! Is that a word? It is now. 
  Let’s move up the food chain in describing what swarms out there. First there are 
  the insects – billions and trillions and zillions of insects. They swarm in clouds of 
  flying death. From the tiniest of gnats to the dreadful dragonflies – dragonflies so 
  big that real dragons are almost afraid of them. My dragonflies breathe real fire, 
  just like dragons. Luckily, there aren’t too many of them, and they spend a lot of 
  their time flying over the ocean hunting for whales to eat.
  You won’t find many birds in my swamp. The bugs ate them. One of the worst 
  scourges are the mosquito-moths. They look like beautiful flutterbyes, but when 
  they land on you, sink their proboscis through your skin, and start draining your 
  blood, you will soon tire of their beauty. They roam in swarms of a million or so, 
  and seem attracted to anything with skin. 
  Then there are the giant mosquitos. They aren’t really giants; they hardly ever 
  get larger than one or two inches long, but when a swarm of 1,000 or so head 
  in your direction, you are in trouble. Luckily, smoke will keep them away. I have 
  these really super smoky Grimtooth cigars for any adventurers who might want 
  to try their luck on the water, only 5 gold pieces each. Just remember: a mosquito 
  The Fetid
  SWAMP 
  - NOTES - 
  
  Page 49
  is only a mosquito, but a good cigar is a smoke.
  Less exotic and less deadly are the million kinds of beetles. You find them mostly 
  devouring the carcasses of anything dead and floating on the surface. They will at-
  tack the living also, but mostly go after carrion. Smoke discourages them as well.
  Insects need plants, especially flowers. Yes, there are plenty of flowers to be found 
  out there in the swamp. I have already mentioned the lunging lotuses. There are 
  also giant death-lilies floating on their long stems on the watery surface. The plants 
  are not an active menace – they are poisonous to eat, but they provide homes for 
  the giant albino death-frogs. (More about them later.)
  Swamps are not all water. There are also boggy islands, and on those islands grow 
  the beautiful tall shadeflowers with their face-like centers and nine gray petals per 
  bloom. Closer to the ground grow the bug-eating flytraps, mouse-eating mouse-
  traps, and man-eating mantraps. The mantraps are interesting because they talk, or 
  seem to. If you listen closely you can hear them whispering, “Feed me see-more.” 
  What’s a see-more, I ask you, and how can I get some to feed them?
  Below the surface are millions of fish, swimming both singly and in schools. Perhaps 
  you know about the common cuda fish – about two feet long, underslung jaw, typi-
  cal silvery scales, good eating. I have those, but there are also bludicudas – three 
  times as large, meaner, hungrier, and bright crimson in color. 
  You have probably heard of jellyfish – the least fishlike thing you can imagine since 
  it is just a glob of hungry protoplasm that floats around trailing its poisonous stinger 
  tendrils in the water beneath it. It’s a sea creature, but did you know that there are 
  freshwater versions of it? My swamp is home to the delicious raspberry jellyfish, 
  bigger, more poisonous, and much tastier than common jellyfish. 
  Swampsharks? Yes, of course, They follow the schools around picking off stragglers.
  Water snakes are there also, generally lurking in the shallows close to the shore and 
  the islands. They are all deadly poisonous – that’s a given in this environment. Silk-
  mouths, hypervipers, hoboas, black mambas and blue papa snakes – good tough 
  boots will protect a man from most of them. They are most deadly when they strike 
  from ambush. The giant snakes don’t seem to do well in this environment – they 
  make too big a target.
  But the greatest underwater predators are the giant freshwater squids, also called 
  the swamp squids. They regenerate with frightening speed and thus are hard to kill. 
  Their ten tentacles are each tipped with a bony claw that can 
  rip through iron or steel. Their beaks can cut a man – even a 
  crokkman –  in half with a single bite. Their ink is both blinding 
  and poisonous, and worth quite a lot of money to scribes in 
  the outside world if you can collect any of it. These things are 
  frighteningly intelligent, and seem to be amphibious, as I have 
  seen them wriggling around on their tentacles on land. The 
  The Fetid
  SWAMP 
  - NOTES - 
  
  Page 50
  ordinary small and man-sized squids are a menace, but the giant swamp squids are 
  things of legend. In fact, I have used them sometimes for some of my more hideous 
  water traps in Dungeon of Doom and in Traps Too.
  Oh yes, I meant to tell you about the albino death-frogs. They tend to live around 
  the blood-lilies in the swamp and in nearby Lake Grimtina. They don’t really start 
  to become dangerous until they get to be about as big as a wolf. They rarely get 
  larger than that because the water flowers won’t support anything of greater size 
  and weight. They are much like ordinary frogs, but they are white instead of green 
  – no pigment anywhere in their bodies. Their skin is like leather armor, impervious 
  to most insect attacks, and they have teeth. Death-frog teeth are also highly prized 
  by wizards, alchemists, and barbarians – the bigger the tooth, the more it is worth.
  Yes, there are plenty of other creatures that swim, splash, squirm, and slither around 
  my swamp, and even some that are harmless or benevolent in their effects. But 
  these are the worst/best of them. Who really cares about the water-rats, the slaugh-
  ter-otters, the seals-of-disapproval, the clam-ups and such? Those are mostly prey 
  animals, and I’m surprised that they survive my bog of doom, but they do. 
  SCENARIO IDEAS 
  A) The Hunting Expedition: Almost all the larger creatures that live in the swamp 
  have value. Various animal parts serve as ornaments, wealth, poisons, and alchemi-
  cal ingredients. The animals themselves can be highly prized by wizards and rulers 
  of various sorts as dungeon beasts, zoo denizens, or noxious familiars. Neither my-
  self nor Grimtina (or for that matter, most other rich and powerful beings that might 
  desire such things) have the time or the inclination to go hunting down such things, 
  but we have no wish to stop those who are intrepid or foolish enough to try. In fact, 
  my minions are quite willing to sell hunting/fishing licenses to any man or monster 
  who wants to try his luck. Get them at the Swamp Shack for 10 gold pieces. Oh, 
  and anyone caught without a license is likely to be executed.
  Once your players have the license, they might as well get equipment suited for 
  swamp hunting. The Swamp Shack is located at the north end of the swamp near 
  the Seaport. A minor minion known as Zil the Lizard runs it. Here are a few things 
  you can get there that might be of use…
  Grimtooth cigars: Sweet-smelling smokes that repel the noxious flying insects of the 
  marsh. They don’t have much effect on anything else. These long-burning stogies 
  sell for 5 gp each and will each last about 1 hour of game time.
  Swamp galoshes: These one-size-fits-all rubber boots not only wade through water, 
  they also walk on top of it. They are rentable (like bowling shoes) for 80 gp per day. 
  It should be understood that the boots are enchanted. They not only walk on top of 
  water, but will return to the store under their own power if the rental fee runs out.
  Grimtooth’s Universal Antidote: 150 gp per dose, cures one poisoning and leaves 
  the patient immune to that particular type of venom for the rest of the adventure. 
  These come in the form of purple pills.
  The Fetid
  SWAMP 
  - NOTES - 
  
  Page 51
  Flesh gouger: 10 gp, a razor-sharp ice-cream scoop suitable for collecting gob-
  bets of flesh, eyeballs, fangs, etc. from the carcasses of slain or subdued crea-
  tures. When used as a weapon, it is equivalent to a medium-sized dagger.
  Magic flensing knife: A large, curved, heavy steel butcher’s implement useful 
  for flaying a slain creature. Just stick it into the target, step back, and watch the 
  fur – or scales, feathers, or hide – fly. Magical, the flenser does all the work itself, 
  but it is not especially neat or precise about what it does. At 50 gp, the flenser 
  is equivalent to a large dagger when used as a weapon. Be careful! The magic is 
  indiscriminate, and will start flensing anything pierced by the blade.
  Grimtooth’s Bucket of Holding: A large pail with a lid that will hold anything 
  placed inside it. Any number of objects can be placed inside it, where they are 
  converted into what looks like little black beads. It is 80 gp to rent it for the ex-
  pedition, and like the galoshes, the bucket will return to the Swamp Shack on its 
  own if the rental fee runs out. Caution: do not put any part of your own body 
  inside the pail. (It has no effect on air or water.)
  Tongs of Removal: A magical pair of tongs unaffected by the spells powering the 
  bucket of holding. Not for sale or rent, but will be used by Zil if you bring her 
  anything inside a vat of holding. The tongs magically find whatever you are trying 
  to get out of the bucket, as long as the desired object was put in.
  The Fetid
  SWAMP 
  - NOTES - 
  Also available for rent:
  The Hunky Dory: A large sturdy boat like 
  a lifeboat on an ocean liner. It is large 
  enough and has enough of a flat bottom 
  that men (or men-sized beings) could 
  stand up inside it and fight. Comes with 
  oars, or for an additional 100 gp, the 
  magic propeller that will drive the boat 
  through the water slowly without any ef-
  fort from the riders. Rental fee is 500 gp 
  per day or 25% of the take.
  Bayou Raft: A 10’x10’ square raft made 
  of buoyant logs fastened together with 
  Grimtooth’s super wood glue. Comes 
  with four 20’ poles for pushing the raft 
  around. Rental fee is only 50 gp per day, 
  but there are no safety features included.
  Swamp Pirogue: This canoe-like flat-bot-
  tomed boat made of wood is perfect for 
  traveling the often-shallow waters of my 
  swamp. Comes with 10’ poles for push-
  BOATS FOR RENT:
  Hunky Dory
  Bayou Raft
  Swamp Pirogue
  
  Page 52
  ing the boat. Pirogues are only 8 feet long and hold no more than three people. 
  However, two boats would transport a party of six. Keep in mind that these boats 
  hold less and are more easily tipped over during an attack. Rental fee is 15 gp per 
  day. 
   
  Once the players are suitably equipped, take them to the edge of the swamp 
  and let the hunt begin. You can let them use the map of the swamp, or they can 
  explore and map the swamp as they go. (I’ll leave that up to you.)
  Have the adventurers take turns rolling on the following table to see what they 
  find in the swamp. Let each die roll equal 1 hour of searching and the accompa-
  nying encounter (if any).
  Swamp Encounter Table (roll 1d10)
  1) Cloud of Gnats (swarm of millions): Can’t really fight them. Take 1d6 of bite 
  damage unless protected by Pictsie paint or stogie smoke or some other method. 
  If bitten, make a Luck check to see if the character falls into the water. If anyone 
  goes into the water, then that person makes another Luck check – twice as dif-
  ficult – to see if they are attacked by anything before they get out of the water. 
  Armor will pull a person down and might drown him.
  2) Monstrous Dragonfly (1d6): Roll 1d20 again to see how long each dragonfly 
  is. Increase the monster’s toughness according to its size. When rolling dice for 
  the dragonflies, each natural 1 rolled will activate their flame breath.
  3) Mosquito-Moth Swarm: Make a Luck or Agility check to see how many of the 
  moths each player can ward off or slay. Each missed check results in a loss of 1d6 
  hit points to reflect loss of blood.
  4) Bludicudas (1d10): These fish will jump right into the boat/raft and try to eat 
  the characters.
  5) Raspberry Jellyfish: Roll 1d6 to determine diameter in feet. These things are 
  only dangerous if taken out of the water. Bigger ones are more dangerous.
  6) Swampshark: Roll 1d10 to determine length in feet. Larger ones are more 
  dangerous. If a PC’s blood should get into the water, roll 1d6 to see how many 
  bludicudas or other sharks are attracted and join the struggle.
  7) Lightning Eel: Roll 1d20+5 to determine length and size of eel. Bigger ones 
  are more dangerous.
  8) Swamp Squid (1d3): Let each squid be at least as large as a man.
  9) Crokkmen (1d6+6 ): They swim up and attack from below. An alert party 
  member might detect them coming if he sees their eyes just above the surface of 
  the water or notices their underwater form.
  The Fetid
  SWAMP 
  - NOTES - 
  
  Page 53
  10) Albino Death-Frog (1d6): They are all about the size of wolves.
  Note to the GM: Don’t just roll the dice and read off the chart. Set the scene for 
  each encounter. Let the players see their doom coming. Describe the creature in 
  loving detail as they get close to the players. Throw in some wind and rain. Your 
  imagination and ability to immerse them in the quest is what makes this (and any) 
  adventure work.
  Wrapping it all up: Should any of the players manage to survive and make it back 
  to the Swamp Shack, Zil the Lizard will pay them well for whatever they manage 
  to bring in. 
  B) Find Murk’s Treasure Vault: In a tavern or town not far from Trapsylvania, the 
  PCs encounter another adventurer who is down on his luck. This guy is a half-orc, 
  taller and stronger than a normal human, but obviously in bad shape. He is trying 
  to sell his leather armor, but not having much luck. Recognizing other adventur-
  ers when he sees them, he approaches them for help. 
  “Strangers, help me, please. I am hurt, starving, and the people here have taken 
  everything from me. Help me, and I will repay you by leading you to a great 
  treasure.”
  The players should talk to this fellow. Role-play the encounter. He needs food 
  and drink, and will not open up unless he gets some. If the players don’t talk to 
  him, there is no adventure – at least not this adventure. 
  The half-orc is called Bruut. He 
  tells them that he is the sole 
  survivor of a group of adven-
  turers that were hired a couple 
  of months ago by Grimtooth 
  to go into the swamp and hunt 
  lightning eels and look for 
  Pictsie artifacts for him. During 
  the expedition, several mem-
  bers died from snakebite and 
  other hazards. By pure acci-
  dent, they discovered a hidden 
  cavern near a large concentra-
  tion of quicksand. In fact, one 
  had to fall through the quick-
  sand to find the cavern. 
  Inside the cavern there were seven large chests, arranged on 7 short pillars of 
  stone around a central altar. Each chest had what looked like a human savage 
  sitting on top of it. The chests are full of gold and silver coins with a few jewels – 
  mostly large swamp-pearls.
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  SWAMP 
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  There are supernatural guardians inside the cavern. In a horrific fight, those guard-
  ians killed all of Bruut’s remaining companions and severely wounded him. Al-
  though surrounded by more treasure than he could count, he was too wounded 
  to take much. He also became delirious. Somehow (Bruut doesn’t remember ex-
  actly how) he found his way out of the cavern and escaped from the quicksand.
  He brought out only one large black swamp-pearl and a few gold coins with him. 
  Grimtooth confiscated those, saying that since they were found on his property, 
  they belonged to him. Then the Great Troll, showing rare mercy, kicked him out 
  of Trapsylvania, but said he could come back if he ever wanted to find more 
  treasure for him.
  Bruut wants to go back and get the rest of the treasure, but he knows he would 
  need a strong party of adventurers to go with him if he would have any chance 
  to succeed. He is sure he can find his way back to the hidden vault.
  Entering the Swamp: The players can enter the swamp in the time and manner 
  of their choosing, but do not let them fly in. Bruut will need to retrace his path in 
  order to find the hidden treasure cavern again, thus they have to walk in.
  The adventurers are bound to have several encounters. It’s always something. 
  Have them make Luck checks of some sort to see who gets the worst of each 
  encounter. Note: it is never 
  Bruut who rolls the lowest. He 
  is MY representative, and he 
  seems to have a charmed life. 
  You may improvise your own 
  encounters for the adventur-
  ers or use the Swamp Encoun-
  ter Table in Scenario A.
  Finding the Treasure Vault:   
  After the party has been suf-
  ficiently tested by the dangers 
  of the swamp, let Bruut find 
  the treasure vault again. This 
  part of the swamp looks no 
  different from any other part, 
  except there are sickly-looking 
  magnolia flowers growing all 
  around an area of quicksand. 
  The way into the cavern is to 
  simply step into what turns 
  out to be a quicksand illusion 
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  SWAMP 
  - NOTES - 
  
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  and drop down into the vault. It is a waterproof pit built of rock and mortar built 
  by Mad Murk to hide his treasure. There is only the one hole in the top that they 
  enter by. Faint daylight filters through to it, so it is not totally dark, but visibility 
  should be poor unless the characters do something to make more light. The pit is 
  15 feet deep. The bottom of it is filled with 2 feet of sand so the fall is cushioned.
  The pit itself is roughly circular with walls made of stone, packed earth, and sand. 
  In the center of the room is a wooden altar with heaps of crokkman skulls piled 
  on and beside it. Around the altar are 7 large treasure chests, all closed except 
  one (its lid has been torn off and destroyed). Sitting on top of each chest is a 
  dead Pictsie warrior – these are liches and they should be suitably hard to kill, 
  since they are already dead. Each Pictsie is charged with guarding one chest of 
  treasure. 
  Much of the cavern itself is filled with the bodies of dead and decomposing 
  adventurers and a few crokkmen carcasses. They would still have weapons and 
  armor and minor amounts of treasure on them, and it might be worth searching 
  the bodies, but nothing of any significant magical purpose or value should be 
  with them. These are the losers who have found this place before. In among the 
  corpses will be many small reptiles and insects – all of them venomous. Anyone 
  searching the bodies should be bitten or stung at least 1d6 times rapidly. Swamp 
  millipedes are probably the worst – they don’t really have 1,000 legs, but they 
  have a lot, and each leg can inflict a poisonous sting. They range in size from one 
  inch to nine inches long.
  At this point in the adventure, Bruut should fade into the background. He has 
  been helping the players all along, saving lives when he could, but he didn’t re-
  ally come back here to share all this treasure with them. He has a double-cross in 
  mind. He wants to see if they can defeat the magical guardians, but he does not 
  want to tangle with them himself. He stays near the entrance, ready for a quick 
  exit. He doesn’t mess with the dead bodies in the room.
  Fighting the liches should be the climax of the adventure. Let the players win, but 
  just barely. If it is a weak party, then perhaps they don’t win, and they all die here. 
  In that case, Bruut escapes with his life again, the sole survivor.
  Assuming the players win, let them approach the treasure. Each chest is crammed 
  with gold, silver, and jewels – more than they could ever carry away – unless, of 
  course, they bought the bucket of holding at Zil’s store. Let the party gloat. Let 
  them take as much treasure as they can carry.
  Double-Cross: Bruut has planned to double-cross the party all along. By now he 
  should know if the party has any wizards capable of flying. He watches the cli-
  max battle long enough to determine if the wizard survives. If no powerful wizard 
  is present, he simply climbs back out of the cave on the rope that he fastened to 
  the tree, and pulls it up after him. Then he waits to see if anyone else comes out, 
  and ambushes them as they appear out of the illusion. Bruut is armed with a big 
  dagger, a heavy spear, a throwing net for entangling a foe, and a light crossbow 
  The Fetid
  SWAMP 
  - NOTES - 
  
  Page 56
  with 10 bolts. He is also wearing leather armor, and should be a formidable foe.
  If there is a powerful wizard with the party, Bruut will shoot him in the back 
  during the fight with the liches, hopefully disposing of him. Then he will climb 
  out and take the rope back up with him, and proceed with the waiting strategy. 
  Assuming that his strategy works, Bruut will go back down in a couple of days, 
  dispose of any survivors, take his fill of treasure, emerge and sneak back out of 
  the swamp, planning to make a hasty exit from Grimtooth’s territory.
  If the players somehow manage to defeat Bruut, and come out with treasure, 
  then let them make their way back to Zil’s Swamp Shack to sell their booty.
  C) The Last Pictsie Show: The adventurers are exploring the ruined village when 
  they come upon a fight – one lone Pictsie woman against 3 crokkmen. There is 
  one dead crokkman on the ground and two dead Pictsies. If the players jump 
  in and rescue her from her attackers, we have an adventure started. The Pictsie 
  woman is named Shu Luu and she is the daughter of the last Pictsie Chief, Sak 
  Luu. She and her 2 companions were not in the village when Mad Murg died and 
  the crokkmen overran it. She has returned home to find her people wiped out, 
  and the crokkmen living in her town. She wants to return to her former home 
  and recover some family heirlooms, along with a map showing where this Pictsie 
  tribe lives. She needs that map to find the other tribe. She would also like to kill 
  as many crokkmen as possible, and she offers to pay the adventurers well if they 
  will be her bodyguard while she makes her way home and then back out of the 
  village. The Pictsies actually had a lot of coins that they earned over the years by 
  selling the swamp-pearls that only they could harvest. 
  The girl’s home is inside the part of the village now controlled by crokkmen, and 
  a crokkman family now lives there. The trail between the hovels will still contain 
  some of Mad Murg’s traps, and there should be an epic battle with crokkmen to 
  get into the old chief’s home and claim his swamp-pearl treasure. The final battle 
  should have the players outnumbered two to one, so that some cunning will be 
  needed in order to win. Shu Luu will know where some of the traps are, and the 
  adventurers can try to lure the crokks into them.
  D) Capture Some Crokkmen for Me: I, Grimtooth, hire the adventurers to go 
  into the swamp or the ruined village and capture some crokkmen alive. I want 
  to try to establish communication with them. Knowing the dangers inherent, 
  the GM should improvise an obstacle-filled journey (2 or 3 challenges) followed 
  by a fight with a superior number of crokkmen. The challenge is to survive and 
  capture some – not just to kill them all, or chase them away. I’ll be satisfied with 
  as few as two, but more is better. I’ll pay a reward of 1,000 gold for each living 
  crokkman brought back.
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  - NOTES - 
  
  Page 57
  E) The Great Squid Hunt: I need to restock some of my water traps with fresh-
  water squids. The best place to find them is in the Bog of Doom. I’ll hire the ad-
  venturers to enter the swamp, search out one or more squids, and capture them. 
  The squids do not come to the surface very often. To enable the party to find 
  squids, I’ll give them water helmets – a special metal helm that allows the wearer 
  to breathe underwater. If the players negotiate well and seem likely to succeed 
  at this task, I’ll give them all sorts of special equipment – things like stun-nets 
  that will subdue any creature caught within it, or spearguns that inject a sleeping 
  potion, and I’ll also throw in the Bucket of Holding so that any they find can be 
  easily carried. 
  Rewards vary with the size of the squid captured. Dead squids are of no use to 
  me, but I hear the tentacles make fine eating (if you like that sort of thing). A small 
  living squid (less than 2 feet in length) is worth 800 gold pieces. A larger one (up 
  to 6 feet) is worth 1,200. A huge one, bigger than 12 feet in length, is worth 8,000 
  gold – though getting that into the bucket of holding would be next to impossible. 
  Note that the squids are actually quite intelligent and may counter-attack.
  Possible encounters along the way before finding a squid include: 1) crokkmen; 
  2) bludicudas; 3) albino death-frogs; 4) insect clouds; 5) giant oysters on the swamp 
  bottom – they will happily snap up any swimmer that gets too close, and are the 
  source of swamp pearls; and 6) poisonous water snakes. Two or three encoun-
  ters before finding a squid is to be expected. The adventurers will almost always 
  be slightly outnumbered, or taken by surprise, so they’d better be ready to come 
  up with clever solutions to the problems and creatures they’ll be facing.
  That’s plenty for you to use as far as my Swamp goes. Let’s wade on…
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  Page 58
  Fire-Damaged Areas
  
  Page 59
  WARTHOG’S SCHOOL FOR WAYWARD TROLLS (#4)
  s I mentioned previously: long ago, this abandoned and partially burned 
  building used to be a school for young magicians. After I took it over, I en-
  A
  Warthog’s
  School 
  - NOTES - 
  slaved a few teachers with prison guards and turned it into Warthog’s School 
  for Wayward Trolls.
  I had the troll school set up so I could get Grimtina out of the castle and keep her 
  busy. My plan worked for a few years, but then the school caught fire, shortly 
  before the final exams. I’ve always suspected Grimtina had a hand in that fire as 
  she likes to burn things, but she covered her tracks well, so I never punished her.
  Since the old building is made of stone, most of the walls are still standing. The 
  slate roof is also still there in most places. It’s riddled with holes and large sec-
  tions have fallen in areas where the walls have also collapsed. The inside is badly 
  burned in sections and a thick layer of soot covers just about everything else. 
  The map shows the damaged areas. Any of the darkened areas on the map are 
  dangerous. A clumsy step might trigger a weak wall or roof beams to collapse. 
  And the floor might cave in a few places. Just for fun, a pack of werewolves use 
  the old school as a den. So be careful if you decide to explore or hide. There are 
  windows, but as they are only a little over 6 inches wide, only fairies can enter 
  this way. There are three doors into the building; two of them are locked and 
  boarded over, but the front entrance doors are damaged and can be pushed 
  open to allow passage. There are also several places where the outer walls have 
  collapsed. Entry to the building is possible at those points, but there’s a lot of 
  fallen timbers and an 80% chance that weakened roofing may collapse at the 
  slightest disturbance in those areas. Really, this whole building is a trap.
  Admittedly, there are probably some valuable magic potions and items to be 
  found in the ash-coated piles of debris and old offices of the teachers. I have 
  listed any items of note in each room. However, you can invent additional items 
  that your hapless adventurers might stumble across. Typical things one might 
  find include chalk, writing quills, parchment, parts of desks and chairs, and small 
  weapons like daggers or slings.
   
  POINTS OF INTEREST
  Lobby/Main Entrance: This is the easiest way to get into the abandoned school. 
  Walk up the debris-strewn stairs and squeeze through the two partly open 
  bronze doors. There are no traps or guards. My guards have better things to do 
  than watch over this ruin. There isn’t much in the lobby at this point, as almost 
  anything of value was taken long ago. The north side of this area was burned 
  the worst. 
  On the south side of the room sits a long desk made of metal with three draw-
  ers. All three of them are locked, but the first two are relatively easy to pick or 
  force open. The top drawer still contains some parchment, pencils, and a few 
  silver coins that survived the fire (roll 1d6 for number of coins). The middle 
  drawer contains a small dagger and a pile of invoices, school rules and notices. 
  
  Page 60
  The third drawer is stuck. If forced open, a cloud of noxious gas will fume out of 
  the drawer. The gas has leaked out of a bottle marked “Dragon Farts” and will 
  do 1d4 points of Stamina damage to anyone who was within 3 feet of the desk. 
  Besides the bottle, the drawer contains a pile of student report cards of various 
  students. The only one with a recognizable name is Grimtina’s. Her marks are 
  “A” and “B” grades except for Social Skills and Obeys Teacher, which are both 
  “F”. It looks like these were due to be distributed on the day after the fire. Ap-
  parently the fire stopped them from ever leaving the school. If anyone is thor-
  ough enough to look under the report cards, they will find a set of twenty or so 
  skeleton keys of various sizes on a brass ring. I call this my Use the Damn Right 
  Key! trap. These keys will open any locked doors or cabinets in the building. 
  However, there are a lot of keys, so finding the right one will take some time. 
  You see, these keys are tuned to those who worked at the school. For anyone 
  else, the keys will work, but the same key will never open the same lock. They 
  magically switch for anyone but the staff at the school. Here’s how to use them 
  on your players: secretly pick a number between 1-20, then have a delver roll 
  a d20 to see if they match the number. If they match, they have put the correct 
  key in and can open the lock. Even if they go back to a door they have already 
  opened, it will be locked again and they will have to randomly roll again to get 
  the right key. This could especially be a problem when they are being pursued 
  and need to move quickly. (Which, trust me, will happen at some point while 
  they are here.) Note that ALL the doors and cabinets in the school are locked 
  unless otherwise indicated. Also, to make matters worse, most of them will au-
  tomatically re-lock, unless the door is destroyed or forced permanently open 
  with a heavy object. That’s all there is to be found in the lobby, other than the 
  archway that leads to the main hallway.
  Main Hallway: This hallway is also blackened with soot from the fire. Broken 
  chairs, papers, and other school-related artifacts can be found scattered along 
  the hallway. None of them have any value. Along the north and south side of 
  the main hallway are fourteen rooms, seven with locked doors. Most lead to 
  classrooms, and the last two lead to the cafeteria and library. A couple of trollish 
  guards used to walk these halls to make sure that none of the students got out 
  of line. Any unruly students were dragged down to the basement and chained 
  to the wall for a day or two.
  Classrooms: Everything in the fire-damaged rooms is badly burned or melted 
  into slag. There are the blackened remains of a few desks and tables, but noth-
  ing of use or value. Entering any damaged room triggers a 10% chance of a 
  partial roof collapse in that area. The south side of the hallway has much less fire 
  damage, and some of the seven locked classrooms look almost intact. There are 
  desks, books, and supplies that one might expect to find in a trollish classroom, 
  though everything has a layer of soot on it. Any food here has gone bad or dried 
  up years ago. Three rooms on the south side were badly burned and there is 
  nothing of use in them. (See the map for locations of fire-damaged rooms.)
  Warthog’s
  School 
  - NOTES - 
  
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  Warthog’s
  School 
  - NOTES - 
  Library: This partially-damaged room at the south end of the main hallway still 
  contains several shelves and locked bookcases of scrolls and books (located in 
  the southeast corner of the room) containing the history of trolls – and some 
  magic spellbooks as well. One of the spell scrolls will bring back a recently-dead 
  person of the spellcaster’s choice. The spell will only work once, and only on 
  someone who has died in the last 30 days. After the scroll has been read aloud, 
  the spell will activate and the scroll will dissolve. The spell cannot be cast again, 
  even if you remember the incantation. Of course, I almost never leave anything 
  lying around unless there is a catch. The person who recovers will come back to 
  life wherever their body is currently located. (So, if they were buried, they will 
  come back to life in the coffin they were buried in! The party will have to find 
  and dig them up! Ha ha ha…)
  Cafeteria: This larger room on the north side of the main hallway was the meet-
  ing and eating place for the school. There are long benches and tables, but most 
  of them are so badly burned that they will crumble to black dust if they are 
  touched. There is nothing of value in here. The west wall has an exit, which used 
  to be a door. It leads to the north hallway. 
  Weak Floor Area: In between the cafeteria and the kitchen, this large area of the 
  floor is very weak. Any heavy running, jumping, or fighting in that area is likely 
  to cause the floor to collapse, sending the delvers into the werewolf-infested 
  basement below. There is a 40% chance of a collapse any time heavy activity 
  takes place there. 
  
  Page 62
  Kitchen: This room is where food was prepared for the students and staff. There 
  is a brick oven and wood-fired stove, along with tables for preparing food. There 
  are at least a dozen long butcher’s knives and cleavers that might make for good 
  weapons for anyone that needs one, as well as large metal pots and pans. The 
  metal lids with handles could be used as shields in a pinch. Other than some 
  dried-up rotten fruit and a few sealed bottles of Troll Ale, there is nothing else of 
  value in here. The door to the north leads into the storage room.
  Storage: Contains boxes of dry goods and other kitchen supplies like plates, 
  cups, utensils, and a few boxes filled with school books. This room looks like 
  it has been gone through and then vandalized. The shelves are smashed and 
  broken, and all the supplies have been thrown about. Like other rooms, there is 
  black soot on everything, though it is easily brushed off. In the southwest corner 
  there is an opening in the floor which leads into the basement. The smell of wet 
  ground and animals wafts up from the opening. 
  Teacher’s Office: There are 4 desks in this room once used by the teaching 
  staff. Searching through these desks, one can find the following items: ink, quills, 
  parchment, leather-bound journal (with mostly blank pages), brass sextant, com-
  pass, slingshot, knives, a cudgel, a copy of Traps Lite, two vials of deadly poison, 
  one vial of love potion, a bottle of dwarven whiskey, several small bottles of 
  healing potions, and a shrunken head. Most of these items were probably con-
  fiscated from some of the students. Other than two chairs, there is nothing else 
  in this room.
  Headmaster’s Office: The headmaster is 
  still in this undamaged room, as his troll-
  ish corpse is slumped over the desk and he 
  is still seated in his chair. His long, flowing 
  white beard hints that he was legendary 
  trollish wizard, Grumblegore. Headmaster 
  Grumblegore’s well-known and beloved 
  Norwegian Blue Parrot lies dead in its cage 
  in the corner of the room. Looking at the 
  dried-out corpses, it’s obvious that they 
  have been dead for several years. The office 
  is relatively undamaged by the fire. Head-
  master Grumblegore undoubtedly used a 
  shield spell that protected the room from 
  the fire. Unfortunately, he forgot he would 
  run out of air, and so he suffocated while 
  trying to wait out the fire. (Note to self: I ought to be able to make a trap out of 
  that.) The shield stayed in place for a couple of years, so no one was able to 
  enter this room until very recently. The adventurers are probably the first ones 
  to enter here since the fire.
  Warthog’s
  School 
  - NOTES - 
  
  Page 63
  If the adventurers slide his chair over a bit, they can search the three drawers 
  on the desk. The top drawer contains a small bag of gold and silver coins. Roll 
  a d20 to determine the number of coins; 1/3 of the coins are gold, the rest are 
  silver. There are also writing implements, parchment, and a couple of vials of 
  healing potion. 
  The second drawer contains nothing of value, just some reports on the students 
  and written profiles of the four troll teachers at the school: Professor Crack-
  goon, Professor Scrape, Groundskeeper Buggered, and a dwarf named Grood-
  ni. (Whether any of them survived the fire would be unknown to the party, but 
  all of them still work in my realm in one capacity or another.)
  The third drawer has more parchments and reports. On the top of this pile, 
  though, is a slightly singed book, about 5”x 8”. The book has some protective 
  magic upon it and its pages cannot be opened without some kind of unlocking 
  spell. A skull with a smiley face has been drawn on the back, and on the front 
  is scrawled “Do not look! Property of GT.” This is, in fact, Grimtina’s long-forgot-
  ten diary, which she was using just before the school 
  burned down. Most of it is filled with the random 
  thoughts of my disturbed and annoying trollette sister, 
  looking for trouble and pining for boys. However, the 
  last page essentially contains a confession – her plan 
  to burn the school down. It’s possible that this diary 
  could be used as bargaining chip to get Grimtina to 
  aid the party if they return it to her in exchange for her 
  help. It might also be of use as an offering to me (Grim-
  tooth) to gain my favor. I, too, might want to have a 
  look at that diary of hers and use it to keep her in line. 
  There are also shelves with scrolls and books about the room. Almost all of them 
  will be of little use to adventurers, consisting of invoices, quotes, and records in 
  regards to the school, its expenses, and the learning of the students. There is one 
  spellbook which has a lock on it and is marked “DANGER! FATAL SPELLS”. The 
  spine of the book says Spellbook of the Elder Gods. This book was originally in 
  the library. The headmaster removed it after a student tried to cast a spell from 
  the book and was struck dead on the spot. Anyone who opens it will be struck 
  by a bolt of pure lightning and will take 1,500 points of Stamina damage. Only 
  a high-level necromancer could safely open the book and use its spells, which 
  are deadly and evil. So I am interested in that book as well. This book belongs to 
  the priests in Yidhra’s temple, and they, too, might offer a reward for its return.
  If they search the shelves carefully, they will also discover an invisible cloak 
  folded up and lying on the bottom shelf. It is difficult to locate this, as it is, in 
  fact, invisible ALL THE TIME. If they find it, it can cover 2 normal-sized humans 
  and make them invisible as well. But again, it is difficult to keep track of an invis-
  ible cloak as it is easily lost. Certainly this cloak would be a big help for sneaking 
  around. It’s probably worth 1,000 gold pieces.
  Warthog’s
  School 
  - NOTES - 
  
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  Warthog’s
  School 
  - NOTES - 
  One last thing of value is a small ring on Grumblegore’s finger. It’s made of 
  mithril with a dark ebony gem on it. The ring is in fact a cruxhor and can sum-
  mon a succubus (a female demoness whose specialty is seduction). The suc-
  cubus will follow the order of whoever is wearing the ring and can be used to 
  attack an opponent or attempt to seduce them. The succubus has bat wings and 
  horns and a pointed tail. She is a slightly above-average fighter and will use her 
  horns, fangs, and claws to attack anyone. She will try to escape her captivity. 
  On the wall in front of the desk is a map of Trapsylvania, showing all the build-
  ings and locations. Smart adventurers will take this with them. It might be useful 
  in figuring out where to go and how to get there. There’s nothing else of value 
  in this office, unless they need the corpse of a dead wizard troll. Unfortunately, 
  his infamous wizard’s staff is nowhere to be found.
  Basement: This can be reached via the stairs in the storage room. The basement 
  smells of wet earth, wild wolves, and rotting meat. It might be possible to find 
  a few weapons and pieces of armor scattered about, but it will be in very poor 
  condition and only worth keeping if PCs have no other items of their own. They 
  rest of the basement is essentially a large dark chamber with nothing in it save 
  for some piles of gnawed on bones and destroyed furniture. 
  In the basement live a pack of werewolves, but these aren’t your normal half-
  
  Page 65
  Warthog’s
  School 
  - NOTES - 
  human/half-wolf type. They are ogre-werewolves. (Yes, ogres that were bitten 
  by someone who was a werewolf.) This means they are bigger, nastier, and 
  even when they are not in wolf mode, they want to kill you. During the day, you 
  aren’t likely to find them about, unless you go into the basement. Any visitors 
  will be attacked as soon as they are discovered, whether day or night.
  Once the sun sets, the werewolves roam the school upstairs and the surround-
  ing grounds, looking for whatever or whoever they can eat. (The random keys 
  on that ring will quickly turn from annoyance to deathtrap.) A secret door in the 
  far west corner of the basement leads to a tunnel, which goes in two directions: 
  the east route leads to the bottom of a pit in the Death Maze, and the west 
  branch of the tunnel leads towards my castle. 
  If the adventurers are loud when they descend or fall into the basement they will 
  face 1d20 ogre-werewolves who are not to be reasoned with. They will attack 
  on sight, and only killing them or escaping is an option. If entering the basement 
  stealthfully, there is a 30% chance at least one werewolf will notice them. For ev-
  ery minute they are in the basement, the chance of more werewolves catching 
  their scent goes up by another 30%. It may be possible to draw the werewolves 
  out one or two at a time and thus have a better chance of defeating them.
  SCENARIO IDEAS
  A) Bring Me the Diary: I recently heard that Grimtina had left a diary some-
  where in the abandoned school. I’ll offer a reward of 1,000 gold pieces to the 
  adventurers if they can find it and bring it to me without letting Grimtina know. 
  My plan is to use it to blackmail her into obeying my orders and hopefully send 
  her to another school far, far away. 
  Conversely, Grimtina might hire the party to get the diary to make sure her big 
  brother won’t get it and look at all her secrets. She’ll offer the adventurers 1,500 
  gold pieces and promises to help them get out of Trapsylvania, when they are 
  ready to go.
  B) The Blood of an Ogre-Werewolf: The party has to gather ingredients for a 
  powerful spell (either for themselves or a client). One of the needed ingredients 
  is a vial of blood from an ogre-werewolf, the only known source of which is the 
  ogre-werewolves that inhabit the school. Obviously, getting that blood isn’t go-
  ing to be an easy task.
  C) Where is Grumblegore?: The elder sister of the great wizard Grumblegore 
  wants to know what happened to her brother, who has been missing for three 
  years. Since she heard the party was going to Trapsylvania, she is offering them 
  500 gold pieces to find out the fate of her brother. She knows he was teaching 
  at the old school, but never heard from him since. Since she is unable to travel 
  due to her age, she would like them to find out. She gives them a carrier bat they 
  can tie a message to once they find out. She also gives them a gold coin that will 
  
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  turn into 500 gold pieces once she gets the message – so the party better take 
  care of that bat, or they’ll never get their money.
  D) Get the Spellbook of the Elder Gods: A necromancer heard that a copy of 
  the Spellbook of the Elder Gods was last seen at the old abandoned school. The 
  necromancer recently discovered a letter written by Grumblegore that says he 
  had found the book and had it in his office. He offers the party three wishes 
  (with the usual limitations that they cannot wish for more wishes or any wish 
  that would affect the wish-granter). The necromancer wants the adventurers to 
  go and see if they can find the book and bring it to him. Once they return with 
  the book he will grant the three wishes. Note: that’s three wishes TOTAL – not 
  three wishes per person.
  Alternately, the party could bring the book to me and ask for a reward. If they 
  have enough charisma and I’m in a good mood, I might reward them and even 
  offer them some additional work. I’ll pay 4,000 gold for that tome. I already have 
  a copy, but I want to keep it out of my enemies’ hands. They could also take it 
  to Yidhra’s temple and hope for a reward there as well, but the priests are more 
  likely to kill them and take the book.  
  All right students, I think you have been properly “schooled” on this location.
   
  Class dismissed...
  Warthog’s
  School 
  - NOTES - 
  
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  DEATH MAZE TESTING CENTER (#5)
  his area is used to test outdoor traps and monsters in “real world” conditions 
  to see how to develop new or improve existing engines of mayhem. And if 
  someone gives me any trouble, I’ll often send them here to be used as part of 
  the testing process. This maze was originally part of that silly wizards’ school I 
  took over when I invaded this valley. Rather than burn the hedge maze to the 
  ground, I decided to have my Research and Development unit use it as a test-
  ing facility for outdoor traps and creatures. Groodni Grimgri the Mad Dwarf, 
  who worked at the school when it was reopened for trolls, was put in charge of 
  maintaining and enhancing the maze under my direction. 
  Of course, nobody would voluntarily just walk into a 
  place called the Death Maze, unless they had a good 
  reason. So I’ve hidden some a-maze-ingly valuable 
  items in there as an incentive. In fact, there is a sign 
  at the entrance that lists the items and says that any-
  one who finds them will be allowed to keep them as 
  prizes for getting through the maze. It further states 
  that anyone who successfully navigates the maze will 
  be given safe passage out of Trapsylvania. 
  ITEMS OF VALUE
  Hidden in the Death Maze are the following items, most of which are carried on 
  the creatures that reside within the maze or hidden within a trap the adventurers 
  might trigger. 
  Syrup of eternal youth: This syrup has been extracted from the Tree of Life and 
  anyone who drinks the contents of this dark blue bottle will never age from the 
  point at which they drink. However, eternal youth does not mean invulnerabil-
  ity. You can still be killed by a sword, a falling rock, or even the flu. And although 
  you will not age, any scars or burns you get from that point forward will remain. 
  If you lose an eye after imbibing the syrup, your immortality will not heal your 
  missing eye. It just means that you will not age.
  The self-fighting quarterstaff: This 6-foot-long hardwood staff has the ability to 
  float in midair and fight an opponent by itself. How it works: Pick a target and 
  tell the staff to fight that opponent. It will fight until the opponent is defeated, 
  runs away, or the staff is broken or destroyed. When using this item, treat it like 
  an extra weapon attack as if you are using it along with whatever other weapon 
  you are wielding in combat. Once it has defeated an opponent, it will stop and 
  fall to the ground. You will have to pick it up again and tell it whom to attack 
  next. Other than its ability to fight on its own, it is otherwise a completely nor-
  mal quarterstaff. As long as you live, it will only respond to you, so no one else 
  can make it attack others. However, other people can carry or use it just like a 
  normal quarterstaff. 
  Death Maze
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  T
  
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  Super-climbing vine seeds: This small leather bag is filled with 24 dime-sized 
  seeds that grow at super-fast speed into a vine that is perfect for climbing by a 
  person. Plant a seed on the ground near a wall or building and within a minute 
  a vine will burst forth from the ground and climb to a height of up to 24 feet. 
  The vine has a short life span and will only last for a couple of hours. It can sup-
  port the weight of one and a half people, so there is a chance (see Appendix 3: 
  Items) that it might collapse if someone is carrying too much or if more than one 
  person tries to climb the vine at the same time.
  Golden manna fruits: At first sight, delvers will assume these are made of gold, 
  but they are more valuable than gold if you are dying. These gold-skinned fruits 
  resemble a pear and can restore the health of anyone who has taken damage 
  to their Strength or Stamina. Eating one fruit will restore those abilities back to 
  normal. However, the manna fruit is not able to counteract the effects of spores, 
  poisons, or toxins. The fruits in the maze are usually either found carried by the 
  gnomes, or in middle of traps as a lure to any delvers. 
  Goblet of Desire: Hidden in the center of the maze on a stone altar is the leg-
  endary Goblet of Desire. Drinking from it will triple your Personality or attrac-
  tiveness. Persons of the opposite sex will fall in love with you and those of the 
  same gender will want you to be their leader. You will be admired by all and 
  respected by anyone you meet. This sort of adulation is wonderful at first, but 
  after a while it can become annoying as people of all types throw themselves at 
  you, and everyone wants you to take charge of every situation. (I have to deal 
  with this problem all the time.) Fortunately for the person who drinks from the 
  goblet, the effect only lasts a year before you return to your normal miserable 
  Personality. The goblet will be around only until someone drinks from it, then it 
  vanishes for thirty days. 
  Assorted weapons and armor: Scattered around are the weapons and armor of 
  the poor wretches who previously entered the maze and were trapped or killed. 
  They won’t be using this stuff any more; maybe the adventurers can find a use 
  for it. Generate a list of potential items using the DCC RPG core rulebook. Com-
  mon items will be shields, swords, daggers, helmets, bows, arrows, and spears. 
   
  THINGS OF DANGER
  Needless to say, I’ve also made sure that plenty of singularly awful creatures and 
  traps are here to make it a true challenge. I like to run the Death Maze the same 
  way they run those casinos in Las Vegas: lure suckers into your labyrinthine loca-
  tion in hope of winning vast riches, and then drain them of all their cash. Only 
  in my case, I’m draining them of their lives. 
  Dwelling within the Death Maze are the following creatures:
  Bladderwort Giganticus: To anyone caught in the maze, a bladderwort will look 
  like a large, round shelter with an oval opening and inviting pillows on the floor. 
  Death Maze
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  There are usually about half a dozen of these in the maze and at least one of 
  them will have a valuable object in it. The bladderworts are meant to lure tired 
  or greedy adventurers into the pod. Once inside, the pod will snap shut and fill 
  with a toxic coma-inducing gas. It is very unlikely that the person trapped in the 
  pod will be able to do much. Due to the gas, they will be unconscious in less 
  than a minute. Then digestive juices will fill the pod and slowly dissolve the help-
  less delver. The outer shell of a bladderwort pod is very hard, but can be broken 
  through from the outside by any allies of the captured victim. 
  Rolling Burrgantus: Known as burrgants, these round 3-foot-tall mobile plant 
  colonies roll along the ground in the maze looking for good places to leave 
  some of their seeds behind. They usually move at about the speed of a brisk 
  walk, but can speed up to 25 miles an hour for short bursts. The outside of a 
  burrgant is very hard and covered with tiny spikes and hooks. The inside of the 
  plant gets progressively softer and actually makes for good eating. 
  They prefer to embed their 
  seeds in living flesh. Once they 
  find a target, 2 to 4 burrgants 
  attempt to roll up against the 
  creature from different direc-
  tions, trying to get as many of 
  the seed spikes into the legs 
  and arms of their intended vic-
  tim as possible. The thorns and 
  hooks can penetrate cloth or 
  leather, but not metal armor. 
  Many of the embedded seeds 
  will hurt and will no doubt be 
  removed, but a few will likely 
  remain in the target unnoticed. If left in for a few days, the small seeds start to 
  grow within the victim’s flesh and will make the person feel weak and ill. When 
  a seed grows to the size of a marble, either the victim will have to use a sharp 
  knife to remove it themselves, or, like a boil, it will burst through the skin and roll 
  away to continue its life cycle. 
  The Creeping Dread: Entangled within the twelve-foot-high hedgerows that 
  make up the maze’s walls are a specially-grown creeping vine that has a taste 
  for humanoid meat. If someone tries to crawl through the hedgerow or hack 
  their way through the bushes that make up the walls, the creeping dread vine 
  will quickly attempt to grab anyone that is within four feet of the hedge being 
  attacked and drag them under the ground, where the roots will tear the body 
  to pieces and drink the body fluids of its victim. The creeping dread moves very 
  quickly and its vines are tough enough that they cannot be cut with a typical 
  sword or axe. However, the leaves of the vine can be affected by fire or similar 
  blast spells and will retreat under continuous attack.
  Death Maze
  Testing Center 
  - NOTES - 
  Rolling 
  Burrgantus
  
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  Death Maze
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  - NOTES - 
  through the maze may encounter some of these hideous things while turning a 
  corner and immediately be caught in their grasp. These creatures will attempt 
  to infect the victim by breathing spores into their face. The mushroom men are 
  impervious to pain and they will continue to attack until they are cut up into 
  chunks. They usually travel together in groups of 3 or 4. They are easily outrun 
  if delvers can get past them.
  Exploding Sunflowers: These harmless-looking sunflowers look like they’re 
  packed with sunflower seeds in the center of their yellow petals, but they are 
  in fact hundreds of small dart-like thorns that shoot outwards at high speeds, 
  should anyone come within a foot of the plant. To make matters worse, these 
  dart seeds are also poisonous, and will put anyone who is struck by more than 
  6 darts into a slurring, drugged stupor. It’s a bit like being very drunk, so all your 
  abilities and skills are down to half their normal scores. A standard poison cure 
  should ease the problem and restore 75% of their values. The effect naturally 
  fades after a couple of hours.
  This vine is also known to grab anyone who stands in the same place for too 
  long. If someone is in one place for 1 minute they have a 10% chance of being 
  grabbed. For every additional minute that a person (conscious or unconscious) 
  is in one location, add an additional 10% to the chance that they will be at-
  tacked. So, 5 minutes means there is a 50% chance, up to a maximum of 90% 
  at ten minutes or more. 
  Mushroom Men: These creatures used to be victims of Professor Groodni’s 
  experimental fungus gun. These wretched souls were so infested by the mush-
  rooms growing over their bodies that the spores got into their bloodstream and 
  brain and they have become shambling zombie-like creatures. Anyone running 
  
  Page 72
  Ogre-Werewolves: Although not officially part of the maze, these hungry beasts 
  often wander in by accident while searching for a meal. (These are the same 
  creatures that live below the abandoned school.) Sometimes the plants defeat 
  an ogre-werewolf, but more often than not, they merely anger these overly large 
  creatures, making them all the more hostile to anyone they find. During the day 
  they revert to their original form – that of an easily-annoyed ogre.
  Now for the trap being tested in the Death Maze:
  The Goblet of Desire Trap: In the ap-
  parent center of the maze is a stone 
  altar 4 feet tall, 8 feet long, and 4 feet 
  wide. On the top of the altar in the 
  center is the coveted Goblet of De-
  sire. It looks easy enough to just walk 
  up to the altar and take it, and then 
  take a sip from the goblet, which is 
  half-filled with clear liquid. Of course, 
  nothing is THAT easy in my realm. For 
  one thing, a magnet keeps the goblet 
  in place, so removing it requires a fair 
  amount of effort – so delvers can’t 
  just fly over the altar and pull it off. It 
  will take some strength and leverage. 
  Also, if the weight at the top of the al-
  tar is changed (either increased or de-
  creased), 6-inch-long steel spikes will 
  spring up the top of the altar and pierce 
  anyone standing on it. The Goblet it-
  self has an anti-magic spell upon it, so 
  that it cannot be moved by magic. See 
  the trap diagram for a more detailed 
  view of how this all works.
  Besides protecting the goblet, the stone altar is actually a machine that creates 
  mulch for the hedgerows and other plants in the maze. As soon as someone re-
  moves the goblet from the top of the altar, the stone floor surrounding the altar 
  drops down, and anyone standing in that area will slide down and into the two 
  large grinding wheels. Once the delvers are ground up, their remains are mixed 
  with other waste products and used as mulch and fertilizer. Several times a year, 
  my gnomes remove the mulch and distribute it around the maze.
   
  How to Outwit the rap: No trap is foolproof, but the joke is that all they have 
  to do is drink the liquid from the Goblet. A straw or thin, hollowed-out piece 
  of swamp weed will do the trick. Then they just carefully sip half the goblet’s 
  contents without adding weight to the top of the altar. (Once they do this, their 
  Death Maze
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  Personality score will increase substantially.) They never need to touch or move 
  the goblet, but most adventurers won’t think of such an easy solution; they’ll 
  want the goblet as a prize to take home. If they are very quick, they might be 
  able to escape the fall that comes when the stone floor drops. Don’t forget that 
  the more time they spend there, the more likely that the creeping vines or other 
  wandering enemies listed above may show up. So don’t let them spend too long 
  standing around thinking about it. 
  Traps and quicksand: There are also pit traps and quicksand hidden in the maze. 
  Refer to the map to see their locations. Needless to say, don’t you dare share 
  the maps with the delvers! If one triggers a trap, refer to the list below and chose 
  the one that seems most appropriate. We are constantly testing new traps in 
  here all the time, so they’ll never know what might be in our maze… 
  Here is a list of six pit traps you can use from the original Traps books or my Ul-
  timate Collection. The T# corresponds to the traps location on the Death Maze 
  map. You can even roll a die to randomly see which trap they fall into.
   
  T1 = Hero Sandwich  
   
  Traps One,  p. 30 
   
  T2 = Floor Creature   
   
  Traps One,  p. 48 
   
  T3 = There and Back again   
  Traps Too,  p. 30
   
  T4 = Meet the Pit    
   
  Traps Too,  pp. 32-33
   
  T5 = The Click Plate   
   
  Traps Fore,  p. 29
   
  T6 = Tale of Two Pitys    
  Traps Ate,  
  p. 32 
  Also, the Fountain Trap on the map is based on the Shock Treatment electrified 
  trap from Traps Too (p. 18).
  CHARACTERS YOU MAY MEET
  Professor Groodni the Mad Dwarf: 
  This mad scientist has worked for Grim-
  tooth many years and is fiercely loyal 
  to his leader. Groodni specializes in bi-
  ological and chemical-based traps and 
  taught biology and disemboweling at 
  the Warthog’s School. After the school 
  burned down, the Professor was put in 
  charge of research and testing at the 
  outdoor Death Maze. He has stocked 
  the maze with a variety of flora-based creatures and traps in an attempt to de-
  velop the most powerful carnivore plants ever created.
  To keep his creations fed, he persuaded Grimtooth to allow prisoners to be 
  taken into the maze and released as for testing purposes. Professor Groodni 
  studies how long it takes his creations to catch and kill the prisoners, so that he 
  can find their deficiencies and make them more effective predators. 
  Death Maze
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  The Professor is a good fighter and almost always carries some kind of unique 
  weapon with him that he is personally testing. Currently he is carrying a “fun-
  gus gun” that fires fungus spores that cover his intended victim with hundreds 
  of fast-growing mushroom-like growths. The effect is so shocking that it usually 
  stops the target dead in their tracks as they desperately try to pull off the fast-
  growing fungus that attaches to any non-metallic surface, be it skin, leather, or 
  cloth. In a few moments, the victim will be unrecognizable, looking like some 
  hideous “walking mushroom man-thing.”
  Groodni likes dwarven whiskey (perhaps a bit too much) and has been caught a 
  couple of times staggering around the estate, bottle in hand. He wears a mystic 
  silver amulet that repels werewolves, which are a fairly common occurrence 
  around the school and the maze. He usually carries about 50 gp in a small 
  leather bag tied to his belt. Groodni also has a map of the maze, which he uses 
  to keep notes on. 
  Groodni stays close to his creations in the maze and lives in a small house 
  nearby that was once owned by the old school’s groundskeeper, Buggered. His 
  home is a small stone hut with wood floors. However, in the back of the home 
  is a hidden trap door within a closet that leads to a rather large series of caverns 
  that Groodni and I have converted into an alchemical and botanical laboratory. 
  It is in this secret area that all the important work goes on in developing and im-
  proving upon the plant creatures we have rampaging through the maze. He has 
  half a dozen goblin assistants down there, hard at work cultivating and experi-
  menting upon the plants. Past the labs, the caves go off to goblin dens, towards 
  the Dragon Grotto, and beyond. 
  Garden Gnomes: The maze is also tended by a dozen gnomes who assist 
  Groodni in taking care of the plants, cleaning 
  up body parts and the resetting the traps in the 
  maze. They avoid contact with anyone in the 
  maze and know all the secret/safe places to 
  hide. Clever (and fast) adventurers might be 
  able to catch a gnome and force it to help them 
  avoid the maze’s dangers. However, gnomes 
  are tricky, and none of them know about every 
  threat in the maze. Only Groodni has all the 
  info, so they can’t tell delvers everything. They 
  are fairly impervious to pain as well. 
  SCENARIO IDEAS
  A) Get Some Treasure and Get Out Alive: This 
  is the basis for the maze, as far as the adventur-
  ers are concerned. They either go in by force or by choice and try to see if they 
  can find some treasure…and the exit. 
  Death Maze
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  B) Kidnap Professor Groodni: Groodni is the genius behind the maze. Find 
  him and you can get through and find the treasures. If you succeed in taking 
  him with you as you leave Trapsylvania, his knowledge would be very valuable 
  to other rulers in the area, dungeon masters, and perhaps the law, who would 
  probably charge him with war crimes for all the people he’s killed with his inven-
  tions. In any of these cases, there would probably be some reward for bringing 
  Groodni to his enemies or new potential allies. 
  Death Maze
  Testing Center 
  - NOTES - 
  C) Steal Some Secrets: A rival mystic botanist hires the adventurers to recover 
  as many secret plants from the maze as they can get. He figures if they can’t get 
  Groodni, the next best thing is to try and recover some of the rare and bizarre 
  plant life that the Professor created. He will pay handsomely for some of the 
  things he’s heard about that live there. Perhaps they can get some of the seeds 
  from the burrgants, a sample cutting from the creeping vine, or even steal the 
  fungus gun. Anything like that might be worth their time. If the party is very 
  lucky, perhaps they’ll figure out where Groodni’s secret lab is and get some of 
  the latest experiments. (Assuming they survive them…)
  D) Rescue the King’s Son: King Jeffery’s only son, Reginald, was captured and 
  the king has learned that he is soon to be taken to the Death Maze. The group 
  has been hired to get in the maze and get his son safely back home. The king 
  will pay each party member 5,000 gold if they can bring Reginald back alive. 
  Time is of the essence and they must hurry. King Jeffery’s son is a capable fight-
  er, so he has at least a chance of keeping ahead of the horrors in the maze. Can 
  the adventurers find him before its too late?
  All right, I’ve planted enough ideas to use at the Death Maze. Time to leaf.
  
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  Page 77
  GRIMTOOTH’S AIRSHIP (#6)
  s featured in Traps Lite and referred to in a couple of my other books, I own 
  an airship.
  I took this from some megalomaniac human called Robur the Conqueror. For a 
  mere human, I have to give him credit for designing this flying machine, but he 
  was a bit too much of a madman to hold on to it. He didn’t realize he’d acciden-
  tally flown into a dimensional portal and into my realm. I managed to capture 
  the ship and enhance it with some additional magiks to give it more lift, more 
  power, and more weaponry. Also, the outer “skin” of the airship is now made 
  from dragon hide and has been magically enhanced so that the air bladders 
  behind that outer shell cannot be pierced with mere arrows or even bullets. So 
  my airship can’t be blown up or shot down the way one might do with a regular 
  blimp or zeppelin. Think of it like a floating battleship. (In other words, it’s tough 
  – like me!)   
  My airship is a little different from the rest of the places I am revealing to you. 
  Most of them are MEANT to be lures to kill the greedy and the foolish. But this 
  grand device is a functioning asset that I use for travel, so you won’t find it filled 
  with carnivorous creatures looking for a meal or clever engines of death that kill 
  any who enter. Don’t worry, though, there are still plenty of ways that adventur-
  ers can die or be killed on the airship – they just won’t be in every room.  
  Most of its crew consists of dwarves and goblins 
  with a high level of technical know-how and/or 
  backgrounds in magic that allow them to keep 
  my magnificent battleship of the sky running 
  at peak efficiency. I think a few of the original 
  human crew are still working on board, having 
  long since proven their loyalty to me.
  Over the years I have used the airship to search 
  for rare and unusual chemicals, elements, magi-
  cal items, and to visit hidden and secret loca-
  tions like Shangri-La, Opar, Thule, Mu, and Le-
  muria. In Traps Lite, I chronicled my discovery 
  of Evenrood’s Dungeon (which I renamed Grim-
  tooth’s Dungeon of Doom) while traveling in my 
  airship.
  My journeys continue to this day. Just last month, I was in the airship searching 
  for an extremely powerful Ring carried by a couple of Hobbits. (I didn’t find it.) 
  If adventurers play their cards right, they might even earn a trip on the SS Grim-
  tooth, should I hire them for a task or two. (But more about that later.)
  The Airship 
  - NOTES - 
  A
  
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  The Airship 
  - NOTES - 
  I’m providing you with just a basic schematic, so that you 
  can readily see the main floors of the airship, along with a 
  detailed description of its numerous rooms and locations.  
  The SS Grimtooth: Of course I named the 
  ship after me. I forget what the SS stands for… 
  Simply Stunning? Stupendous Skyship? 
  (Something along those lines…) As you 
  can see, it’s massive – almost 450 feet 
  long including the gas bladder structure. 
  It can transport up to 100 crew and 
  passengers, but usually I travel with a 
  crew of 30 and a few associates or 
  hired adventurers. I like to travel in 
  style, so we have fine wines and 
  sumptuous meals, along with comfortable cabins, and even some entertainment 
  during the long trips. The ship can travel as fast as 90 miles an hour (if needed), 
  but its cruising speed is about 50 mph.  
  Robur had installed voice tubes so that the bridge crew could communicate 
  with the various parts of the ship, to give orders for course changes or for other 
  commands that need quick responses. See the map symbols to tell which rooms 
  have voice tubes. How they work: in each marked room, there is a removable 
  tube in the wall that looks a bit like a vacuum hose with a cone at the end. You 
  pull the tube to your mouth and blow into it. That triggers a whistle at the other 
  end of the tube, which is in the room you need to communicate with. Someone 
  there picks up the tube in that room and the two of you can begin speaking to 
  each other.
  The bridge has seven tubes and each one is labeled according to the room it 
  goes to: my study, the chief engineer, Security, Weapons, Map Room, Sick Bay, 
  and Gas Control. Keep in mind that those seven rooms can only talk to some-
  one on the bridge, and not to each other, as the tubes don’t interconnect. Any 
  other communications are done by sending a runner (one of the nearby crew) 
  to the needed part of the ship with a message or order from the bridge. 
  AIRSHIP OVERVIEW 
  UPPER TIER: This gondola level is the top floor of the two-story working and 
  living quarters for the crew and passengers. Guests on the airship should only be 
  allowed access to the cabins, the library, dining, and lounge areas on this level. 
  They should not be allowed to go anywhere else on my ship unless escorted by 
  my guards or me. This would include the three rooms at the front of the ship (my 
  study, the command bridge, and navigation) and the entire lower tier. The only 
  time visitors should be down there is if I get annoyed and have them thrown 
  in the brig! Also, guests are not permitted to carry weapons on the ship unless 
  they have been given by my crew. All their weapons will be stored below in the 
  armory, or possibly in my study.
  
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  Grimtooth’s Study: This is my inner sanctum when travelling, where I sit at 
  my large desk, planning our journeys and pondering any interesting discoveries 
  we have made. Typically I’ll be reading the pages of some unearthed arcane 
  spellbook or an unusual magic item whose use needs to be properly discerned. 
  There are also several padded leather chairs, and against the walls are many 
  rows of rare books and scrolls, and a couple of tables with other strange things 
  I am actively studying. There are several hidden trap doors around my desk, 
  which I can activate with the press of a button. Anyone standing on one will fall 
  through the floor and down a chute which opens at the bottom of the ship and 
  sends them plunging to their death (assuming we’re in the air). There is also a 
  trapdoor under my chair that will whisk me to the level below, so I can take one 
  of the planes and escape, should the need arise.  
  My study is magically locked. If someone enters without my permis-
  sion, I’ll be alerted by a fast-flying pixie who is stationed in my study. 
  She will fly to me with news of any intruder. She has her own little 
  entrance within the wall, so you aren’t likely to even see her.
  Command Bridge: This is the control center of the ship and where 
  you’ll usually find the captain and the officers who keep the crew 
  primed and ready for any situation. A large collection of switches, levers, and 
  control panels allow the crew to steer the ship, change course, fire weapons, 
  and raise or lower the airship within seconds of my barking a command. Access 
  is limited to the bridge crew of about six and myself, but we allow guests in when 
  it makes sense to do so. There is always an orc guard at the door, so no one can 
  just barge in. Twelve parachutes are located on the bridge. I should add that there 
  are enough parachutes on board the airship for about forty people to escape.
  Map Room/Navigation: This is where we keep the charts and set the course 
  for our journeys. One wall is covered with a set of wooden cubbyholes, each of 
  which hold a rolled-up chart map of a region or of the known trade winds in a 
  given area. In the center of the room there is a large table that allows the naviga-
  tors to roll out the scrolls to plan their route. Sextants and other tools for plotting 
  a course are also found here. Usually there are two people in this room, both of 
  whom keep track of the charts, weather conditions, ship’s log, and calculate any 
  navigation that needs doing. This room is usually locked to the outside and can 
  only be accessed from the bridge.   
  Weapons Room: The gunnery crew meet, study, and plan for any upcoming 
  battles here. There are six gunnery stations on the lower deck of the ship (see 
  the map). Twelve crewmembers are trained to operate Gatling guns, which are 
  hand cranked and fire about 300 rounds a minute. Only one or two of the sta-
  tions are generally in use, although if we are in a large battle we can get all six 
  firing at the same time. The bomb bay crew also uses this room to meet and 
  discuss ways to better their attacks and skills. Some members of the bomb bay 
  and gunnery crews are interchangeable. There are a large meeting table, maps 
  of the airship, and a chalkboard in this room.
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  Guest Cabin: This is the typical cabin that would be used by a guest on board 
  the ship. There are two bunk beds, a small couch, fold-out table, sink, and a 
  couple of cabinets for hanging and storing clothes, etc. It’s a bit like a private 
  room on a Victorian-era train. (see illo below) 
  Crew  Cabin: These cabins are very similar but are 
  arranged so that three people can sleep in one 
  room. The couch turns into a bed and there are 
  some additional spaces for storage and a smaller 
  table. The furnishings are more functional and 
  show more signs of use than the guest cabins.
  Storage Closets: There are several of these 
  throughout the ship. Usually they hold things re-
  lated to the area in which they are located. The 
  storage closet near the cabins will have things like 
  blankets, pillows, and sundries, while the closet 
  near my study will have things I might occasion-
  ally need, like thumbscrews, a cauldron, candles, 
  and other items used for magic ceremonies. 
  Dining Area: I’m a cultured troll and enjoy the finer comforts, so I arranged 
  for excellent epicurean dining and fine wines to pour freely. My cooking staff 
  prepares a daily menu. The chef can prepare special items on request (within 
  reason). Breakfast is served at 8 a.m. Lunch is optional. Dinner is served at 6 p.m. 
  Don’t be late if I’m there... 
  Kitchen: All that great grub has to be made somewhere and this is where that 
  happens. There are the usual things you’d expect in a kitchen: large oven, cook-
  ing pots, pans, and other utensils. However, to make certain that they are able 
  to make food to MY standards, I have introduced a few “incentives,” to assure 
  these standards are kept. The cooking staff’s hats are remote-controlled so that 
  if anything is brought out that is not to my liking, I can press a button and give 
  them a 20,000-volt shock of electricity. Trust me – it keeps them on their toes.
  Pantry: This is where the ingredients, meats, and supplies are kept for the food 
  prepared on board. There is a large marble container, which has a spell upon 
  it that keeps it permanently cold inside. Meats, cheeses, and anything else that 
  needs to be kept chilled are stored in here.     
  House Keeping: Towels, sheets, cleaning materials, sundries, plus some small 
  tools and supplies for making minor repairs to the cabins can be found here. 
  There are also cleaning chemicals for removing blood stains…we seem to get a 
  lot of those on board.   
  Lounge: Sometimes we clear this space when the whole crew needs to be ad-
  dressed by the airship captain or myself, or for duels. Most times there are chairs 
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  and tables in this area and it gives the crew and guests a place to relax or study 
  and just enjoy the view. My attractive serving wenches are around to bring you 
  drinks from the bar. Tip generously or your next drink might be poisoned.
  Central Stairs: These spiral stairs connect the upper and lower tiers. However, 
  the stairs end at a locked iron door. Only certain crew members who need to 
  go to the lower tier have a key. If there are any guests on board, I always make 
  sure that guards are posted at the door to make sure no one strays from the 
  designated areas.     
  Laboratory: Only myself and a select cadre of highly-trained crewmen are al-
  lowed access into the lab. It is here that science, alchemy, and magic are fused 
  to serve my needs. Most of the work in this lab is devoted to studying rare and 
  unusual chemicals, creatures, and magic items that we discover while travel-
  ing. The room has countertop space all around, along with cabinets filled with 
  chemicals, bottles, and other testing equipment. There are also 3 seven-foot-
  long worktables with four clamps on each corner. It’s obvious that these tables 
  were meant to hold human or similar-sized creatures. (From time to time we 
  need to examine people who have been changed or affected by some strange 
  magic or chemical effect.) In the center of the room is a large heated cauldron 
  with a strange green glowing liquid in it. The liquid seems to move and swirl as 
  if moved by some unseen hand. This is one of my latest experiments in creat-
  ing a substance that is immune to magic of any type. What’s in that cauldron 
  currently is not immune to magic, but perhaps given enough time, it will be. If I 
  could invent such a substance, it would allow me to put an end to 90% of the 
  ways that delvers are able to defeat my traps. I just need to find the right mix of 
  anti-magical ingredients.  
  Library: Open for any crew or guests. There are three tables, and shelving lines 
  the entire room. I have many books and scrolls in my collection, but I call this 
  my traveling library. The books in this room are devoted to information I might 
  find of use while traveling to distant locales. Anthropology, bestiaries, botany, 
  ethnic studies, geography, history, and travel logs are the sorts of books you’ll 
  find on these shelves. If I know where I’m going, I usually stock additional books 
  specific to my destination. There are no spellbooks here. Any of those on board 
  are safely locked in my study.  
  Gangplank: A strongly-locked door leads to this outside catwalk. Sometimes we 
  use this area to dump unwanted or dangerous items from the ship, including 
  anyone who betrays me or steals any of my belongings. It also leads to a ladder 
  that goes up into the air bladders. There are various valves and controls at the 
  end of the stairs that are used in case of an emergency. The valves open or close 
  gas lines, or vent excess gas. We can do any of that from the bridge or the lower 
  deck gas control room, but these controls are a last resort, should all else fail.    
  Airbag Control: There are additional mechanical and work areas inside the gas 
  bladders above the upper tier, but they are not relevant for running an adven-
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  ture, and almost impossible for anyone but specific crew members to even get 
  to, so just assume that area is a collection of gas bladders and some valves. 
  There are usually at least one or two crew members up here doing maintenance 
  or checking for leaks.
  Lower Tier: This level is the bottom floor of the gondola for the crew and pas-
  sengers. Most of the mechanical and support facilities for the running and func-
  tion of the ship are located here. 
  Cargo Hold: Here is where I keep anything large that I have found while on the 
  journey, along with extra supplies for the ship. We also transport some cargo 
  for sale to some of our regular buyers. These include multiple types of traps and 
  parts for more, along with some raw materials like sulfur, mercury, and various 
  toxins and poisons that despotic leaders (and GMs!) need to use on a regular 
  basis. There are also iron bar cages that can be put up to hold any creatures that 
  we might bring back from our expeditions. We transported a small dinosaur in 
  the cargo hold a couple of months ago.
  Gunnery Turrets: There are six of these on the lower level. Each one contains a 
  Gatling gun on a rotating turret, which allows the gunner to quickly move back 
  and forth or up and down to fire at targets in the air or on the ground. The tur-
  rets are built so that it is impossible to shoot into the airbags above, so dismiss 
  that idea as a way to take down my airship. The range is 200 to 1,200 yards, 
  depending on the wind and the height from the ground. The Gatling guns fire 
  300 rounds a minute and use .45 caliber ammunition. One person can operate 
  the gun, but a second person needs to return with additional ammo and to help 
  reload. The gunners have bringers who arrive with ammo in a wheeled cart. One 
  person can reload the guns, but it’s a lot easier if two people do it.
  Pixie Dust Manufacturing: This room is used to create pixie dust, which is mixed 
  with the helium in the gas bladders. Pixie dust gives the ship significant extra 
  lift, allowing us to use very little power to move, and lets us carry whatever we 
  want without worrying about making the airship too heavy. In order to create 
  pixie dust, I have captured a hundred pixies and have them in small individual 
  cages that take up two walls in this room. (Don’t worry, they are fed and watered 
  regularly, as I need them alive.) I’m not going to go into the details of how the 
  pixies create this magic substance. (Trust me, you don’t want to know.) Special-
  ly-trained crewmembers collect the substance from the cages, grind it up, and 
  pump it as a fine powder into the gas bladders, which reduces the weight of the 
  airship by 75%. Needless to say, my discovery of harnessing the pixie dust is a 
  valuable piece of knowledge – one that I choose to keep to myself. Not even 
  the rest of the crew are fully aware of this room or its purpose. No doubt, if any 
  of the adventurers managed to get into this room, they would be horrified to see 
  all these cute little fairies all locked in cages. They probably wouldn’t understand 
  why or what the purpose of this room even is, though they might eventually 
  figure it out. They’ll likely want to release them all, but if they do, most of the 
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  pixies will attack them. I hypnotized almost all of the 100 pixies to believe they 
  are living in a cave with all their pixie friends and that I have saved them from 
  a volcano. About ten of them are resistant to the hypnosis, though, so they’ll at 
  least be grateful. Odds are the adventurers will have to either kill the rest of the 
  pixies or quickly retreat from the room. My goblin handlers have a moongem 
  they wear on a necklace around their necks, which puts pixies to sleep when 
  activated, so they’ll be able to put them back in their cages.  
  Gas Control: This room has numerous pipes, valves, and gauges, along with 
  a control panel that shows the pressure and condition of the air bladders that 
  keep the airship aloft. A large pipe from the pixie dust room leads here, goes 
  into the control panel, and continues up through the ceiling. It is here where 
  the pixie dust is pumped into the air bladders to give additional lift. The key is 
  making sure that the amount of “dust” is equally distributed into the bladders, 
  or the airship will start to tilt at odd angles. Two crewmen work here at all times, 
  as this work must be done constantly. One dwarf and one goblin are on usu-
  ally on duty. The dwarf knows about the mechanical aspects of the air control 
  equipment and the goblin has specialized knowledge about the properties of 
  the pixie dust.   
  Laundry: This is where the clothes, sheets, and towels get washed. This room is 
  in use whenever the washing needs to be done; different crewmen take turns 
  doing the laundry. Fortunately for them, I have a magically-charged device that 
  washes an item in a few seconds without the use of water. 
  Holding Cell: Besides regular walls, this room has a complete iron bar cell with-
  in it, to make escape more difficult. The guards across the hall in Security check 
  on and feed any captives, if the mood strikes them. We use the cell if anyone 
  sneaks on board the ship or violates the rules, which are: Don’t annoy Grim-
  tooth in any way. 
  Sometimes if Grimtina finds a strange, dangerous animal, we keep the creature 
  in this cell. If anyone else is in there at the time… Oh well. 
  Security: My orc guards use this room as their command center and quarters 
  to keep themselves always available and at the ready to be able to react on a 
  moment’s notice. Being across from the holding cell allows them to keep an eye 
  on any prisoners. When there are guests aboard, they are even more vigilant. 
  They’ll go on patrol on the upper tier just to let the visitors know that they are 
  being watched. There is a bed here where one of the guards can be awakened 
  if needed. 
  Sick Bay: This is where wounded or sick crewmembers go if they need medical 
  attention. My dwarven healer works here, using a combination of magic and 
  practical medicine to take care of anyone who needs it. She’s one of the few 
  females on the ship, so she is very popular. Healer Anne’tae can’t bring back 
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  The Airship 
  - NOTES - 
  the dead, but anyone with a broken leg or a mild poisoning has a good chance 
  of returning back to health. Anne’tae cured my sister of acne, so Grimtina gave 
  the healer a small pet armadillo, which she keeps in her cabin. Every day or so, 
  she takes it out for a walk around the ship. Being taken to Sick Bay is one of the 
  few ways that a visitor will get into the lower tier.  
  Storage: This room has storage for Security, Sick Bay, and the laundry. There 
  won’t be any weapons here, but you might find some small armor pieces, like 
  a buckler or helmet, sleeping pills, bandages, laundry soap, towels, and other 
  items related to the three locations. 
  Armory: This is where any weapons on the ship are kept, including weapons 
  any visitors on board own. (Bridge crew and security guards are allowed to 
  carry weapons at any time, but no one else is.) If there is a battle or an attack, 
  the orcs (or if they are busy, other crewmen) will unlock the armory and issue 
  appropriate weapons to the rest of the crew. We have everything in there from 
  daggers and blow darts to crossbows, muskets, spears, flintlocks, a box of gre-
  nades, swords, and complete armor. Most of it is made for dwarves or goblins, 
  but there is armor and weaponry large enough for humans as well.    
  Lower Hall: When the ship lands, the stairs are unlocked and this hallway is used 
  to allow anyone on the upper tier to disembark. If there are visitors on board, all 
  the doors along the hallway are locked, except for the two exits. When the ship 
  is in flight, only crewmembers with keys have access to this hallway. This would 
  consist of crew who work on the lower tier or would logically need to go back 
  and forth between the two tiers. I, of course, have a master key that will let me 
  go anywhere on my ship. 
  Chief Engineer Station: One of the last human members from the original crew 
  still works here as the chief engineer. We call him “Old Ned” and he knows more 
  about the mechanical workings of my airship than anyone still alive. He helped 
  build the airship for Robur many years ago and is so in love with this ship that its 
  continued existence is more important to him than who owns it. He complained 
  a bit when I incorporated some of the magical elements into its redesign, but he 
  sees their advantages now. Ned is the person to consult should anything stop 
  working or some other question regarding the stress and speed limits of the ship 
  occur. Despite being a mere human, the goblins and dwarves have grudging 
  respect for his knowledge and skills. Those that work closest to him would prob-
  ably give their lives to save him – such is the loyalty he’s inspired. This room has 
  a tall desk with many cupboards for holding various keys, small tools, and rare 
  parts for the airship, along with several chairs and numerous shelves with rolled 
  up schematics and detailed plans of the workings of the ship, which Ned often 
  uses to track down where various pipes and tubes run into the superstructure. 
  There is also a fold-out cot, as Ned often sleeps here when repairs or upgrades 
  are being done to the vessel.
  
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  The Airship 
  - NOTES - 
  Machine Shop: This room is filled with lathes, tools, and equipment for repair-
  ing or creating replacement parts for anything on the ship that needs to be re-
  placed. Occasionally I’ll have them create a specialized trap or weapon I need 
  when trying to complete one of my quests for rare items. 
  Engine Rooms: These two rooms on either side of the ship are where the engines 
  that drive the propellers are operated and maintained. There are also tools and 
  equipment for making adjustments or repairs. The engines used to run on coal, 
  but that was heavy and inefficient, so now the engines run on magic power crys-
  tals I obtained in Lemuria. Attached to the main flywheel of each engine is a mys-
  terious metal box which contains a purple glowing crystal which I have adjusted 
  to make the fly-
  wheel spin at high 
  speed. I have a 
  few extra crys-
  tals stored in the 
  safe in my study, 
  in case we use 
  up all the pow-
  er in one of the 
  installed 
  ones. 
  There are usually 
  three to five crew-
  men working on 
  or monitoring the 
  engines at any 
  given time. 
  Bomb Bay Area: On one side of this area are racks of bombs, which can be 
  dropped from the airship at any target I choose. One of these bombs would 
  destroy an area about 50 feet in diameter and we have hundreds of bombs on 
  board. Each bomb is about five feet long and is rolled along a track by a couple 
  of dwarven bombardiers. They know how and when to drop the bombs to get 
  the best effect.  
  The bomb bay itself is fairly large and is also used to haul up valuable items that 
  might be too difficult to get into the ship otherwise. A winch in the ceiling al-
  lows us to lift things into the bomb bay with relative ease. I added railings on the 
  three sides of the bomb bay adjacent to the hall after we lost a few crew men 
  who were in too much of a rush to notice the giant hole in the floor! Speaking 
  of which, anyone hanging around here that isn’t supposed to is also likely to be 
  thrown out the bomb bay if it is open (it is closed most of the time).
  Flight Deck: I have three fighter planes that are used for strafing peasants and 
  armies when needed. We also use them to scout ahead and check out new ter-
  ritory before we enter it with the airship. A dozen crewmembers are trained to 
  fly these, and they do practice flights several times a month. The wall in front 
  
  Page 86
  of the planes opens up, allowing them to fly out with ease due to the fact that 
  the wings are lacquered with pixie dust. This makes the planes so light that they 
  need almost no momentum to stay aloft. The engines’ only purpose is to make 
  the planes move forward quickly – up to 150 miles per hour. Their range is about 
  700 miles, so they can fly 350 miles out, and then return. Grimtina is also taking 
  flying lessons with the flight crew, but I’m not supposed to know about that.
  CHARACTERS YOU MAY MEET
  Grimtooth: My sister and I don’t quite look like your typical trolls. However, 
  there is no doubt that I am the unquestioned ruler of Trapsylvania, and the 
  owner of this airship. Though I might not admit it outright, it is probably obvious 
  that I consider the airship one of my favorite possessions. I’m quite protective of 
  the ship and am familiar with the details of its workings. Though I enjoy a clever 
  comment, I do not suffer fools lightly, and my quick temper is legendary. Cross 
  me and I’ll disembowel you and throw you out the nearest window!  
  Grimtina: This is my permanently teenaged sister, who is a constant annoyance 
  to me. Still, I will protect her should the need arise. Really, she can take care 
  of herself and probably kill most of the members of your party if she wants to. 
  Grimtina likes to see new things and tease new people she meets, so she won’t 
  be able to resist engaging with any visitors on board. She’s a force 
  of chaos, and is as likely to help you as she is to lead you astray. 
  Grimtina likes to see what will happen when she sets up some 
  bizarre set of events, so you have been warned. She does have a 
  weakness for small, cute animals, so if you have one (or are one), 
  she is more likely to give you a break.
  Captain Quert: When I’m not around, Captain Quert is fully in 
  charge of the ship and its crew. He’s gruff but fair to his crew, as 
  long as they know that the ship should be their first priority. Quert 
  is also a bit stubborn – not too surprising for a dwarf – but given 
  the facts, he’s willing to grudgingly 
  change his opinion. He has brown 
  hair and a short trimmed beard.
  1st Officer Mister Sqawg: This 
  dark-haired comrade of Captain 
  Quert has served with him for many 
  years and the two of them were part of my army 
  that invaded what is now Trapsylvania. When I 
  took over the airship, Quert volunteered to run 
  the ship, and he chose Mister Sqawg as his first 
  officer. Sqawg’s mother was an elf, and as such 
  he is taller and thinner than a typical dwarf, He 
  also has no facial hair and pointed ears. He is a 
  capable and very scrupulous first officer. 
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  Navigator G’Taki: G’Taki used to be the navigator on an ocean-going vessel I 
  owned. After I sold it, I transferred him to the airship, where he adapted his skills 
  to the skies. He wears his long dark hair in a braid down his back and is very 
  good with a sword. I think the goblin secretly longs to be a pirate.   
  Chief Engineer Old Ned: Ned was the engi-
  neer on the airship when Robur the Conquer-
  or owned it and it was called the Albatross 
  (horrible name). When I took over the ship, I 
  spared Ned’s life in exchange for his skills and 
  ability to keep the ship running. Over time, 
  he and I have come to an understanding, and 
  now he loyally serves me and the ship he so 
  loves. He’s probably in his late fifties and has 
  silver-grey hair and a mustache. He does have 
  a tendency to drink too much, but as a human 
  among dwarves, that’s a plus. I don’t care, as 
  long as he gets his work done. I do worry that if the right girl came along, he 
  might be tempted to run off with her. Hopefully none of the female adventurers 
  I invite on board fall for him.
  Healer Anne’tae: Her dark red hair is usually 
  tied in a long braid down her back so it doesn’t 
  get in the way while she is taking care of pa-
  tients. This dwarf takes her profession very 
  seriously and will take care of anyone regard-
  less of their alignment or loyalties. She is unat-
  tached, but has been known to date some of 
  the male dwarves on board from time to time.
  SCENARIO IDEAS
  A) Mission to the Necropolis: In this scenario, the delvers either answer an 
  ad I posted on the abandoned village bulletin board, or I have captured them, 
  and for whatever reason, they have done something to impress me enough 
  that I offer a once-in-a-lifetime opportunity. I’ll pay them to go obtain a valuable 
  item for my collection of artifacts. The mission: I need them to sneak into the 
  Ancient Egyptian Necropolis, find the Book of Thoth, and bring it back to me. 
  The Book of Thoth is a legendary Egyptian spellbook with spells designed by the 
  gods themselves and written by the god of scribes – Thoth. Thousands of years 
  ago, the book was hidden in the depths of the Egyptian land of the dead (the 
  Necropolis) so there’ll be lots of ghosts, wraiths, mummies, and flesh-eating scar-
  abs. The reward will consist of 10,000 gold for each one of the party who return, 
  as long as they bring the Book of Thoth and turn it over to me. The spellbook is 
  dangerous and only a mage of the highest caliber should even look at it. (Which 
  is why I should own it!) The Necropolis is a long way from my realm, so I’ll take 
  the delvers there in my airship. If I am feeling confident in their chances of suc-
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  cess, I may even lend them a few magic items, weapons, or armor that will help 
  them survive. (As GM, you will have to make up the rest.) 
  B) 20,000 Leagues Over the Sea: While traveling in my airship, the adventurers’ 
  path crosses mine. Perhaps the group is stranded on a volcano, or I’m bored (or 
  even attracted to a particularly beautiful elven princess or Amazon in the group). 
  Anyway, I save them all from death and decide to take them with me in the air-
  ship while I search for the lost island of Atlantis. Needless to say, the adventur-
  ers will get pulled into the quest, and it turns out that the language used by the 
  Atlanteans is close enough to one of the party member’s that they can work as 
  a translator. If they are all helpful, I’ll reward them appropriately and drop them 
  off near a safe city on the way back to Trapsylvania. If they become bothersome, 
  I’ll strand the party in some isolated, mysterious island – and they can fend for 
  themselves. 
  C) I Want That Ring!: One of the adventurers has an amazing ring of power, but 
  is unaware of its significance. I, of course, know its value and have tracked the 
  ring to these adventurers. I take them in, charm them a bit, and then attempt to 
  get the ring – first with incentives; if that doesn’t work, with force. There is really 
  nothing they can do to stop me, unless they can get some help from an army 
  of elves and humans who have pledged to stop the wrong person from getting 
  hold of that ring. If I get it, the world will soon fall under my dominion. In the 
  end, maybe they’ll have to destroy the ring before I use it. The question is, how 
  do they destroy it? (And yes, this is meant to be a parody of that classic fantasy 
  story.) Just go with it and have some fun. 
  D) An Uneasy Alliance: While on a journey to a hidden valley of dinosaurs, my 
  crew and I are overwhelmed and we lose the ship to the Vril-ya, an underworld 
  race of bat-like winged beings with incredible powers. A swarm of them flew 
  up from a deep cavern we were near and they took over the airship. Most of us 
  escaped with our lives and are hidden out in the nearby hills. It’s then that we 
  meet up with the adventurers. Make sure that the adventurers have already met 
  the Vril-ya and they have kidnapped one (or more) of their party for a sacrifice. 
  I offer to form an alliance with the adventurers: help us get back our ship, and 
  we’ll help you rescue your missing person(s) and take you wherever you want. 
  It’s embarrassing to have to ask for help like this, but beggars can’t be choosers. 
  Note that you can add me and or Grimtina into any of these scenarios, or play 
  them straight and just have the captain of the airship be the person in charge. 
  These will work either way, but it’s more fun if I am there, of course, and Grim-
  tina adds her own tinge of madness to the proceedings – if you like that sort 
  of chaos. Anyway, that’s enough scenarios to start with. You should be able to 
  come up with your own as well, now that I have presented you with this price-
  less background information. All right, let’s take off…
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  Page 90
  AIRSHIP HANGAR (#7)
  ou’ve seen my airship, now let me show you where I keep it. One has to 
  have a hangar for these things or they get wrinkled just lying on the ground. 
  Airship Hangar
  - NOTES - 
  Y
  (One of the crew told me that just before I killed him). Seriously though, you need 
  a hangar to protect the airship from weather, possible attacks, and (most impor-
  tantly) for repairs and upgrades. We had plenty of those when I added magic 
  conversions and enhancements a few years back.  
  Although I captured the airship fully built, I improved upon it in many ways. (See 
  the airship section for details.) I had to build this hangar from scratch. Needless 
  to say, since I am an engineering genius, I was able to create, quite possibly, 
  the best airship hangar on the planet. (How many can there be?) I have a castle, 
  but this hangar is my fortress supreme – my secret base, if you will. (Though it’s 
  hardly hidden.)
  My hangar is a very large building. Made of solid stone, it’s 550 feet long, 350 
  feet wide, and 250 feet high, with more than enough room to fit my magnificent 
  flying machine. You have to understand that the airship is an extremely rare cre-
  ation of advanced technology for the world I live in, and as such, there are many 
  who would go to any lengths to gain its secrets – or even just steal it for a joy 
  ride. So I have to keep it safe. This hangar is the best way to do that. It’s probably 
  the most secure building in Trapsylvania – and, ironically, the one with the least 
  traps in it. Seeing as I have a lot of equipment and specialists working here, I 
  can’t afford to easily replace them, unlike the minions in the rest of the locations 
  I rule over. I instead rely on my troll and orc troops to guard my flying treasure.
  The hangar had to be designed to be easy for the ship to arrive and depart, but 
  kept secure from felonious fingers, so I incorporated my particular expertise to 
  keep out the unwanted. That, plus two platoons of troll soldiers always at the 
  ready, should any interlopers attempt an attack. As you can see, the hangar 
  doubles as a fortress. 
    
  Here is my overview of the facility. Take notes: you may find them of use if you 
  decide to build your own base to hold some huge valuable item like an airship 
  or an inflatable dragon.
  Hangar Airship Gates: There are only four ways into the hangar: doors on the 
  north and south walls, and two massive iron and concrete gates at each end of 
  the facility. These two gates are large enough for the airship to pass through. 
  The giant gates rise up from the ground, raised with a series of steam-driven 
  winches when the airship is away or we need to secure the hangar. The one-foot-
  thick gates are also magic-resistant and impervious to fire. Once raised, passing 
  through the gates is almost impossible. On either side of each gate is a large gun-
  nery position where a troll with a Gatling gun sits at the ready, should the need 
  to repel attackers occur. 
  
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  North & South Doors: Each side of the hangar has a set of double doors, which 
  are guarded by orcs outside the door, and another guard inside armed with a 
  Gatling gun. So it is quite difficult for anyone to enter without giving a very good 
  reason. The doors themselves are thick solid wood banded with iron. They are 
  also magic -resistant.
  Guard Towers 1-4: At each corner of the building is a three-story rounded tower 
  that is used as a lookout for the airship, as well as a security station for the han-
  gar. Each tower is the same inside, with a couple of strategic gunnery placements 
  and narrow windows that allow the guards to safely shoot arrows at enemies. 
  Probably a couple of boxes of ammo for the gunnery placements and crossbow 
  bolts and a chair or two can be found on each level as well. Spiral staircases lead 
  up to each story, with access to the hangar roof from the third floor.
  Armory: This room, just north of the east gate, is where the guards keep all their 
  weapons, ammo, and armor. The armor here is meant for trolls and orcs. Some 
  of it might fit average-sized humans, but it won’t be any help to smaller humans, 
  dwarves, etc. The weapons include spears, crossbows, swords, daggers, and 
  maces. There are no extra Gatling guns, so don’t get any ideas about carrying 
  one of those around. They are all bolted in at the gunnery placements around 
  the hangar. There is ammo, gunpowder, and some spare parts for them, though. 
  In the corner of the room is a desk and chair where you can find maps of the 
  area, keys to all the doors, and files related to securing the hangar. 
  View of the main hangar deck
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  Control Center: This room, just east of the north gate, is used as the control cen-
  ter for the airship and the hangar. It includes an extensive collection of maps of 
  the nearby and distant lands, a magical weather-predicting crystal ball, charts of 
  the air currents, and a cage full of carrier fairies specially trained to deliver mes-
  sages to the airship, the hangar, or anywhere else in Trapsylvania they are sent 
  to. At least one trollish guard is always posted at the entrance to this area. Usu-
  ally there are half a dozen of my minions engaged in duties here. Most of them 
  are good fighters, should the need arise, and they all carry daggers or swords. 
  Main Hangar Deck: This large, arched-domed area is where my airship stays 
  safely docked when I’m not using it. Scattered about you’ll also find carts for 
  hauling supplies and equipment needed to service the airship. There are two 
  large round windows over the gate doors that allow for natural lighting during 
  the day. Magical orbs light the inside at night when needed. Several guards are 
  on patrol at all times. You’ll also find my five extra flying aeroplanes, which I use 
  for local reconnaissance. Including the three planes on the airship, I have eight 
  of these. I used to have a squadron of twelve, but some have been lost in battle 
  and one was stolen. Replacing these has proven very difficult, but I have a team 
  working on that in the repair shop.
  You may notice that many of the rooms here seem to have a second floor. Some 
  rooms just have very high ceilings (like the cafeteria and the control center), but 
  other rooms have lofts where additional supplies or equipment are stored. Any 
  rooms with lofts will be noted; otherwise it’s just a high-ceilinged room. 
  Guard & Ground Crew Quarters: Almost all the people that work on and guard 
  my airship have to sleep somewhere, so this is the place. There are plenty of 
  bunks, and each person has a locker to keep their stuff in. About forty guards 
  and workers sleep here when the airship is in for repairs or restocking. The rest 
  of the time there are maybe twenty people staying here. When not on duty, my 
  servants are allowed to leave for a few days at a time. There is also a nearby bar-
  racks where more of the guards stay when they are off duty. Most of the airship 
  crew stays on the airship when it is in the hangar. Besides the quarters, there are 
  also a recreation room and a cafeteria.
  Kitchen: Our chef and three assistants make all the food here. There are lots of 
  pots, pans, butcher tables, a hearth, a large sink with water, and lots of other 
  cooking utensils and supplies here. They work all day and into the night to keep 
  the staff fed. When the airship is in, the cooking staff disembarks and lends a 
  hand as well. A couple of dullards collect and clean the dishes. Lots of items in 
  here could be used as weapons; knives, meat cleavers, pans, and jalapeño pep-
  pers come to mind. And trust me, the chefs know how to use them.
  Pantry: Fruits, dry goods, grains, and fresh meats are stored here until the cook 
  staff needs them to make various meals including stew, meat and potatoes, and 
  dwarven haggis, which is quite popular among the airship staff. 
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  Repair Shop & Equipment: The airship and hangar repair crews do a lot of the 
  work needed to keep everything running in smoothly here. There are a lot of 
  tools and various pieces of equipment scattered on the worktables and hung 
  on the walls. Some of the items here are magic and are used to keep the mystic 
  enhancements I added to the airship in good working order. A second-story loft 
  holds additional tools, parts, and raw materials.
  Machine Shop: This is where my minions fabricate needed pieces. There are 
  lathes, saws, and a forge where metal parts can be created and machined into 
  useful parts. A second-story loft holds additional tools, parts, and raw materials.
  Floor Manager: This room is Slias Mechgrekor’s of-
  fice and work area. There is a large (but low) desk 
  and several work tables where plans and schematics 
  are laid out, along with a few small parts, springs, 
  and gears. Against one wall is a large bookcase with 
  numerous books and scrolls, most of which are 
  about engineering, chemistry, and applied magic.
  Slias is the dwarf in charge of the repairs and main-
  tenance going on at the hangar. His job is to make 
  sure that any work projects on the airship or the 
  hangar are done efficiently. He also decides when 
  and how much effort and time can be given to these 
  various projects. A thorough search of the room will 
  turn up a leather bag filled with about 200 gold piec-
  es, in a locked drawer of his desk. 
  Steam Generator: This noisy room is where the power is generated for rais-
  ing and lowering the heavy entry gate and for running various other pieces of 
  equipment at the hangar including pumps, lathes, mechanical saws, and some 
  lighting. The large contraption is kept running by a team of ten who know the 
  workings of the generator in great detail. They are a mix of dwarves, orcs, and 
  humans. There are numerous pipes, gears, and levers, and many of the pipes 
  and tanks are quite hot, due to the high-pressure steam and burning coal. A 
  fight in here would be very dangerous, and there is a 40% chance of any fighter 
  taking additional burn damage during melee. On the east wall is a long trough 
  filled with coal and a couple of shovels and a small iron door that allows coal in 
  from the outside coal bin. 
  Coal Bin: This large container filled with coal for the steam generator is about 
  five feet above ground and three feet below ground. It is directly connected to 
  the outside wall of the hangar. The coal bin is probably seen as the “easiest” 
  way to sneak into the hangar, but it is neither easy nor clean. At the bottom 
  of the coal bin against the wall is an iron door, 3’x3’, that is opened whenever 
  they need to shovel in more coal. It is possible to dig through the coal, find the 
  door, force it open, and crawl through into the steam generator room. How-
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  ever, you’ll be completely covered in black coal dust and easy to track if they 
  start looking for you. Are the adventurers savvy enough to even know the door 
  is buried there? 
  Engineering: A group of my trusted designers works here to create new plans 
  and come up with solutions to any new or ongoing problems related to the air-
  ship or the hangar. There are 2 humans and 3 dwarves working here at the mo-
  ment. This room has five desks, each of which is covered in a pile of sketches, 
  schematics, and reference materials. 
  There is a complete set of plans for the airship and the hangar, each in a large 
  bound book on a shelf against the east wall. If anyone wanted to steal the plans 
  for building either one, this is the place to get them. Other locations in the 
  hangar have some or most of the plans, but complete details are only located 
  in these bound books. I, of course, have duplicate copies in my underground 
  study, but you’re not getting in there.  
  SCENARIO IDEAS
  A) Work at the Hangar: Do the adventurers have any skills or knowledge that 
  might be useful at the hangar? If they can pass a loyalty test and a look into the 
  delvers’ backgrounds by my minions, I might just hire them to work for me. I 
  don’t hire elves though, so don’t bother to apply (elves killed my father, so I ain’t 
  paying them). I will hire orcs, trolls, humans, or dwarves, but they need to have 
  the skills to operate a forge, repair equipment, or work in the kitchen. Pay is 40 
  gold a week plus food and board. 
  B) Steal the Plans: The party has been hired by one of my enemies to sneak 
  into the hangar, find plans for the airship, and steal them so that another nearby 
  country can build their own airship and maintain the balance of power. The em-
  ployer will pay 10,000 gold for the plans if they can deliver. Alternatively, they 
  could also try to steal the plans for the hangar. These are less valuable, but still 
  worth a goodly amount. They’ll pay 2,000 gold for those.
  C) Escape Trapsylvania in an Airship!: The party manages to break into the han-
  gar, get to the airship, and steal it! This is a highly risky and ill-advised idea. For 
  one thing, how will they be able to operate it? It’s highly doubtful that anyone 
  without training could navigate the airship at all. They might be able to hold the 
  crew hostage and force them to fly it out, but there is a lot of crew and it’s just a 
  matter of time before my crew figures out how to capture or kill the adventurers. 
  However, it is remotely possible that the right adventurers with plenty of luck 
  and smarts might just pull it off. If they try to sell the airship to a competing pow-
  er, they might get millions in gold. Or they could take off and go on adventures 
  in distant lands, assuming they can find a way to keep the captured crew in line. 
  Needless to say, if they do steal my airship, I will spend all my time and resourc-
  es getting it back and meting out an appropriate form of justice to these brazen 
  thieves. They will wish they were dead, once I catch up to them…
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  LIGHTHOUSE & DRAGON GROTTO (#8)
  he problem with having a dragon around the house is that they are always 
  shedding scales and crapping on the carpet. After stepping in one too many 
  T
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  piles of sulfurous, smoldering poo, I decided the time had come for loyal Grims-
  cales Senior to become an outside pet, and exiled him from the castle.
  He didn’t take it well. He started howling when he found I’d mortared over 
  his dragon-flap, and scratched on the outside of my castle for a fortnight. You 
  can still see the deep grooves left by his claws in the southwest tower. When it 
  finally reached his dim little hindbrain that he wasn’t getting back inside, Grims-
  cales ran amok, burning down an orphanage and causing a thirty-seven tiny-car 
  pileup at the Khazan Shriner’s parade. But my heart was hardened, and despite 
  his good works, the lizard was not getting back in the house. Besides, he’s an old 
  dragon now, so I retired him from guarding my hoard below the castle. 
  With nowhere else to sleep, Grimscales slunk off to the grotto northeast of the 
  castle. Turns out that beneath that pond are a whole series of dank and drippy 
  natural caverns, perfect for a dragon’s lair! Who knew? Overall, the complex 
  is dark, dangerous, unstable, and a stray rockfall away from disaster – which 
  sounds perfectly marvelous – though I couldn’t resist adding a few improve-
  ments of my own once Grimscales took up residence. Now, Grimscales’ Grotto 
  is a full-service dungeon, complete with traps, boathouse, hypocaust, treasure 
  tunnels, and a hot tub!
  I’ve hit the high points in a format mere mortals can comprehend. Follow along 
  by the numbers below, and refer to the handy side-view map provided by my 
  favorite slave scribbler, S.S. Crompton!
  1) Otto’s Lighthouse: Perched on the bluff rising above the east side of the 
  lake is Otto’s Lighthouse. Actually, it was built by the elves long ago, but Otto 
  has kept the lighthouse operational. Its light is bright and attracts many an un-
  wary mariner from the Really Dead Sea. The roof is leaking and the top several 
  floors are uninhabited save by rats, bats, and the odd poisonous toad. Climb-
  ing the outside of the tower to enter through the hole in the roof might prove 
  more fruitful than trying to pass the securely-bound iron door opening onto the 
  ground floor, but it’s a 50-foot climb, unless you can fly. At the top is a magical 
  crystal about the size of a football, set on a pedestal. A very powerful light emits 
  from it for 20 miles and faces out to sea. The quartz crystal has some value, but 
  really only as a light source. There is no way to turn it off, so carrying it around 
  can be a little dangerous due to the blinding light which is strong enough to 
  burst though most bags. The pedestal is, of course, trapped. If anyone removes 
  the crystal, a high-level demon will appear and kill anyone who is in the room. I 
  wouldn’t mess with it if I were you. 
  A metal ladder lets down from the ground floor into the topmost chamber of the 
  
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  grotto below. The ladder is trapped (of course!), with the fifth rung from the top 
  made of paper-mâché, sure to give way when some oaf puts his weight on it, 
  leaving them to ping-pong down the couple dozen feet to the floor below. This 
  might kill them, but I’d prefer they were merely maimed – there is so much good 
  fun to follow, and it would be a shame to spoil it with the first trap!
  2) Chamber of Slime: This is actually the driest place in the whole bloody grotto, 
  which tells you something about the chambers below. This space is above the 
  water line, but the walls are still oozing with thick slimes and questing tendrils 
  of roots from foliage on the hill above. It is through this chamber that Grims-
  cales enters and exits his grotto, coming up from the Water Tunnel to the west 
  (#5), and slurping down the Gross Tunnel to the east (#3). The ring around the 
  Gross Tunnel is slick with gore from the kills that Grimscales bears down into 
  his lair, and so must be walked around with care. A safer-looking way down is 
  provided by the Long Stairs (#4) in the middle of the Chamber of Slime – but if 
  you think something that looks safe in Trapsylvania will be safe in actuality, then 
  you haven’t been paying attention! Read on!
  3) Gross Tunnel: The near-vertical tunnel that Grimscales uses to reach the 
  lower depths of his lair earns its name from the smells and stains that charac-
  terize its length – often the things that Grimscales bears down to his bone pile 
  haven’t quite died yet, and they are sure to leave bits of themselves along the 
  tunnel as the old dragon bears them in his jaws. There are a few twists and turns 
  in the jagged tunnel, making for a perilous descent for dungeon delvers, though 
  it poses no difficulty for Grimscales’ eighteen tons of claws, wings, and scales. 
  Grimscale is very good at squeezing himself through these tunnels, but if you 
  get caught in there while he passes through, you’ll be crushed against the walls. 
  Out of deference to the old dragon, who passes this way often, this tunnel isn’t 
  trapped, but getting hung up on an unexpected outcropping while Grimscales 
  is headed out to dinner is a trap in itself.
  4) The Long Stairs: One of my first additions to the grotto was to build this long 
  stairway through the three large caverns that make up the upper grotto. The 
  stairs are built to trollish dimensions, making them uncomfortable for shorter 
  legs (and impossibly difficult for dwarven Otto, which gives me no end of de-
  light) – they are just short enough that you think you can take them with ease, 
  and just tall enough that it is easy to wrong-foot yourself and take a nice little 
  tumble. Better still, about mid-way down the topmost portion of the stairs is 
  a pressure plate that, when trod upon, converts the whole stair into a slick 
  slide – given the steep angle, delvers will be up to breakneck speed in no time, 
  swooshing through Otto’s Grotto (#10) in a flash before smashing to a sickening 
  stop in the Dragon’s Lair (#11) below. With luck this won’t kill anyone, because 
  Grimscales loves for his food to be twitching when he eats it.
  5) Water Tunnel: This water-filled passageway that connects the grotto to the 
  outside world, via the lake above. Swimming through the U-shaped tunnel in 
  
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  the dark is no problem when you have the capacious lungs of a mighty dragon, 
  but mere dungeon delvers might be better advised to enter the grotto through 
  Otto’s Lighthouse (#1). The natural bended shape of the Water Tunnel prevents 
  the water from the lake from draining into the lower chambers of the grotto, and 
  if you think this reminds you a bit of your bathroom plumbing, get your mind 
  out of the sewer!
  6) The Old Naust (Boathouse): Elves built this Naust before I took up residence. 
  I’ve kept it standing to better attract delver attention, and channel them to their 
  doom. Plus, Otto actually keeps a few boats there, as he sometimes needs to 
  fish body parts out of the pond. I sometimes tarry a bit on my way down to 
  my Hot Tub Crime Machine (#8) to let one rip here, which Grimtina assures 
  me you can hear all the way to the castle. I don’t bother to lock the door, leav-
  ing easy access to the Western Stair (#7), and even easier access to the docks. 
  The boats are in dry dock, though they can be lowered onto the lake with little 
  effort – they are also of elven construction, with fey little names like Serenity, 
  Serendipity, and Sufferin’ Succotash painted on their sterns in gold-flecked paint. 
  An innovation of my own is that the bottoms of two of these boats have been 
  replaced with low-grade wormwood that rapidly dissolves when placed in wa-
  ter, giving would-be mariners just enough time to reach the center of the lake 
  before they begin to sink. And did I mention the lake is stocked with piranhas? 
  Well, you should have asked!
  7) Western Stair: This stair descends to the Hot Tub Crime Machine. It is trapped 
  – of course – but I use the stair so often that I can’t be bothered to leave the trap 
  armed. There is a large lever near the top of the stairs, and I always leave it in the 
  UP position, which means the trap is disarmed. But I’ll tell you a crazy thing – 
  dungeon delvers often think that moving the lever DOWN will disarm the trap, 
  when in fact this arms it! Silly delvers. Anyway, it brings a smile to my grim lips 
  to be headed down to my Hot Tub, all snuggly in my maniticore-down robe and 
  bunny slippers, to find the lever DOWN, because that means I’m sure to find a 
  dungeon delver with a broken back at the base of the stair, which converts to 
  a slide mid-way down when the trap is armed. This is in the same fashion as the 
  trap in the Long Stairs (#4). And nothing spices up a hot tub party quite so much 
  as a delver with a broken back! I love my job.
  8) Hot Tube Crime Machine: My own little sanctuary, I’ll come down here alone 
  at midnight, or in the early evenings with important clients, to enjoy a relaxing 
  soak in my private hot tub. I’ve dubbed the thing the Hot Tub Crime Machine 
  in honor of the many crimes against nature that have taken place inside the tub, 
  which is filled with my own concoction of elven blood and immortality elixir, 
  and kept bubbling at a cozy 666 degrees by periodic blasts of dragon-breath 
  from Grimscales through the Hypocaust (#9) below. (Should the temperature 
  begin to drop, there is a bell rope to pull that alerts the lazy dragon to get off 
  his treasure pile and do his one darn job, already!) A disco ball completes the 
  scene, casting rays of evil light merrily about the chamber. You should see what 
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  happens when a ray from the thing strikes a paladin – hoo boy, that is a good 
  time! There’s a Victrola in the corner to play my favorite disco hits from the past, 
  too – songs like “Saturday Night Cleaver,” “Another One Bites The Dust,” and 
  that unforgettable power ballad of delver lament, “I Won’t Survive!” There are 
  robes and benches for an overflow crowd, and the walls are scrawled with auto-
  graphs from the many luminaries who have visited here, like Leonid Brezhnev, 
  Bear Peters, and Bea Arthur. (It was after Bea’s visit that I installed Eye-Catching 
  Traps in the walls, in response to guests that night who wished to pluck out their 
  eyes. For details of how they operate, refer to the very first volume in my classic 
  Traps series!)
  9) Hypocaust: Grimscales keeps my hot tub warm by blasting dragon breath up 
  the Hypocaust. It is steep and narrow and dark and dangerous, but some fool-
  ish dungeon delver is bound to try crawling through the thing, which is why I’ve 
  lined the walls with rusty spikes and spear-heads angled upward at a forty-five 
  degree angle. Hmm... I suppose this means an enterprising thief might try climb-
  ing UP the Hypocaust from below, saving himself the risk of impalement on the 
  worst of the spike, but he would never expect to run into me luxuriating in my 
  hot tub at the top of the Hypocaust. It is all part of life’s rich pageant.
  10) Otto’s Grotto: This chamber has been converted into living quarters for 
  Otto, the caretaker of the grotto, who is tasked with checking the locks, reset-
  ting the traps, and cleaning up after Grimscales – which he rarely does, prefer-
  ring instead to sit at his desk all day working on “Otto’s Grotto Manifesto,” 
  which seeks to order all religion, economy, and practical jokes of the world into 
  a single system through an allegory of a mad dwarf locked in a dragon’s lair. 
  (Don’t ask.) Otto is a fool and he plots against me, but I tolerate him because 
  he is corrupt within predictable limits (willing to accept a bribe from delvers to 
  look the other way) and he keeps Grimscales company. Otto himself is a slightly 
  outsized dwarf with a wild beard and an expression of permanent concern, 
  with beetling eyes magnified by pince-nez balanced beneath a brow so creased 
  with worry lines you’d think he had to screw his 
  hat on. Otto’s Grotto is vast and filled with bizarre 
  dwarven knick-knacks but Otto can’t be both-
  ered to look after them, spending most of his time 
  hunched over his silly manifesto at his desk, which 
  is amusingly positioned directly beneath a stalactite 
  that drips water day and night, perpetually ruining 
  Otto’s papers and causing him to throw everything 
  out and begin his ridiculous work anew. The water 
  drips down from the lower-most bend of the Water 
  Tunnel (#5) above – the rock is uncomfortably thin 
  here, and the consequences of the flood that might 
  be released on the lower chambers of the grotto 
  by clever delvers bashing through the ceiling are 
  
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  too terrible to contemplate! Of more obvious interest to delvers might be Otto’s 
  Grotto Motto, etched in the wall with an unsteady hand, which reads, “To the 
  troll we must kowtow, past the dragon we must tiptoe, while in our job we reset 
  the gizmos, and if those don’t rhyme perfectly with grotto, then you can stuff it!”
  11) Dragon’s Lair and Grotto: Here there be Grimscales Senior, my loyal old 
  pet, eighteen tons of saurian fury … though his best years are behind him, and 
  like many old monsters, he is mostly coasting on his reputation these days (and 
  anyone who equates that with Grimtooth may meet me at the Hot Tub Crime 
  Machine for re-education). 
  Grimscales is half-blind and his fire doesn’t burn so hot or as long as it did in his 
  youth, but he is still more than a match for any dozen delvers that blunder into his 
  lair, who might be best advised to try to take him in his sleep … which Grimscales 
  does, often, atop the bone pile in the east end of the chamber. Being a drag-
  on, even one of advanced years, Grimscales is practically invulnerable to mortal 
  weapons, but he does possess a weak spot. He has to! Professor Tolkien entered 
  the notion of the missing-scale-as-dragon-weak-spot into the popular imagination 
  when he outed poor Smaug, and no less a demigod than the Trollfather Himself 
  – Ken St. Andre – sanctified the notion in his description of dragons in Monsters! 
  Monsters!, the fabled role playing game where the monsters are the good guys. 
  So, yes, poor Grimscales does have a weak spot, but it would be indelicate to 
  describe it too directly, so let’s just say it resides in a soft spot near the base of 
  his tail, and leave the rest to your imagination. And I wouldn’t mention it at all, 
  because plunging an elven blade up a dragon’s tradesman’s entrance is so far be-
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  low my pay grade, but some foolish delver is bound to try it … so now you know. 
  I will add that MY treasure hoard is actually guarded by Grimscale Junior, the 
  young, strong son of the now-retired Grimscales Senior. The treasure found in 
  the tunnels below here are Grimscales’. Think of it as his retirement plan, which 
  he guards well.
  12) The Iron Bell: Not just any Iron Bell, this is the fabled Iron Bell, alluded to 
  in song by Pink Floyd, and stolen from the fantasy city of the same name in my 
  younger days. It used to ring the start of class at Warthog’s School, but I moved 
  it here after that place burned down. Nowadays, the ringing of this bell is about 
  the only thing that will stir Grimscales from slumber, alerting him to rouse him-
  self and haul his carcass across the chamber to breath fire up the Hypocaust 
  (#9) to heat my hot tub above (#8). The bell is usually rung by tugging the bell 
  rope in my hot tub chamber, but delvers with a plan could strike the thing direct-
  ly, getting Grimscales to move out of his corner long enough for them to access 
  the Treasure Tunnels (#14) below. As if! Delvers with a plan, that’s a good one!
  13) Metal Grate: This grate covers the entrance to the Hypocaust (#9), but the 
  grate is ill-fitting, and Otto – that lazy sot – can’t be bothered to perform main-
  tenance on the thing, so a clever or desperate delver can probably get past it 
  to begin a harrowing climb up the tunnel on the other side. And wouldn’t it be 
  lovely if Grimscales were summoned to blow a blast of dragon fire up the Hypo-
  caust when that delver was only half way to his destination? Why, the thought 
  of it is so wonderful that I don’t much fault Otto for leaving the grate half ajar. 
  So it goes.
  14) Hidden Tunnel Entrance: Beneath the pile of bones in the east end of the 
  chamber where Grimscales makes his bed is the secret entrance to the Treasure 
  Tunnels (#14). It is nigh impossible to see or enter this tunnel when Grimscales 
  is sleeping atop his bone pile, and the bone pile itself is laden with enough stray 
  treasure that stupid dungeon delvers might well conclude that the bone pile IS 
  Grimscales’ treasure pile – but, no, it is just a pile of bones, and the real trea-
  sure is this secret opening to the hidden wonders beneath. It can be detected 
  only through close inspection – always a hazardous thing in the presence of a 
  dragon – and slipping past Grimscales to enter the tunnel will prove very dif-
  ficult indeed. Gee whiz, if only there was a big Iron Bell (#12) or something that 
  you could ring to make the dragon move!
  15) Treasure Tunnels: Beneath Grimscales’ Grotto are the Treasure Tunnels – 
  they run for miles; the map is at best a rough approximation of a labyrinth I have 
  not fully explored. Yes, I do have some treasure down there, and Grimscales has 
  added some of his own, and I confess I can’t much remember what is where or 
  which tunnels are the safe ones. To be frank, I have little use for treasure, so it 
  is all blissfully out of sight and out of mind. Some of the tunnels lead to wealth, 
  still more lead to ruin, many lead to both, and if you want to explore down here, 
  then, well, knock yourself out. Some of those tunnels lead to the Hallway of In-
  
  Page 102
  finite Corridors and perhaps other underground locations in Trapsylvania. It’s at 
  the GM’s discretion to determine if the adventurers are clever or lucky enough 
  to find their way through the darkness. 
   
  16) Grimscales’ Main Hoard: Located at the lowermost level. The moment 
  you’ve all been waiting for – Grimscales’ Treasure Hoard! That’s right, folks, 
  Grimscales is a real dragon, and that means he has a real treasure hoard, full of 
  things he can’t really use, like gold coins and bejeweled chalices and remain-
  dered D20 System role playing supplements. Truly, there is more treasure than 
  you can carry here, and if you fight your way down through the traps and the 
  beasties of the grotto above (to say nothing of the undocumented horrors of the 
  Treasure Tunnels [#15] themselves), then I suppose you deserve to take home a 
  souvenir or two for your troubles, like a little boy allowed to take a plastic para-
  trooper army man from the toy box after the pediatric dentist has torn a tooth 
  from his mouth. But don’t be greedy! It is a long and steep climb back up to 
  safety, and for all that he is old and blind and cranky, Grimscales has an encyclo-
  pedic memory of the contents of his treasure pile, and a bizarre sixth sense that 
  tells him when it has been disturbed, so if you plunder this place without having 
  first dealt with or distracted the dragon, then, well, you may find your adventure 
  (and your lives) are going to end in this chamber.
  17) Silver Room A: To protect the loot at the end of 
  this tunnel I instructed my minions to build the Infa-
  mous Wheel Trap. You can find the details in Traps, 
  my first book, on page 2. It’s also in my Ultimate Col-
  lection on page 40. If the delvers get past that, they’ll 
  find a very large pile of silver coins at the end of the 
  tunnel. Grimscales put all the silver up in the top two 
  tunnels; the good stuff is in one of the deeper tun-
  nels. 
  18) Silver Room B: This is where I installed the Meet the Pit design from Traps 
  Too (page 33 of that priceless tome, or page 135 of my Ultimate Collection.) If 
  the delvers get past the pit, they’ll find another large pile of silver coins at the 
  end of this tunnel as well.
  19) Secret Side Tunnel: It wouldn’t be a proper grotto without a secret tunnel. 
  This one leads to one of the safe houses in Grimtina’s Petting Zoo. The good news 
  for the delvers is that this is too narrow for the dragon to fit through, so if they find 
  it, they have a way out. The narrow tunnel meanders for a mile or so and ends in 
  a wooden trapdoor in the floor of the safe house right next to the rookery.
  20) Main Tunnel Off Branch: This tunnel eventually leads to the Hallway of Infi-
  nite Corridors. It slowly gets narrower the further away from Grimscales’ Grotto 
  one gets. Beyond the Hallway, it leads to a cavern entrance inside of Grimtina’s 
  Petting Zoo.
  Lighthouse
  & Grotto 
  - NOTES - 
  
  Page 103
  Lighthouse
  & Grotto 
  - NOTES - 
  21) Dead-End Tunnel: I used the Backstabber trap from Traps Too, (page 42 of 
  that book, or page 144 of my Ultimate Collection.) But I added a paper-mâché 
  wall at the end of the tunnel to hide four huge arrows carved from logs and 
  spring-loaded and ready to fire. If the party breaks down that wall, the arrows 
  fire. If they don’t break down the wall, the pressure plate in the hallway activates 
  the second time the party walks over it. (Pressure plate is the gray area and the 
  invisible wall is the dotted lines.)  
  SCENARIO IDEAS
  Sheesh, you guys, I’ve given you a whole dungeon and a bunch of traps and a 
  treasure pile and a freaking DRAGON and you still need scenario ideas? Well, 
  okay. How about…
  A) Typical Dragon Quest: Some poor schmuck of a squire draws the short 
  straw, and has to slay Grimscales to achieve his knighthood? (Or, more charita-
  bly, return alive with a single piece of treasure from his lair?)
  B) The Dragon Did It: A virgin goes missing from the local convent, and instead 
  of searching for her in the barracks like any sensible person might do, the village 
  elder decides a dragon must have done it, and commissions a rescue mission 
  against Grimscales’ Grotto!
  C) The Unlikely Otto: Rumors swirl of a goblin underling uprising against Grim-
  tooth the Troll (egad!), and the mastermind of the rebellion proves to be Otto; 
  delvers must infiltrate the meeting in Otto’s Grotto to put a stop to the shenani-
  gans (if they are of fine and evil intent), or even empower the revolution with 
  their own good works (if they are the goody two-shoes types).
  D) Job Opening!: Otto has run off and a new overseer must undertake putting 
  Otto’s Grotto in order; a year’s salary is offered as an advance to the intrepid 
  soul who can enter the Grotto, survey the place, take note of all the traps and 
  how they function, and provide an accurate account of Grimscales’ treasure 
  without stealing everything that isn’t nailed down. It’s not just a job, it’s an ad-
  venture!
  Get to it, kids! Stop dragon around…
  
  Page 104
  
  Page 105
  FOREST OF DOOM (#9)
  ne of the deadliest locales in all Trapsylvania is the Forest of Doom. I 
  haven’t had to improve the place hardly at all – it is lethal enough as it is, 
  O
  THE WARRING DENIZENS OF THE FOREST OF DOOM
  The supreme menace in the forest is those Poisonous Pixies. Some people think 
  of them as mere fairies, but if you ever got up close to one, you would see the 
  truth. Fairies are little more than tiny elves with wings. Pixies are murderous in-
  sects that look a little like fairies from a distance – same general size and form, 
  but like all insects they have a chitinous exoskeleton. Two arms, two legs, two 
  wings, a roughly humanoid thorax and torso; pixies have large heads with two 
  multi-faceted eyes that give them a wide range of vision – almost 360 degrees. 
  Their blindspots are directly ahead and directly behind them, and they don’t miss 
  Forest of 
  Doom 
  - NOTES - 
  and I truly enjoy going hunting there. The forest always has something entertain-
  ing lying in wait for the hunter bold enough to enter those deceptively idyllic 
  glades. The grisly bears (not grizzly – grisly), the saber-toothed forest cats, the 
  werewolf packs, the abominable ape-things, the red cap goblins, the flesh-eating 
  butterfly swarms, the death-head elk, the giant spiders, the needle-beak shrikes 
  – there is always something that wants to eat you in my Forest. I named it after 
  the Dungeon of Doom, as one has to go through this forest to get to my leg-
  endary dungeon. You also have to pass through the Plain of Tomb-Mee as well, 
  but let’s dwell on just the forest and what’s to be found here; that will be plenty 
  enough mayhem for most of you.
  
  Page 106
  much. Feathery antennae sprout where eyebrows would be on a human. They 
  use the antennae to communicate with each other in a form of telepathy, and do 
  not seem to have an audible language of their own. Wizard speech – i.e., mind-
  to-mind telepathy – will allow some communication with them for other species. 
  They come in all different shades, but are mostly light green, grayish-blue, or 
  woody brown. They range in size from two to six inches, but are usually about 
  the size of a human finger. 
  If the pixies were merely poisonous insects, they would be dangerous, but what 
  turns them into a true menace is their high intelligence. They use tools; tiny 
  knives and blowguns are their favorites, but they also have hammers and pot-
  tery. And they set traps – trip-vines on the game trails, thorn-whips in the trees, 
  dead-falls, tiny pit traps. If it weren’t for red cap goblins who disable and remove 
  pixie traps wherever they find them, the forest would be impassible for every-
  one but flyers.
  Simple traps would be bad enough, but they are always poisoned. The pixies 
  have an unsurpassed knowledge of toxicology. They know and use every poi-
  sonous plant and insect in their world. Paralyzing spider venom is a favorite with 
  them. Every different spider has its own unique variety of poison, but the effect 
  of paralyzing the muscles of the victims is largely the same – the only real dif-
  ference is how much it hurts. Usually, the more pain the venom causes, the less 
  effective the paralysis, but the pixies have managed to combine the two ill ef-
  fects into something supremely painful and paralyzing. Trolls are largely immune 
  to such concoctions, but even I have been stung painfully by their poisoned 
  projectiles.
  They also love simple contact poisons – the kind that cause burning and itching. 
  They get such irritants from plants like poison ivy, poison oak, poison birch, poi-
  son maple. Such poisons are rarely lethal, but can cause much suffering to any 
  who touch them with exposed skin. I have seen whole flocks of them laughing 
  at some poor creature – usually a goblin – that has innocently touched a tree 
  trunk or a pebble only to be convulsed with pain. Yes, they laugh, and cry – it 
  mostly seems like a kind of high-pitched buzzing.
  Another kind of threat comes from a form of dust that can blind anyone that 
  gets it in their eyes. It seems to act like an acid that will eat right into the soft 
  tissue of the eye and cause temporary blindness. The pixies like to carry tiny 
  pouches of this stuff and release it into the air of a breeze or strong wind blow-
  ing downwind from themselves. If the wind-borne powder gets into your eyes, 
  say farewell to sight for a day or two, and probably your life, as the pixies like to 
  follow up with an attack leading to the death of a thousand pinpricks.
  Because of their ability to fly, move quickly, and strike with a poisoned dart or 
  knife, a single pixie would present problems for almost anyone or anything, but 
  you rarely encounter a single pixie. They like to move around in pairs, trios, or 
  Forest of 
  Doom 
  - NOTES - 
  
  Page 107
  Forest of 
  Doom 
  - NOTES - 
  even swarms of up to twenty. They can fly faster than a bee, and their natural 
  coloration of green, brown, and blue lets them blend into the background mak-
  ing them very hard to detect until the attack begins. It is very hard to fight some-
  thing that you can barely see.
  There are thousands of pixies in my Forest of Doom. They live in hives that they 
  build inside hollow trees. They love to find large healthy trees, and then hollow 
  them out to make room for their hives. These hives are not made of wax, but are 
  usually constructed from the skin and bones of their victims, perhaps covered 
  with clay or mud superimposed on a structure of bones and twigs. Like other 
  social insects, pixies have queens that produce all of their eggs. They do not 
  use drones and workers, but have male and female forms. But any female can 
  develop into a queen if she simply gets enough of the right kind of food – mam-
  malian blood seems to be what triggers the change. As large as pixies are, even 
  the biggest trees cannot support too many of them, so hives seldom contain 
  more than a hundred pixies at a time, and small groups of young pixies are al-
  ways wandering off to try and start a new hive of their own.
  Pixies are difficult to kill. Their exoskeletons are 
  tough and strong and will resist a lot of pressure. 
  Swat them and they simply bounce away from the 
  impact. Poisons don’t seem to affect them much 
  – of course, being poisonous themselves, they are 
  immune to all the toxins they commonly use on 
  others. The one thing that seems to work is sugar. 
  Sugar intoxicates them, and slows them down, in 
  much the same way that alcohol can intoxicate 
  and incapacitate a human being. Once they pass 
  out, they can be gathered up and captured. Once 
  captured they can be pulled apart easily enough. 
  I rather enjoy that. Overall though, you had best 
  tread carefully in my forest and the pixies are not to 
  be trifled with. Make sure you have flame-throwers 
  and plenty of armor on to survive swarms of pixies.
  And let’s not forget the Red Cap Goblins of Trapsylvania. The Forest of Doom is 
  full of deadly creatures, but there are only two “intelligent” kindreds that live there: 
  the poisonous pixies and the red cap goblins. They are, of course, deadly enemies.
  The red cap goblins don’t really wear red hats. They got the name because 
  their normally green skin has somehow turned bright red from the eyes up. 
  This shade of crimson also manifests on the palms of their hands, the soles of 
  their feet, and in hundreds of tiny red freckles that dot their lime-green bodies. 
  Certainly it makes these goblins easy to identify, and that’s enough for me. As 
  you can already tell, these goblins are unique and not what others might even 
  describe as goblins. But that’s what WE call them in my realm. 
  
  Page 108
  While it is hard to have any real sympathy for goblins of any sort – they are all 
  sneak thieves and back-stabbers, liars and cheats – you need to realize that the 
  red caps are the good guys in the Forest of Doom, as they are the only ones who 
  actively fight the carnivorous pixies that terrorize the place.
  Red cap goblins are small green humanoids that 
  stand between two and four feet high. Their heads 
  are somewhat conical, with narrow pointed chins 
  and wide dome-shaped skulls. They have no hair any-
  where on their bodies, and like most other goblins, 
  they are actually amphibians. They live together in 
  small family or tribal groups of no more than ten in-
  dividuals. Both fingers and toes come equipped with 
  large strong nails that double as claws, and are very 
  sharp. They usually live in small caves or holes dug 
  out of muddy areas near creeks. As there are plenty 
  of small creeks running through the forest, they have 
  no lack of dwelling places. They wear no clothing, 
  and need none because they lack any external sexu-
  al characteristics, but the red parts of their bodies do 
  give the impression of hats, gloves, and shoes from a 
  distance. Their skins are scaly and fish-like. They also 
  have bulging fishy eyeballs and gill slits in their necks 
  instead of noses. Their ears are simply holes on the 
  sides of their heads. 
  They might appear to be just another strange animal, but they use tools, includ-
  ing fire, and have a language that seems to be an offshoot of the normal goblin 
  dialect. They are fierce hunters of small game, and their favorite prey is pix-
  ies. The pixies return the compliment, and they hunt down and devour goblins 
  whenever they can. Red caps especially like to lurk among the scarlet-topped 
  toadstools that grow in damper sections of the forest. Those toadstools would 
  poison most creatures, but are a main foodstuff for the red caps.
  Red caps like to stay low. They scurry through the forest on their own little 
  game-trails that run beneath the leaves of the bushes that choke out the open 
  space between trees. Their trails often cross those of larger animals, and since 
  they are hunters they frequently follow those trails to find their prey. Their hunt-
  ing style is for two to four goblins to find a small animal, leap upon it, and tear 
  it to pieces with their claws. 
  Pixies are always building traps to catch game and any larger forest invaders 
  like men or elves. Goblins are always raiding those traps and dismantling them. 
  The goblins seem to understand that if the forest is impassible because of pixie 
  traps, there will soon be no food for them to catch and eat. When they do find 
  something caught in a pixie trap, they steal it, and then take the trap apart.
  Forest of 
  Doom 
  - NOTES - 
  
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  Forest of 
  Doom 
  - NOTES - 
  Interaction between the two kindreds happens most often around such a trap, 
  and usually involves one species or the other catching the ones who are taking 
  the prey that has been caught. Both groups are quiet enough to move through 
  the forest without being detected. The pixies come down on their prey from 
  above; the goblins pounce out of the underbrush.
  While there are many more pixies in the forest than goblins, the red caps have 
  the advantage of being about ten times as large as the average pixie. Goblins 
  also use fire. If they locate a pixie hive, the goblins will come in a group and burn 
  it out, using nets to catch pixies trying to escape the flames.
  The antagonism between the two factions keeps the forest a marginally livable 
  place for the rest of the animal life that flourishes there. The best approach to 
  either group is to come in overwhelming force, which is why I always ride a 
  rhinoceros and wear armor when I go hunting in the forest. The red caps like 
  to hide in the underbrush and wait for the unwary to come close, then a group 
  of them (roll 3d6) like to leap out of the brush, howling and whooping as they 
  swing hardwood clubs and beat their enemies into pulp.
  Of course, there are also the usual things of menace on might find in the woods, 
  bears, wolves, giant snakes, and the occasional trap, so be careful out there, 
  boys and girls… 
  GRIMTOOTH’S FOREST TRAP: THE HELPFUL HOLE
  No, I couldn’t resist putting one of my own traps in the forest: The Helpful Hole. 
  Pixies and red caps aren’t the only things of danger to be found in the forest pri-
  meval. (Prime...evil, sometimes the ancients got it right!) Vast open sight lines be-
  tween the boles of giant old growth trees. Clumpy irregular bracken strewn un-
  dergrowth, leaf-matted pathways, odd irregular ground underfoot, and no ceiling 
  to speak of. It is as if the place is in direct competition with me to create chaos!
  Still, as with any jumbled area, there is potential. This trap I installed points out 
  some of the more artistic uses of misdirection. All the paths in this forest are 
  strewn with leaf litter and trampled debris. The ground is largely invisible. This 
  makes travel relatively quiet save for some slight rustling, and also gives the 
  inspired trap master a broad palette to conceal a wide variety of interesting 
  surprises.
  A note about paths: adventurers, suspicious by nature, will often move off the 
  clear paths, for fear of traps, choosing to thrash through the undergrowth. This 
  makes trap placement unpredictable. An excellent tool to keep prospective vic-
  tims on the straight and narrow are blackberry bushes. Blackberries grow to-
  gether densely, are equipped with prickly vines that serve to interlock them in 
  clumps, and thrive on the drainage from any open space, such as roads or paths. 
  Having these tasty helpers will provide tunnel-like guides for keeping adventur-
  ers on any trap-laden path.
  
  Page 110
  Wide points in the forest paths occur at irregular intervals and are even more 
  suspect in the minds of the average adventurer. The good news for aspiring 
  trapsters is that there are places where clearings always occur, and as such are 
  much less suspect. Crossroads or bends in a path with old vine-obscured signs 
  are ideal staging points for mayhem.
  The Helpful Hole is one of those traps. A thing of complicated beauty, a trap so 
  subtle and versatile, a trap of such cunning… Let me put it this way: I designed 
  this trap. And because of its complexity, I’ve enslaved my artist to draw it up so 
  that even you humans will understand how it works, so refer to his crude dia-
  gram and follow along with the text… 
  Forest of 
  Doom 
  - NOTES - 
  
  Page 111
  Forest of 
  Doom 
  - NOTES - 
  The Set-Up: Assume that the adventurers are already in the forest and on a road 
  they have been told will lead them to a map that will show the way to my infa-
  mous Dungeon of Doom. 
  There is a large clearing 30 feet in circumference in front of a vine-cloaked sign 
  post. The clearing is surrounded by vine-choked trees of considerable height, and 
  a blackberry patch. The clearing itself is covered with the ubiquitous leafy litter. 
   
  A party will certainly wish to read the sign, but to do so they must approach it to 
  clear away the vines. (In the event that the adventurers don’t have any curiosity 
  at all, the path clearly passes out of the clearing to the left of the sign.)
   
  Underneath the leaf litter is a dirt- and dust-covered floor, covering a hole 25 
  feet around and 35 feet deep. The planks of floor are loosely fitted to allow 
  drainage, but strong enough to bear up under considerable weight. The floor 
  is solid enough that unless the party is on horseback it will not echo hollowly 
  to the tread. The floor is supported at four points. At the point the path enters 
  it rests on a solid ledge 1 foot deep and as wide as the path (about 4 feet). To 
  the right and left it rests on stout, round 1-foot-diameter logs, which will pivot in 
  place. And at a point in front of the sign, it is held by a 4-inch-thick stick buried 
  in the loose dirt on the side of the pit. This “stick” will bear just over 100 pounds. 
   
  The entire floor will pivot as soon as the load on the sign side of the floor exceeds 
  the entrance side by 100 pounds. This is to accommodate large parties that may 
  linger on or near the entrance path, or spread out over the clearing. The trap will 
  not trigger until the weight is sufficiently overbalanced on the sign side.
  The Trap – Stage 1: When the victims have overbalanced the floor, they will all 
  tumble into the hole, along with a generous heap of the vines from the sign side 
  tangled in the flipping floor. The adventurers will tumble into the 35-foot pit, 
  scrambling on the surface as it inverts and comes to rest against the underside 
  of the ledge on the path side, leaving a gap inches wide on the sign side. The fall 
  might injure an adventurer of fragile demeanor; however, considering the leaf 
  debris cushion, it might rate a skull or two. That being said, this is not the trap! 
   
  Even with grapples pulling down the lip, the floor will come no closer than 22 
  feet to the party, and is at best an unstable platform. But then why bother with 
  it at all when the whole sloppily mad “trap” has provided its own escape? The 
  vines that have been spilled into the pit stretch clear back up to the sign side 
  opening. 
  The adventurers will try pulling on them. After a few false starts, pulling the thin-
  ner tangle in to join them they will find a vine that is made of sterner stuff. After 
  considerable tugging to take up the slack, the adventurers may climb out. The 
  entire operation will be accompanied by considerable rustling of leafy debris, 
  which will serve to cloak the sounds of later events. 
  
  Page 112
  The Trap – Stage 2: As the luckless troop pulls the stoutest vine taught, tak-
  ing up the slack, they are also pulling the vine through a pulley set back in the 
  woods behind the bracken. This pulley is joined to a block and tackle that serves 
  to draw back a massive log, 3 feet in diameter and 10 feet long. This log was 
  suspended from one of the surrounding trees by a rope pendulum shrouded in 
  vines. When it has been drawn back far enough to gain substantial momentum 
  upon release it will slide up a lathe trigger and lock into place. 
  The Trap – Stage 3: As the adventurers reach the top of the pit, clambering out 
  in front of the sign, they will move out of the way of those following behind. 
  The first victim who moves to an area one foot signwise of the pit will set off the 
  release mechanism for the log. The multi-ton speeding colossus is aimed directly 
  at the top of the vine on the lip of the pit. The bracken surrounding the pit will 
  do almost nothing to impede its progress. The impact will collect the victim who 
  set it off, and if you are lucky, it will take the head off the next person emerging. 
  A blow of this magnitude is sufficient to splatter most carbon-based life forms, 
  and would seriously damage even robust silicon-based ones. Lightning-quick 
  reflexes can evade it. Of course, if the adventurers have already been poisoned 
  by pixies and waylaid by red caps, their reflexes may be substantially reduced 
  and they won’t be able to escape… 
  Obviously, you can put this trap into any of your own forest or jungle locales. I 
  put it on the road and 2 miles into the Forest of Doom. 
  That gives you a taste of my woodlands. Let’s go, no time for-rest. Grimtina will 
  take you to one of our favorite mega-traps – the Hallway of Infinite Corridors…
  Forest of 
  Doom 
  - NOTES - 
  
  Page 113
  
  Page 114
  HALLWAY OF INFINITE CORRIDORS 
  eah, it’s me again, Grimtina. I get to tell you about the Hallway ‘cause Grim-
  tooth is busy and it’s one of my favorite places to go. Really, this is, like, the 
  Y
  Hallway of 
  Inf. Corridors 
  - NOTES - 
  biggest trap EVER! You’ll see as you read – it’s pretty awesome, and almost no 
  one will survive. It’s not on the official map, as it is deep underground.
  Anyhow…some fancy chronicler once said that all worlds run on three things: 
  greed, wanderlust, and rumors. Like entrails from a disemboweled adventurer, 
  rumors always pour out. Depending on who you ask, the existence of amazing 
  treasure buried deep beneath Trapsylvania is a myth or solid fact. Either way, it 
  is insanely dangerous. 
  Locals say a huge treasure hoard was buried long before my brother Grimtooth 
  invaded the valley. They say somewhere deep underground is a never-ending 
  hallway at the center of which lies unimaginable riches. Just between you and 
  me, that rumor is true! But few have any idea about what is actually buried there. 
  The mystery only adds desperation to those who want to discover a way into 
  that cache of unknown goodies.  
  How to get there: Foolish adventuring types may enter either through the cav-
  ern entrance in my Petting Zoo (it’s one of the tunnels just past the bat cave), 
  via one of the cavern paths under my brother’s castle on sublevel 3, or from a 
  tunnel below Grimscales’ Grotto. There is also a secret portal in one of the safe 
  houses of my Zoo. Either way, the first challenge to any traveler will be to orient 
  themselves in a vast “forest” of towering stone pillars, which stretch across an 
  expanse we like to call the Hallway of Infinite Corridors. 
  In the Hallway: If the adventurers have any sense, they’ll turn back and maybe 
  save their lives by leaving through the archway they entered. But the joke’s on 
  them, ‘cause the arch is actually a one-way teleporter. (I call it an Arch-Away.) 
  Anyone that steps into the archway will vanish and be instantly teleported to an 
  almost exactly similar spot on the other side of the rounded hallway of infinite 
  corridors. (See the map, silly.) Note: it only works if you try to leave; it doesn’t 
  activate when one is entering the hallway. Anyways, now that person is on the 
  other side of the hallway at the south entrance, and the rest of their friends are at 
  the north entrance (or vice-versa), and they are too far for yelling to work, they’ll 
  have to find their friend the old-fashioned way – by aimlessly wandering around 
  looking for them. (Tee hee!)
  For the foolish who are determined to proceed, a big sign of welcome is post-
  ed. It helpfully reminds them not to feed the monsters within. Delvers are also 
  counseled to enter only when wearing proper protective armor. Many a well-
  equipped party has set off confidently, thinking that only creatures stand be-
  tween them and a fortune ripe for plundering. But we’re not ones to rely simply 
  on hungry monsters to protect the prizes our family holds most dear. 
  
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  Hallway of 
  Inf. Corridors 
  - NOTES - 
  Denizens of the Deep: Over the years this gigantic, damp, cavern has attracted 
  all kinds of vermin. For the most part, we don’t mind. Many of the creatures 
  sport slimy scales, plentiful legs, and sharp, poisoned teeth. Rumor has it that 
  many of them were once men, now changed into creatures by the wizards and 
  priests of Yidhra. These man-things aren’t interested in any loot, but they have 
  developed a taste for yummy adventurers. You’ll probably run into a few every 
  half hour or so. Roll a 6-sided die or something to see how many. 
  Initially, there is nothing to alarm those exploring the hallway. They see only 
  dozens of wide, rounded columns rising up to support curved vaults that disap-
  pear in the black heights of the hall. These pillars are spaced evenly throughout 
  the hallway. There is plenty of room for an adventuring party to move between 
  these supports – it’s the Hallway of Infinite Corridors, after all. 
  The Hallway is comprised of three main areas: 1) the Echoing Columns; 2) the 
  Infinite Corridors; and 3) the Pits. Rumors aside, here are their actual perils.
  1) Echoing Columns: After passing through the entrance and into the hallway, 
  the first feature that explorers will observe is another vast field of columns going 
  off at a 90-degree angle from the hallway they came in. Carved on the wall is an 
  arrow, under which it says “The Pits.” The arrow points down this new hallway. 
  These pillars are even taller than the ones already seen, but appear to have no 
  unusual traits. Using torches or spells of illumination, delvers will see that the 
  columns are simply holding up an even higher vaulted ceiling. 
  After passing the first eight or nine rows of columns, a tall curving wall breached 
  by an opening can be seen in the distance. This will certainly be a topic of 
  conversation among the party – and as they speak, an auditory defense spell 
  will be triggered. At first, annoying echoes of their words at normal voice levels 
  will bounce back at them from the columns. But quickly, the noise will rise to a 
  painful volume. This torture will not cease even if the party goes silent. Words 
  already spoken will repeat louder and louder. This echo effect is designed to 
  herd adventurers deeper into danger. In fleeing the noise, they will discover 
  that the attack weakens the closer they move toward the high walls ahead. (The 
  echo zone is indicated on the map, by the way.) To avoid ruptured eardrums 
  and deafness, they’ll have little choice but to head for the false safety of the Pits. 
  Besides, they want to get to the Pits for all that treasure… 
  2) Infinite Corridors: The curving walls that encase these recursive hallways 
  reach about halfway to the ceiling. The walls are made of a clear mirror-like sub-
  stance and make the whole place look almost endless. It’s a bit confusing just 
  to walk through. The walls, though, pose no danger. One can fly, to try to get 
  a better view, but the vista before their eyes is one of miles of hallways rippling 
  out from a multitude of central points of darkness, so flying is not much help. 
  But wait – there’s more! There is also a spell on the entire area that causes 
  
  Page 116
  any markings the adventurers make to fade after only a few minutes, should 
  adventurers try leaving marks to show where they have already been (our De-
  markation Trap). That applies to the ceiling, floor, walls, and columns, for you 
  rules lawyers out there.
  There are two special teleport pads, each leading to one of the two Pits. When 
  activated, the teleportation spell will transport one adventurer instantly to the 
  center of a triangular room next to the pit. This pit room is locked from the out-
  side, but a few minutes effort of lock picking will open the door. Once opened, 
  the adventurer faces a larger teardrop-shaped room with a large pit in the center 
  of it. There is no other visible exit from the room other than going down into the 
  pit. In fact, the only way out of here is to go back through the portal in the trian-
  gular room. However, the spell on the teleport pads goes dormant for an hour, 
  delaying the ability of the rest of the party to travel that same way. They’ll just 
  have to keep going through the infuriatingly confusing columned corridors to try 
  to find their missing friend. The teleport pad can take up to two people at a time.
  Famous picture of me standing outside the 
  echoing columns display in Traps Bazaar.
  Environmental Risks: Even if the dead-
  liest dangers of the Hall of Infinite Cor-
  ridors are avoided, the structure itself 
  is the most rudimentary and effective 
  of traps. Thanks to its disorientation 
  spells, adventurers who make the mis-
  take of entering have very little likeli-
  hood of finding a way back out. As 
  they seek an exit, many are eaten by 
  teleporting pit dwellers. Others hasten 
  their deaths by exhausting themselves 
  physically or magically in attempts to 
  dig or blast their way free. Most sim-
  ply run out of supplies and perish of 
  thirst or starvation in the corridors. 
  While there are the bodies of previ-
  ous explorers who never escaped to 
  loot, there won’t be much of value 
  left to collect. Those unfortunates will 
  have used up all critical supplies dur-
  ing their own futile bids for freedom. 
  And just for fun, we added plenty of 
  false hope to keep an adventurer go-
  ing until his last breath. Misdirecting 
  arrows and meaningless runes are 
  carved or painted (in dried blood, if 
  closely examined) on a small percent-
  age of the columns. The comparative 
  Hallway of 
  Inf. Corridors 
  - NOTES - 
  
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  Hallway of 
  Inf. Corridors 
  - NOTES - 
  rarity of these signs insinuates that they actually mean something. (These were 
  put in place before the anti-graffiti spell was activated.) In reality, they are good 
  for nothing except creating more strife within the party as arguments arise about 
  whether or not to trust in them. A couple are even accurate, like the one that 
  points to the Pits. 
  3) The Pits: The two pits existed long before Grimtooth built these deceptive 
  halls around them. When the Hallway was under construction, his miserable 
  laborers were often sucked dry by attacks of mega leeches. Rather than waste 
  time and minions eradicating the pests, Grimtooth ordered sturdy walls built to 
  pen them in. 
  The water level in the pits varies seasonally, but is usually only about a foot 
  or two deep. It is possible for a skilled and strong fighter to survive the mega 
  leeches’ attacks and explore what’s at the bottom of the pit. Or his fellow ad-
  venturers might get lucky and manage to stumble through the halls and find the 
  right pit to come to his aid. An able-bodied adventurer, if unencumbered, can 
  climb up or down the rough sides of the pit to get to the bottom and back up 
  again. Unfortunately, the mega leeches have adopted the walls of the pits as 
  their nesting grounds. The arrival of a soggy delver will be interpreted as a threat 
  to their eggs – or as a special treat for their hungry spawn. But the pits are not 
  necessarily fatal… Well, okay they usually are fatal to the unprepared.
  Mega Leeches: The ones found in the pit are about 2 feet long, black worms 
  with a sucker-like maw that has sharp teeth. They attach themselves to your 
  skin and suck blood directly though your flesh. These leeches are blind, but 
  can sense heat, movement, and the smell of blood, and are attracted to it. They 
  move along the pit wall vertically when they sense prey. Roll one of them 20-sid-
  ed dies to see how many appear whenever anyone enters the pit deeper than 
  ten feet. If one attaches to you, they will reduce your Stamina by 1 every minute 
  they are attached. Leeches can be cut in half with a standard knife, but it’s very 
  messy when you cut them. My mom taught me a spell to sing that makes the 
  leeches leave me alone.
  But really, the best thing for the adventurers to do is send a lot of fire and blast 
  spells to burn almost all of the leeches and evaporate the water. Hopefully they 
  can use some rope to lower themselves 40 feet down to the bottom to see what 
  kind of treasure is down there.  
  And what of the infamous treasure? Is it down there? At first glance, it would 
  appear there is nothing to be found in these pits and that perhaps it was hauled 
  away long ago. But of course it’s there, silly! The adventurers will probably never 
  live to find it, but now I’m gonna tell you how to get to it from the bottom of 
  that pit… 
  
  Page 118
  VAULT OF THE ANCIENT GOD
  Most rumormongers and treasure hunters have called this Grimtooth’s Vault, 
  but really it belongs to our mom, Yidhra. You see, Mom’s temple is in this valley 
  because of the vault. (See more about the temple in my Petting Zoo.) Yidhra’s 
  temple is a marker for those that have the knowledge of such eldritch things. 
  The High Priest of Yidhra’s temple knows all about the vault, but he ain’t talking. 
  (At least, he better not!)
  So… in the huge vault at the bottom of the pits dwells one of the Old Ones. It 
  rests there until the stars are in the proper alignment and stuff. This old god will 
  eventually awaken to bring on a new age or some such. Uh, I didn’t really pay 
  too much attention in Vacation Necronomicon Study School, so I’m not totally 
  sure of all the details, actually. I think it has something to do with Dad’s old war-
  hammer. Mom gave it to him, but it’s been lost for many years. The warhammer 
  can open the vault and awaken the Elder God. (Get the DCC add-on adventure, 
  Grimtooth’s Tomb of the Warhammer, for more details.) 
  Anyway, inside the vault with the gigantic sleeping elder god are tons of power-
  ful magic artifacts and crystals of every sort. The old one uses diamonds, sap-
  phires, emeralds, and rubies as a source of food and energy. Even while asleep, 
  it slowly absorbs the millions of gems placed in the vault. From time to time, we 
  even have to pour more gems in there to keep the vault fully stocked. Word 
  about the gems has slipped out over the centuries, so there are, like, always a 
  few crazy brave or really dopey seekers of ultimate wealth and power that try 
  to find the vault and see if they can get to some of its priceless treasures before 
  the old god eats them all. 
  Okay, so that’s the overview of what’s in the vault. Now I’ll give you the gory 
  details. The top of the vault is about a foot or two below the muck at the bottom 
  of each pit. The vault is very big, so big that it actually reaches to both of the pits. 
  It’s made of a very thick glass-like substance that is about 2 feet thick. In fact, the 
  adventurers are actually walking on the top of the vault. 
  If anyone uses a detect magic spell, “no magic detected” will be the result, but 
  a magic user might be able to feel that their magic is slightly being siphoned off 
  and pulled below. This might be the only means that would let them realize the 
  vault – or something – is below them, barring digging into the muck and finding 
  the top of the vault manually. If your players aren’t really very smart, let them 
  find an arrow carved into the wall of the pit that points downward. (I’m rolling 
  my eyes and sighing.) If that doesn’t work, they should be dead. Just kill them 
  and put them out of my misery.
  Anyways, the crystal the vault is made of a material that absorbs magic in or-
  der to power itself and keep it in perfect condition. A keen magic-user should 
  feel their magic being slightly drained, if they give any thought to it. It won’t be 
  enough of a drain to cause them any trouble, only like 5%, but they will feel it 
  Hallway of 
  Inf. Corridors 
  - NOTES - 
  
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  Hallway of 
  Inf. Corridors 
  - NOTES - 
  if they think about it. Examining the floor of the pit, adventurers will find it feels 
  like glass. They might even find a few gems that didn’t get properly put into the 
  vault. Roll one of those 6-sided dice to see how many they find.
  How to get into the Vault: At the center of each pit, there is a symbol of Yidhra, 
  deeply carved into the glassy surface of the vault. The symbol is about 6 inches 
  across and it is, in fact, a magic keyhole. The High Priest of Yidhras’s temple, 
  Barsai, wears this key as a necklace. You did get that from him before you went 
  down in the pit, right? ‘Cause that’s the easiest way to get in. (See Scenario D: 
  Get the Key in my Petting Zoo for details.)
  If you have the key, you put it in the carved shape, it glows for a second 
  or two, and then a 3-foot-round opening appears where the symbol 
  was. The key remains floating in midair, so be sure to grab it and 
  put it in your pocket. To close the opening (which you might 
  want to do if the elder god decides to kill you for trespassing), 
  wave the key over the opening and tell it to close.
  I have one of the keys too. I sometimes wear it as a bangle on 
  my belt. It’s made of green mithril and I use it as a small slicing 
  weapon when I go on dates. You could try stealing it from me, 
  I suppose. Are there any handsome thieves in the party? Maybe 
  he could steal my heart and my key. Or maybe I’ll lend it to him. 
  Or kill him... or something. 
  So if you DIDN’T get the key, it’s going to be kinda hard to get into that vault. 
  You might be able to use a couple of very high-powered spells to force a hole 
  into the top of it. Maybe a super-powered warrior with an indestructible weapon 
  might be able to bash through, but then all the noise might wake up the sleeping 
  god. Trust me, you don’t want to do that. If one of your magic-users can melt 
  mithril (and you have some) you might be able to pour melted  mithril into the 
  carved symbol and thus make a key, but there’s a 50% chance that won’t work, 
  as the new key doesn’t have the correct magic in it to open the vault. (Still, it 
  could work, if they are a lucky bunch.) Maybe a super-duper high unlocking 
  spell might open the vault, but I’m talking like 90th-level.  
  Inside the Vault: When I was younger, I went down into the vault just to see 
  what an ancient, world-destroying deity looked like. Pretty scary is the answer. 
  Locked in that vault is a huge, multi-tentacled, kraken-like being over 250 feet 
  long. (That’s not counting its tentacles.) I think the elder god’s name is Shub-
  Niggurath, but don’t quote me on that. It has two enormous eyes that, when 
  opened, glow a sickly orange and green hue. Otherwise, it’s very dark in there, 
  so be sure to have some light, but not too bright or You-Know-Who will wake up.
  Surrounding the sleeping god are like, millions upon millions of diamonds, ru-
  bies, emeralds, sapphires, and many other gems and crystals, literally several 
  
  Page 120
  feet high, all there for the taking (in theory). If you are very quiet and very care-
  ful, you can get a few buckets of gems out and live like kings for the rest of your 
  lives. If the god wakes up, though, your life will last for about twelve seconds 
  before its flailing tentacles will crush you against the vault’s walls and you’ll be 
  dead. Then he’ll eat you. If you are a worshipper of Shub-Niggurath or an aco-
  lyte of Yidhra, you might, might be able to talk your way out. Can you speak 
  R’lyehian? Ugh – I had to learn it for my Trollmitzvah.
  Anyhow, there are also some very powerful magic items down in the vault, in-
  cluding a copy of the Necronomicon, the Spinning Trapahedron, and the Spear 
  of Destiny, but finding them down there buried under feet of gems and a gigan-
  tic leviathan, would not be easy or likely. Just grab some gems and try to get 
  back to the outside world if you can.  
  I’m not going to list any scenarios here, as I’ve pretty much laid them out up 
  above. Really, it comes down to taking up the challenge and surviving. THAT is 
  the scenario. Can your group do it and get tons of priceless magic gems? Or will 
  they be horribly mutilated and die? That’s fun, too.
  Okay, well I think that covers the Hallway and all its horrors. See, I told you, it 
  is the ultimate trap! Now back to my big brother – Grimtooth. He’s waiting for 
  you in his study…  (I’d give you a pun here, but he told me that he’s the only one 
  allowed to make puns at the end of the chapters. Phooey!)
  Hallway of 
  Inf. Corridors 
  - NOTES - 
  
  Page 121
  
  Page 122
  GRIMTOOTH’S INNER SANCTUM 
  nd so once again, we come to the end of another magnificent tome, des-
  tined to become a classic in the genre. Over the many years I have been 
  A
  Grimtooth’s
  Study 
  - NOTES - 
  creating the Traps books for the great unwashed legions of devoted followers, I 
  usually finish with some kind of shock ending where you discover that the tables 
  have been turned and you are the victim instead of the delvers you plan to use 
  the traps on. (It’s my favorite part of the book!)
  Often my final words are expressed from the confines of my inner sanctum, 
  located deep in my underground lair. Few have even seen it…fewer still have 
  survived to tell the tale of its mystic secrets and engineering marvels. Since this 
  is a book of places, what better time to reveal to you the details and a map of 
  perhaps the most infamous location in all of gaming? So come on in, and I’ll 
  show you around…
  I have a rather large office. Really, it’s more of a workspace. Because I am a 
  true genius and evil mastermind, I have a multitude of interests and my office 
  reflects that. I have workspaces for alchemy, obscure knowledge, writing, diplo-
  macy, and running my vast empire. I have numerous other rooms elsewhere in 
  my caverns devoted to magic, engineering, weapon design, biology, and other 
  subjects of import as well. But for now, we’ll just dwell upon the cornerstone of 
  the Trapsylvanian empire – my office.
  A) Diplomacy Area: This is the first place you’ll see when entering. There are 
  couches to relax in and various objects d’art on display, my favorite being the 
  arms from the Venus de Milo statue that I stole many years ago. I also have the 
  first Mona Lisa that Leonardo painted (he lost this one and had to paint a second 
  for poor Lisa). There is also a couch, end tables, and a wet bar where esteemed 
  guests and dignitaries can enjoy a drink while I dictate their surrender terms and 
  tribute payments. This area is relatively safe – nobody should die in my sanctum 
  without my express desire.  
  Keep in mind that almost all the other locations in my office are booby-trapped, 
  so anyone who tries pilfering or messing with anything they shouldn’t are likely 
  to regret their transgressions. You’ve been warned. Now, on with the tour…
  B) My Desk: This is where I read mail, do a lot of engineering work, and write 
  my legendary Traps tomes. You’ll see a strange mechanical device on the side of 
  the desk – it’s called a typewriter. I also meet visitors and the condemned here. 
  Sometimes visitors become the condemned, it just depends on how I feel once 
  I‘ve spoken to them and determined if they have any potential use.     
  Most visitors brought before me stand in front of my desk, unaware they are 
  over a large trap door that will dump them into a huge aquarium tank below, 
  where a dozen 3-foot-long barracudas are waiting for their next meal. All I have 
  to do is press a hidden button on my desk, and in go any annoying visitors. I call 
  
  Page 123
  Grimtooth’s
  Study 
  - NOTES - 
  it my Desktank of Doom. The 5-inch-thick acrylic “glass” walls of the tank go all 
  the way to the ceiling of the room below, so climbing out is not an option. Be-
  cause you are also immersed in water, cut the force of any of your attacks in half 
  due to having to swing and strike through water. Your best bet is a teleportation 
  spell, assuming anyone in the party can do that.  
  A desk chair escape hatch is located under my chair and gives me the oppor-
  tunity for a quick escape during an attack or should one of my experiments go 
  awry. It also allows me to go down to the fish tank below, and watch the barra-
  cuda feast on whoever I just dropped in there. (And yes, my chair lands outside 
  of the fish tank, so I am perfectly safe. I don’t want you worrying about me.) 
  My desk has numerous drawers, all of them are locked. There is one key that 
  opens (or locks) the drawers all at once. Assuming one could open the drawers, 
  you would find various contracts from book publishers and treaties from other 
  countries. One drawer is filled with gold coins; another is actually a control 
  panel with numerous buttons that allow me to activate or turn off various traps 
  and doors. I can also call for help, turn on an alarm, or alert the orcs at the bar-
  racks. Another drawer contains other paperwork and plans for building projects 
  or traps I am currently working on. None of this is any of your business…
  All of the locks in this room can be opened by a master key that I carry in my 
  utility belt. It is a copy of the same key that Grimtina possesses. This key also 
  opens the secret vault of the ancient god that sleeps beneath the Hallway of 
  Infinite Corridors. (You didn’t think that only Grimtina would have such a valu-
  able item, without me having my own copy, did you?) The mithril key is about 6 
  inches round and either slides into a slot or is placed in a depression that is the 
  same shape as the key. Once put in place, the door will unlock. 
  In between my desk and my book collection in the wall is my elevator. This will 
  take me quickly up or down the 21 levels of my cavern complex. The door can 
  only be opened with the master key mentioned above. Usually no one uses it 
  without my direct approval.
  If anyone manages to get into the elevator without me, they will find a panel 
  with 22 buttons that will take them to each floor. Each floor is labeled so if the 
  delvers are literate they’ll be able to see all the titles. Examples are Testing Level, 
  Admin Level, Cafeteria, Engineering, Armory, etc. The buttons will take them to 
  the level indicated. The last button, however, is labeled “Treasure Room,” and 
  is, of course, a trap. If anyone presses the Treasure Room button, the door will 
  seal and all the air in the elevator will be sucked out. None of the buttons will 
  work, and any air-breathing beings will be unconscious in about five minutes. If 
  any of my guards or myself are around, we’ll open the door and take you into 
  custody. If we are not around, then the elevator will remain sealed and you’ll 
  be dead from oxygen starvation about 2 to 3 minutes after you lose conscious-
  ness. Eventually we’ll find your corpses and see if you have any valuables worth 
  keeping. We’ll feed your remains to some of our creatures in the lower levels. 
  
  Page 124
  Anyone who doesn’t breathe air will be dealt with when we open the elevator 
  door. A silent alarm lets us know whenever that last button has been pressed. 
  C) The Library: I have a much larger library located elsewhere in my cavern 
  complex, but this is my office library, my personal bibliotheca. There are numer-
  ous tomes here that any alchemist or necromancer would give their right arms 
  to possess. (The Necronomicon and the Egyptian Book of the Dead are typical 
  examples.) If your delvers are looking 
  for a particular book, you can assume 
  that I have a copy here and they can 
  try to get it from me – by hook or by 
  crook. They can’t bribe me for a book, 
  but they might be able to earn a vol-
  ume from my collection in exchange 
  for them completing a mission for me. 
  (See Grimtooth’s Tomb of the Warham-
  mer for a perfect example of something 
  they could do for me in exchange for a 
  rare book.) 
  I should add that many of these books are dangerous to even touch, unless you 
  are wearing special gloves or are immune to most poisons. (These dangers are 
  detailed in the 101st trap in both Traps and Traps Too – so look them up there.) 
  I, of course, am immune to the poison on the pages and the parasites in the 
  book bindings.  
  One other thing of note is that one of the wall bookcases is a secret door. To 
  open this hidden door, you have to pull the correct book out of the bookcase. 
  The book’s title is What’s Holding you Back? Remove this book, a spring will re-
  lease, and the bookcase will open into the room enough to make it obvious that 
  it swivels like a door. Once beyond the door, you’ll discover my hidden tunnel 
  system that runs between all the traps on this level. An arched entrance about 
  10 feet in leads to lower levels. These passages are mostly used by my guards 
  and minions who are tasked with repairing and resetting the traps once they 
  have been triggered. Every ten minutes the adventurers are in the tunnels, there 
  is a 25% chance that they will be discovered by 1d4 orcs, who will attack using 
  swords or daggers.
  Bonus Stair Trap: I have seven Traps books, so the seventh step down the stairs 
  to the lower levels is trapped. I call it Ol’ Jetstep No. 7. That step is a pressure 
  plate. When triggered by anyone stepping on it, flaming jet vents on each side 
  of the wall blast that area with enough heat and force to turn anyone standing 
  there into ash and bones. Small initials that read “GT7” are carved into the stone 
  to warn any of my workers or allies so they skip over this step. It’s not too obvi-
  ous, but if you know to look for it, it helps to warn them of a potential danger. 
  I use those initials near various traps in my inner sanctum. Now, back upstairs.
  Grimtooth’s
  Study 
  - NOTES - 
  
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  Grimtooth’s
  Study 
  - NOTES - 
  D) Alchemy Alcove: This bubbling collection of test tubes and Bunsen burners 
  is where I cook up experimental potions and toxins for use in my traps. There 
  are numerous bottles with labels on them. Many of them are rare chemicals and 
  elixirs, most of which are only 
  really useful for laboratory ex-
  periments or obscure spellcast-
  ing. Of course I left a couple 
  of mislabeled bottles, just to 
  catch any kleptomaniacs. 
  My favorite misleading label 
  is “Super Healing Plant Ex-
  tract.” Anyone who drinks this 
  will, within an hour, turn into a 
  human-sized healing plant. The 
  victim’s body will turn into a 
  broccoli-like version of themselves. Feet and legs will turn into roots and burrow 
  themselves in to the ground. Hands and arms will become branches with leaves. 
  Once you turn into a plant, you’ll still understand what is being said to you, but 
  you will not be unable to respond in any meaningful way. You will retain your 
  character stats and intelligence, but you will not be able to speak or move with-
  out being carried. Casting spells or fighting is going to be out of the question. (A 
  telepath would be able to use their powers if turned into a plant, though.) Only a 
  very high-level “undo” spell will remove this transformation. 
  You’ll also need a lot of water to remain alive. Once a day you’ll need to stand 
  in mud or dirt for 3 hours and need at least 2 gallons of water poured on that 
  same ground, so you can absorb it with your roots. Failure to do this will cause 
  you to wither, dry up and die. You can skip two days, but your Stamina will be 
  cut in half the first day and halved again on the second day. Any longer than 
  that, and you’ll be dead.
  Besides the bottles and lab equipment, there are various magical implements 
  used in alchemy, including a crystal ball, some wands, a witch’s broomstick, and 
  a pentagram carved into the floor. These are all used on occasions when I’m 
  creating magic potions or items.
  E) Vestry: This closet near the alchemy alcove is where I store my battle armor 
  and a couple of favorite weapons. Like the small library, I have a huge armory 
  located elsewhere in my caverns that is filled with thousands of different weap-
  ons, but this is where I keep my favorite personal weapons and armor. The door 
  is locked and can only be opened with the same key that unlocks the elevator.
  If anyone manages to open the door they’ll get a hell of a shock when they sud-
  denly confront a life-size statue of me dressed in full battle armor. My battle ar-
  mor is on the statue, and makes it easier to find and wear whatever part of the 
  armor I might need. It’s also one of my guardians and is in fact a magically-created 
  
  Page 126
  by my mother-goddess Yidhra, and will not fit anyone under seven feet tall. 
  (Grimtina has very similar armor that was created to fit her as well.) This armor 
  is 75% resistant to magic so many spells will be ineffective against it. 
  My battle armor is made of mithril and includes the following pieces: 
   
  Full open-faced helmet, gladiator style
   
  Curiass (Back and breast)
   
  Vambrace (lower arm)
   
  Rerebrace (upper arm)
   
  Chausses, cuisses, and poleyns (full leg protection)
   
  Metal gauntlets
   
  Round spiked shield
  Also in the vestry, against the back wall is a rack where some of my other outfits 
  hang. There’s my smoking jacket from Traps Ate, my tuxedo from Dungeon of 
  Doom, a sci-fi outfit I wore in Traps Bazaar, and a black hooded cape I wear to 
  travel incognito. There is small chest with 100 gems cut to look just like the RPG 
  multi-sided dice you humans use. However, the dice-like gems are cursed and 
  will lethally poison anyone who handles them without wearing gloves. I call this 
  my Chest of 100 Dies. Looking around the rest of the vestry you will probably 
  find an extra dagger or two (which match the one I wear on my belt) and a few 
  copies of PlayTroll magazine piled in the corner. That’s it in here. 
  Optional item: Grimfang’s Warhammer
  More importantly, the vestry holds (or is intended to hold) the sacred warham-
  mer that belonged to my father and was created especially for him by my moth-
  It’s Grimtooth’s
  Golem!
  Grimtooth Golem 
  that can come to 
  my aid should I call 
  upon it. It’s made 
  of clay, so it’s not 
  as powerful as I am, 
  but it is impervious 
  to pain, and will 
  continue to fight an 
  opponent until it is 
  broken into a thou-
  sand pieces. If any-
  one tries to take any 
  armor or remove 
  anything from this 
  room, the golem 
  will come to life and 
  attack.   
  This armor was spe-
  cially made for me 
  Grimtooth’s
  Study 
  - NOTES - 
  
  Page 127
  er Yidhra (goddess of dark dreams).* Grimfang’s Warhammer is a large two-
  handed weapon made from a greenish mithril and imbued with eldritch magiks. 
  It has tentacle embellishments on the shaft, puncturing spikes on the striking 
  surfaces, a troll-eyed, tentacled beast (the Dark God) on one side of the head, 
  and Yidhra’s symbol (the Eyes of Darkness) on the other. It is an indestructible 
  weapon of Chaos and can only be wielded effectively by those with superhu-
  man strength (Strength modifier of +5 of greater).
    
  *Note: My having the warhammer in the vestry assumes that it has been suc-
  cessfully obtained it from Grimfang’s Tomb located in the Plain of Tomb-Mee. 
  See Grimtooth’s Tomb of the Warhammer (add-on adventure) if you wish to 
  run your delvers through that first and have them gain my eternal gratitude for 
  returning my father’s long-lost weapon. It will give your players a much better 
  chance of actually visiting my study as guests rather than as the condemned. 
  One final note about my father’s warhammer: besides its value as a weapon and 
  family heirloom, it also has the power to summon and control the Dark God 
  that sleeps in the vault below the Hallway of Infinite Corridors. This makes the 
  warhammer potentially the most dangerous weapon on the planet (and thus 
  ME the most powerful ruler). If I desired, I could call forth the Dark One, and 
  he could devastate entire continents if I so willed. I keep this as my ultimate 
  weapon and its location is my greatest secret. Not even Grimtina is fully aware 
  of this weapon’s power or its current location. Should my realm or my goals be 
  threatened by others, I will not hesitate to release the Dark God as my revenge 
  upon the world. I have kept the elves and other larger empires at bay with the 
  mere threat of such an act. Needless to say, I will not part with the warhammer 
  easily. Any who I even think are interested in it will die quickly.   
  F) Altar Room: When chemistry and alchemy fail to give me what I need, I turn 
  to eldritch magiks. I use this secret chamber to create cursed items and sum-
  mon or communicate with beings and creatures that dwell beyond the veil of 
  our mortal realm. The door to this chamber is securely locked and mystically 
  trapped, so very few will have the skill to get in and will be unable to enter un-
  less I want them to. The room is mostly empty, save for the burning fire pit of 
  eternal flame in the center of the chamber. Against the wall, there are two stone 
  altars on either side of the fire pit. (Best not to ask who or what gets sacrificed 
  on those – it might be you!) Along the back of this wall is a round stone archway 
  which faintly glows in the center. I use this mystic portal to bring others to do my 
  bidding or send them on errands to retrieve valuable objects.
  The portal can only be activated with my father’s warhammer, so if the adventur-
  ers meet me before I have it, I will be eager to get them to find it for me. (See 
  above for details.) Once I do have the warhammer, this is one of the places I can 
  use to awaken the elder god who lies sleeping in the vault deep under Trapsyl-
  vania. Summoning that ancient deity of Chaos will be my final act of revenge, 
  should the elves (or any other attackers) invade my realm and are in a position 
  to unseat me. (As if that will ever come to pass!) At any rate, if all else fails, I will 
  Grimtooth’s
  Study 
  - NOTES - 
  
  Page 128
  be here setting about the end of the world as you know it…
  All right, I have revealed far more of my office and domain than I had ever in-
  tended to, so consider yourself truly enlightened.
  IN CLOSING…
  You have now gotten to the end of what I wish to reveal and you have earned 
  my grudging respect for taking this path with me. The secrets I have revealed in 
  these pages are truly for the highest caliber of Dungeon Masters. Now that you 
  hold this wealth of knowledge, you can pick and choose what you like as if you 
  are at a sumptuous banquet and build these locations in your own realms or 
  campaigns. Again, my advice is to use this entire book as one ultimate campaign 
  starring ME. Certainly it’s as close to perfection as you are ever likely to find – for 
  as far as villainous enemies go, I am your players’ worst nightmare.
  Now go forth. My guards will escort you to the border of Trapsylvania. From 
  there you are on your own. May you kill and enslave many delvers! 
  And don’t forget to leave me 10 million gold pieces as a fee before you leave. 
  You didn’t think this valuable information was pro bono, did you? If you don’t 
  have it on you?  Well, I guess you get to see one more of my rooms...  I call it 
  the Torture Chamber!  Are you sure you can’t come up with that gold?
  Grimtooth’s
  Study 
  - NOTES - 
  
  Page 129
  
  Page 130
  CREDIT WHERE CREDIT IS DUE 
  (sneaked into this book by Grimtina)
  Shhh… It’s me. (Yeah, Grimtina.) Listen, my big brother never likes to admit that anyone 
  ever helps him with his Traps books. So Goodman Games and Flying Buffalo asked me 
  to give some of the thanks for the hapless humans who helped us put this new fancy 
  book together.  
  Mom always said we should be grateful for the sacrifices that are made in our name. 
  (That will make more sense if you’ve read about her temple.) Anyway, here is a list of 
  people who worked on parts of this book. Back in the old days, nobody cared, but 
  nowadays people actually want to know. So here goes… 
  Oh, and one thing that’s really cool about this book is that almost all the people who 
  wrote for or edited any of the previous classic Traps books (or the Ultimate Collection) 
  contributed something to this new book. I guess you humans call this “getting the band 
  back together.”
  Anyway, here’s what they did in this volume:
  Ken St. Andre: The Fetid Swamp, the forest Pixies and Red Cap Goblins
  Jen Brinkman: Editor & Proofing goddess
  Paul O’Connor: Lighthouse & Dragon Grotto
  Steven S. Crompton: All maps and other illustrations; he also helped 
   
  write or co-write everything else in this book unless otherwise credited 
  Liz Danforth: Illustration of Grimtooth on throne (first new illo of Grimtooth by 
   
  Liz since 1983!) Plus most all the character illustrations
  Jeff Dee: Classic Traps Too illo
  Michael Von Glaughn: Illos for the Restrooms, Fetid Swamp & Grimtooth’s Study
  Joseph Goodman: Publisher and Lots of suggestions and advice
  Scott Jackson: Illustrations in Warthog’s School & the Grotto
  Phil Longmeirer: Illustrations in the Fetid Swamp
  Rick Loomis: The Restroom Traps
  Paul O’Connor: Lighthouse & Dragon Grotto
  Terry Olson: Trapsylvania Appendices (DCC RPG stats)
  Jim “Bear” Peters: The Forest Trap
  Deb (Wykle) Kerr: Hallway of Infinite Corridors, Traps Bazaar Bonus section
  And just for fun, here’s a list of the classic Traps books that these human slaves worked 
  on in one way or another back in the long ago time. All of them had work that ap-
  peared in the Ultimate Collection too – like, duh!
  Ken St. Andre:  
  Traps, Traps Too 
  Liz Danforth:  
  Traps, Traps Too, Traps Fore, Traps Ate, Dungeon of Doom 
  Steven S Crompton: Traps, Traps Too, Traps Fore, Traps Ate, Traps Lite, 
   
   
   
   
  Dungeon of Doom, Traps Bazaar  
  Deb (Wykle) Kerr:  Traps Bazaar 
  Rick Loomis:   
  Traps, Traps Too, Traps Fore, Traps Ate, Traps Lite, 
   
   
   
   
  Dungeon of Doom, Traps Bazaar 
  Paul O’Connor:  
  Traps, Traps Too, Traps Ate, Traps Lite
  Jim “Bear” Peters:  Traps Lite, Dungeon of Doom, Traps Bazaar
  Special Kickstarter Cameos by: Kevin Lepard & friend Jeff. Abigail Rose & Morgan Marie.
  Ok, so that’s the credity stuff. Don’t tell Grimtooth!
  Grimtina’s
  Credity Stuff
  - NOTES - 
  
  Page 131
  DCC Trapsylvania Appendices
  Creatures, NPCs, and Items with stats & details for DCC RPG.
  “I suppose it’s about time I make it a little easier for you to use some of greatest inventions.”  - Grimtooth
  
  Page 132
  By Terry Olson
  he following three appendices provide 
  information for the preceding pages’ 
  creatures, NPCs, and items, specifically 
  detailed for the Dungeon Crawl Classics Role 
  Playing Game (DCC RPG).
  For those who haven’t heard about DCC, it’s an 
  old-school fantasy game designed to capture the 
  feel of the pulp sword and sorcery classics of Gary 
  Gygax’s “Appendix N” inspirational sources. 
  The game bears some similarities to early incar-
  nations of role playing games; it’s fast and loose, 
  with race and class being one and the same. War-
  riors, wizards, thieves, clerics, elves, dwarves, 
  and halflings rise from zero-level gongfarm-
  ers to adventurers, reavers, cutpurses, heathen 
  slayers, and tight-lipped warlocks. Players start 
  with multiple PCs at level 0 (no class abilities!); 
  a few survive the “funnel” adventure and rise 
  to level 1, where they finally gain a class. While 
  DCC includes the standard RPG dice, one of the 
  game’s signature features is the dice chain, which 
  comprises many different polyhedrons: d3, d4, 
  d5, d6, d7, d8, d10, d12, d14, d16, d20, d24, and 
  d30. Rather than assign “fiddly” +1 bonuses or 
  -1 penalties, situations often call for rolling dice 
  with more or less faces. There are few feelings of 
  awesome that surpass rolling a d30 for an attack, 
  rather than the standard d20. 
    
  PCs are limited by their players’ imaginations, 
  not by their prestige classes or specific selection 
  of feats. Indeed, a PC in DCC may attempt any-
  thing the player may desire, though success may 
  be up to the dice, or the judge. It’s true that a 
  wizard is a much better spellcaster than a war-
  rior, but it’s possible for a warrior to successfully 
  cast a found spell, especially if he burns Luck. 
  Luck is an ability that is spent in order to modify 
  rolls and affect outcomes. Spending it is much 
  easier than getting it back (except for thieves and 
  halflings, who naturally recover their luck over 
  time). But, you need to roll beneath your Luck 
  to be recovered from death, so be careful what 
  you spend! Every attack from a warrior or dwarf 
  is narratively unique. Each round, they may 
  specify a Mighty Deed of Arms, which can range 
  from attempting to trip an enemy to grabbing a 
  nearby spear-wielding peasant and hurling him 
  (and his spear) at a distant opponent. Warriors 
  and dwarves have a variable attack and damage 
  bonus that determines each deed’s success. All 
  classes (and monsters!) have their own critical 
  hit tables, with some results being quite deadly. 
  Fumbles are also possible, with the potential for 
  disaster increasing with the amount of armor 
  one wears.
  Spells—and magic in general—are entertain-
  ingly unpredictable and dangerous. It is almost 
  impossible for two wizards to cast the same spell 
  the same way, because spells are personalized 
  via manifestations and mercurial magic effects. 
  Casters never know the exact effect of a given 
  casting (though they may burn Luck to modi-
  fy it), and there is always a chance of personal 
  harm, offending a deity, or worse. Spell duels, in 
  particular, can be quite perilous. Divine magic is 
  also unique. There is no limit to the number of 
  times per day a cleric may use her god’s power. 
  If she should fail in using it, however, she may 
  incur her deity’s disapproval. The god may tem-
  porarily strip her of her abilities, force her to 
  make converts, or even send her on an epic quest 
  to regain favor.
  The unpredictable “swingy” nature of DCC 
  makes it a perfect system for running characters 
  through the deadly lands of Grimtooth’s Traps-
  ylvania. Low-level wanna-bes may conquer a 
  dragon, and high-level heroes may be wiped out 
  by rats. Anything is possible, with critical hits 
  and fumbles complementing the Great Troll’s 
  deadly machinations with fun and laughs. Trans-
  porting your DCC PCs to Trapsylvania has al-
  ready been discussed (see sidebar, pg. 10). In the 
  following pages, creatures, NPCs, and items are 
  separated into three appendices; each is sorted 
  alphabetically by name, with page numbers and 
  Trapsylvania areas in which they appear (see 
  DCC Trapsylvania Appendices
  T
  
  Page 133
  Area Legend below). The statistics are meant as 
  an inspirational guide. There is no target level 
  of difficulty; some are pushovers, and others are 
  living, breathing, weapons of party destruction. 
  Do not hesitate to make entries weaker or stron-
  ger if it improves enjoyment of the game. 
  Area Legend:
  AHgr   
  (Airship Hangar)
  DMz   
  (Death Maze Testing Center)
  FoD   
  (Forest of Doom)
  FSwmp  
  (The Fetid Swamp)
  GAshp  
  (Grimtooth’s Airship)
  GIS   
  (Grimtooth’s Inner Sanctum)
  GPZ   
  (Grimtina’s Petting Zoo)
  HoIC   
  (Hallway of Infinite Corridors)
  LDG   
  (Lighthouse & Dragon Grotto)
  PHG   
  (Poisonous Herb Garden)
  SAV   
  (Seaport & Abandoned Village)
  SB  
   
  (Spike’s Bone Pile)
  VltAG  
  (Vault of the Ancient God)
  WSchl  
  (Warthog’s School for Wayward Trolls)
  APPENDIX 1: CREATURES 
  Abominable Ape-Thing (page 103: FoD): Init 
  +3; Atk bite +8 melee (2d7) and 2 smashing fists 
  +6 melee (3d4); AC 17; HD 8d10; MV 40’ or climb 
  50’; Act 3d20; SP grab-and-hurl (if all 3 melee at-
  tacks hit single target, PC is grabbed and hurled 
  up to 40’: +5 missile fire, 3d6 to PC and target. 
  Hurled PCs take automatic damage regardless of 
  whether hurling attack hits target), death throes 
  (abominable howl: PCs within 15’ stunned for 
  1d3 rounds, DC 12 Will save to avoid. If slayer 
  fails Luck check, another Abominable Ape-
  Thing arrives next round); SV Fort +10, Ref +7, 
  Will +4; AL C.
  Albino Death-Frog, Giant (page 48: FSwmp): 
  Init +2; Atk bite +5 melee (1d14) and tongue drag 
  +4 missile fire (DC 12 Strength check or dragged 
  to frog, which gains +1d to bite, range 10’); AC 
  13; HD 3d6; MV 30’ or swim 40’; Act 2d20; SP 
  venomous skin (DC 13 Fort save, -2d penalty to 
  all rolls for 1 day if successful. If failed, paralysis 
  for 1 week if touched, death if ingested); SV Fort 
  +1, Ref +3, Will +1; AL N.
  Albino Eunuch Ogre (page 9: PHG): Init +3; Atk 
  slam +6 melee (2d5+2) or eye-rays +6 missile fire 
  (DC 16 Will save; if successful, -1d to attacks 
  for next round. If failed, magical sleep for 1d3 
  hours; awaken with phrase, “Grimtina is totally 
  awesome!”); AC 16; HD 6d8; MV 30’; Act 1d24; 
  SP immune to mental effects (sleep, charm, pa-
  ralysis, etc.); SV Fort +5, Ref +2, Will +8; AL C.
  Alligator (page 33: GPZ): Init +2; 
  Atk bite +4 melee (1d8+2) and 
  tail slap +4 melee (1d6, DC 10 
  Ref save or fall prone); AC 13; 
  HD 2d8; MV 20’ or swim 30’; Act 
  2d20; SP death throes (gator stench: adjacent PCs 
  must pass DC 11 Fort save or suffer -1d to attacks 
  within 30’ of dead alligator); SV Fort +2, Ref +2, 
  Will +0; AL N.
  Armadillo, Giant/Mega (p. 35: 
  GPZ, FoD): Init +3; Atk 2 claws 
  +5 melee (1d6+3); AC 18; HD 4d8; 
  MV 30’ or dig 30’; Act 2d20; SP 
  hyper-leprosy bite (if both claws 
  hit, armadillo bites for 1d4, DC 12 Fort save or 
  contract disease hyper-leprosy. Once contracted, 
  daily Luck check or lose a random extremity); SV 
  Fort +2, Ref +4, Will +2; AL N.
  Azagoth, “Azzy” (page 33: GPZ): 
  Init +3; Atk tentacle +10 melee 
  (3d7, reach 40’) or acid spit +8 
  missile fire (2d5, non-metallic 
  armor loses 1 AC, range 80’) or 
  demoralizing shriek (special); AC 19; HD 14d12; 
  MV 10’; Act 4d24; SP demoralizing shriek (all 
  targets within 50’ must make DC 15 Will save or 
  fall prone and helpless for 2d3 rounds), immune 
  to non-magical weapons; SV Fort +14, Ref +12, 
  Will +19; AL C.
  Bats Out of Hell (page 33: GPZ): 
  Init +3; Atk bite +2 melee (1d8); 
  AC 14; HD 3d8; MV 10’ or fly 40’; 
  Act 1d20 plus special; SP frenzy 
  feed (each successful attack al-
  lows another attack with -1d penalties to at-
  tack and damage. Up to 3 additional attacks per 
  round: 1d16 (1d7), 1d14 (1d6), 1d12 (1d5)); SV 
  Fort +1, Ref +3, Will +3; AL C.
  CREATURES
  
  Page 134
  Bear, Grisly (p. 103: FoD): Init +3; 
  Atk bite +3 melee (1d10+1) and 2 
  claws +5 melee (1d6+2); AC 14; 
  HD 5d8; MV 40’ or climb 20’; Act 
  3d20; SP limb rend (if all melee 
  attacks hit same target, bear inflicts additional 
  2d6 damage. Target must pass a Luck check or 
  lose a limb.); SV Fort +7, Ref +5, Will +3; AL N.
  Beetle, Giant (pp. 24, 34: GPZ): Init +3; Atk man-
  dibles +4 melee (3d3) or sanctuary spray +3 mis-
  sile fire (1d7 plus special, range 40’); AC 18; HD 
  5d8; MV 30’ or climb 10’ or fly 20’; Act 1d20; SP 
  sanctuary spray (must pass DC 11 Will save each 
  round in order to attack beetle), corruptive critical 
  (1d10 on crit table M, and inflicts random minor 
  corruption); SV Fort +2, Ref +3, Will +6; AL L.
  Bigfoot (p. 33: GPZ): Init +5; Atk 
  stomp kick +6 melee (1d6+5); AC 
  15; HD 6d8; MV 50’; Act 1d20; SP 
  invisibility defense (when suc-
  cessfully attacked, becomes in-
  visible for 1d3 rounds; a successful attack from 
  invisibility is a critical hit); SV Fort +4, Ref +9, 
  Will +7; AL N.
  Bird, Carrion (Condor, Vulture) (p. 31: GPZ): 
  Init +1; Atk beak +1 melee (1d4 plus beak rot); 
  AC 11; HD 1d6; MV 10’ or fly 30’; Act 1d14; SP 
  beak rot (DC 10 Fort save or suffer 1d4 Stamina 
  damage); SV Fort +1, Ref +1, Will +0; AL N.
  Black Unicorn, “Pitch” (p. 31: 
  GPZ): Init +4; Atk evil eye (spe-
  cial) or horn +15 melee (1d12+12) 
  or front kick +8 melee (1d6+1) or 
  bite +2 melee (1d4); AC 15; HD 
  10d8; MV 40’; Act 3d20; SP evil eye (DC 15 Will 
  save or target attacks himself with nearest weap-
  on; attack automatically hits), immune to poison, 
  immune to mental effects and paralysis; SV Fort 
  +7, Ref +7, Will +15; AL N.
  Bladderwort Giganticus (p. 67: DMz): Init +10; 
  Atk special (coma gas first round, digestive juic-
  es following rounds); AC 17; HD 4d8; MV 5’; Act 
  N/A; SP coma gas (DC 15 Fort save or fall uncon-
  scious for 1d4 hours), digestive juices (1d3 dam-
  age per round after gas attack); SV Fort +5, Ref 
  +0, Will +2; AL C.
  Blood Vines (p. 44: FSwmp): Init +2; Atk tendril 
  whip +3 melee (1d4 plus sucking shoot) or thorn 
  ejection +4 missile fire (1d6, range 50’); AC 12; 
  HD 3d8; MV 10’ or climb 30’; Act 1d20; SP suck-
  ing shoot (vine heals 1d3 hp, but no more than 
  damage inflicted); SV Fort +1, Ref +3, Will +1; AL 
  C.
  Bludicuda 
  (pp. 
  47, 
  50, 
  55: 
  FSwmp): Init +3; Atk bite +3 me-
  lee (1d6 plus jumping chomp); 
  AC 13; HD 2d8+4; MV swim 30’ 
  or surface jump 20’ or ground 
  flop 10’; Act 1d20; SP jumping chomp (a success-
  ful airborne attack made jumping from the wa-
  ter’s surface does an additional 1d4 damage); SV 
  Fort +0, Ref +4, Will +1; AL N.
  Bug-Eating 
  Flytrap 
  (p. 
  47: 
  FSwmp): Init +1; Atk bite +1 me-
  lee (1d3 plus sticky bite); AC 10; 
  HD 1d8; MV 10’; Act 1d14; SP 
  sticky bite (remains stuck after 
  successful attack, doing 1 damage per round); 
  SV Fort +0, Ref +1, Will +0; AL N.
  Clam-Up (p. 47: FSwmp): Init +2, +6 with sur-
  prise; Atk bite +3 melee (1d6+1); AC 13; HD 2d8; 
  MV 20’ or dig 40’; Act 1d20; SP mud burst (if not 
  spotted with DC 14 Intelligence check, bursts 
  from mud to attack with surprise: +1d bonus to 
  attack and +1d4 damage), death throes (slayer’s 
  lockjaw: sends slayer psychic command to be 
  vocally silent for 1d3 days, DC 18 Will save); SV 
  Fort +2, Ref -4, Will +4; AL L.
  Creeping Dread (p. 68: DMz): 
  Init +6; Atk vine grab +4 melee 
  (1d4 plus drag) or root rend +6 
  melee (2d5+1); AC 17; HD 6d8; 
  MV 40’ or dig 40’; Act 2d20; 
  SP drag (DC 14 Strength check or be dragged 
  to roots, which attack with root rend the next 
  round), vulnerable to fire (+1d damage); SV Fort 
  +4, Ref -2, Will +6; AL C.
  Creepy-Crawly Swarm (p. 48, 49: FSwmp): Init 
  +6; Atk swarming bite +2 melee (2 plus stunning 
  stings); AC 14; HD 5d8; MV 30’ or climb 30’ or 
  fly 30’; Act 1d16 special; SP swarming bite (all 
  CREATURES
  
  Page 135
  targets in 20’x20’x20’ volume), half damage from 
  non-area attacks, stunning stings (DC 13 Fort 
  save or helpless for 1 round); SV Fort +2, Ref +6, 
  Will -3; AL N.
  Crokkman (pp. 44, 54: FSwmp): 
  Init +2; Atk found blade +2 melee 
  (1d6+2) or found bow +2 missile 
  fire (1d6) or bite +4 melee (1d10 
  plus arm-lock); AC 14; HD 3d8; 
  MV 30’ or swim 40’; Act 1d20; SP arm-lock (if 
  bite damage is 6 or more, victim’s weapon arm 
  is locked in jaw for 1 round; crokkman gains +1d 
  bonus to weapon attacks), water stealth (DC 14 
  Intelligence check to detect in water), cannibal-
  istic morale (+1d to all morale checks), commu-
  nicate telepathically with each other; SV Fort +2, 
  Ref +3, Will +1; AL C.
  Death Lily, Giant (p. 47: FSwmp): Init N/A; Atk 
  special; AC 10; HD 1d8; MV float 5’; Act N/A; SP 
  tempting petals (DC 11 Will save or eat the lily, 
  melee range only), slaying stamens (eating a lily 
  requires a DC 11 Fort save or die; 2d6 Stamina 
  damage on successful save); SV Fort +0, Ref +0, 
  Will +0; AL C.
  Denizen of the Deep (p. 113: HoIC): Init +6; Atk 
  bite +4 melee (2d4 plus poison); AC 12; HD 6d8; 
  MV 40’; Act 2d20; SP slime puddle (those within 
  melee range must pass a DC 13 Ref save each 
  round or fall prone; the same save is required 
  to rise from prone), poison (DC 11 Fort save or 
  1d3+1 Strength damage), uses echolocation; SV 
  Fort +3, Ref +4, Will +4; AL C.
  Dragonfly, Monstrous (p. 50: 
  FSwmp): Init +5; Atk wing buffet 
  +5 melee (2d6); AC 20; HD 10d8; 
  MV fly 50’; Act 3d20; SP fireball 
  fumble (on a fumble, dragonfly 
  loses all remaining attacks for the round, but 
  breathes a fireball centered on itself: radius 30’, 
  damage equal to current hp, DC 15 Ref save for 
  half), immune to fire; SV Fort +10, Ref +10, Will 
  +10; AL L. Length of dragonfly is 1d20 feet. Aver-
  age stats shown; scale up or down for larger or 
  smaller specimens.
  Dwarf (Airship Crewmember, Engineer, Dock 
  Worker) (p. 81: SAV, GAshp, AHgr): Init +3; 
  Atk handaxe +2 melee (1d6+2) and shield bash 
  +2 melee (1d3+2); AC 15; HD 3d8; MV 20’; Act 
  1d20+1d14 (shield bash); SP infravision, reeking 
  belch (if both melee attacks hit, dwarf belches, 
  target must make DC 11 Fort save or attack at -1d 
  for 1 round); SV Fort +5, Ref +1, Will +3; AL N.
  Eel, Lightning (p. 50, 51 : FSwmp): 
  Init +4; Atk lightning eye-beam 
  +4 missile fire (2d4) or shocking 
  aura (special) or bite +3 melee 
  (1d6); AC 14; HD 2d8; MV swim 
  40’; Act 1d20; SP shocking aura (all targets within 
  10’ make a DC Fort save or are helpless for 1d3 
  rounds); SV Fort +2, Ref +6, Will +1; AL N. Length 
  of eel is 1d20+5 feet. Average stats shown; scale 
  up or down for larger or smaller specimens.
  Elk, Death-Head/Mega (pp. 35, 
  103: GPZ, FoD): Init +4; Atk ant-
  ler gore +5 melee (3d4 plus spe-
  cial) or front kick +3 melee (1d6) 
  or bite +2 melee (1d4); AC 13; HD 
  4d8; MV 40’; Act 2d20; SP antler gore (same at-
  tack roll applies for all melee combatants in front 
  of the elk; may only gore once per round); SV 
  Fort +2, Ref +5, Will +1; AL N.
  Exploding Sunflowers (p. 69: DMz): Init +2; Atk 
  seed explosion +4 missile fire (1d12 plus stupor 
  poison); AC 10; HD 2d8; MV 0’; Act 1d20; SP 
  seed explosion (attacks all targets in 30’ radius), 
  stupor poison (if a PC takes 7 or more damage, 
  DC 14 Fort save or, for next 2 hours, all ability 
  scores except Luck are reduced by half and all 
  rolls have -2d penalty); SV Fort +1, Ref +0, Will 
  +0; AL N.
  Flesh-Eating Butterfly Swarm (p. 103: FoD): Init 
  +3; Atk swarming bite +2 melee (1d4) or mon-
  arch mayhem +6 melee (2d6 plus special); AC 12; 
  HD 6d8; MV fly 40’; Act special or 1d20 (mon-
  arch mayhem); SP swarming bite (all targets in 
  25’x25’x25’ volume), half damage from non-area 
  attacks, monarch mayhem (entire swarm focuses 
  on only one target, which is penalized -1d to all 
  rolls for 1 round if attack is successful); SV Fort 
  +1, Ref +10, Will -4; AL C.
  CREATURES
  
  Page 136
  Garden Gnome (p. 72: DMz): 
  Init +2; Atk magic bolt +3 missile 
  fire (1d6+1, range 100’) or garden 
  shears +3 melee (1d5); AC 13; HD 
  3d8; MV 20’; Act 1d20; SP bleed 
  and blink (whenever a gnome is damaged, it 
  teleports up to 60’ in any direction it chooses; 
  this may be prevented by taking its hat, which 
  requires a DC 18 Ref save); SV Fort +17, Ref +4, 
  Will +5; AL N.
  Gnats, Swarm (pp. 46, 50: FSwmp): Init +6; Atk 
  swarming bite +1 melee (1d6 plus prone-to-fall); 
  AC 13; HD 8d8; MV fly 30’; Act 1d16 special; SP 
  swarming bite (all targets in 30’x30’x30’ volume), 
  half damage from non-area attacks, prone-to-fall 
  (d20 Luck check or fall prone for 1 round; if tar-
  get falls in water, then d30 Luck check or suffer 
  attack from random creature), aversions (does 
  not attack PCs covered in Pictsie paint, making 
  stogie smoke, or carrying a flame torch-size or 
  larger); SV Fort +1, Ref +8, Will +4; AL N.
  Goblin (Airship Crewmember, Pixie Handler, 
  Spy) (pp. 81, 82, 85: SAV, GAshp): Init +3; Atk 
  short sword +2 melee (1d6) or goblin-sling +4 
  missile fire (1d5, range 70’); AC 12; HD 2d8; MV 
  20’; Act 1d20; SP goblin gang-up (+1d on attacks 
  if 3 or 4 attack same target; if 5 or more attack 
  same target, they gain +2d on attacks, and target 
  suffers a -1d penalty on all rolls), stealthy (+5 to 
  stealth checks); SV Fort +0, Ref +2, Will +1; AL C.
  Goblin, Red Cap (pp. 103-107: 
  FoD): Init +3, +6 with surprise; 
  Atk club +4 melee (1d4+1) or 
  claw +2 melee (1d6+1) or net +6 
  missile fire (target entangled, 
  range 20’); AC 14; HD 4d8; MV 30’ or swim 30’; 
  Act 1d20+1d16; SP underbrush ambush (DC 17 
  Intelligence check to spot ambush), stealthy (+5 
  to stealth checks), trap smart (+5 to find and dis-
  mantle traps), amphibious breathing, roguish 
  crit (1d12 on crit table II); SV Fort +7, Ref +2, Will 
  +2; AL L.
  Golden Scarab (p. 30: GPZ): Init 
  +1; Atk burn +3 melee (1d6 fire) 
  or bite +1 melee (1d3); AC 14; HD 
  1d8; MV 30’ or dig 30’; Act 1d20; 
  SP beguiling defense (if a scarab is touched or at-
  tacked, all nearby scarabs scintillate and beguile 
  the offender; Will save with DC equal to number 
  of scarabs seen, or stand helpless for 2d4 hours), 
  burning desire (hold scarab in hand speaking 
  proper Egyptian incantation, and scarab grants 
  one wish; fail the incantation and scarab burns 
  through hand, 2d4 damage, -1d to attacks); SV 
  Fort +1, Ref +2, Will +1; AL L.
  Griffin, “Merv” (p.34: GPZ): Init 
  +3; Atk 2 claws +7 melee (1d7) 
  and bite +10 melee (2d7); AC 18; 
  HD 7d12; MV 40’ or fly 80’; Act 
  3d20; SP revealing sight (sees all 
  things invisible or hidden), loyal to Grimtina (re-
  sponds to Grimtina’s bone whistle, +1d to mo-
  rale checks involving Grimtina); SV Fort +8, Ref 
  +9, Will +5; AL N.
  Grimtooth Clay Golem (p. 124: 
  GIS): Init +15; Atk spear +15 me-
  lee (5d8+10) or chaos bolt (spe-
  cial) or shield bash +15 melee 
  (1d8+10); AC 30; HD 10d30+50; 
  hp 210; MV 40’; Act 2d20+1d14 (shield bash); 
  SP Grimtooth’s mithril battle armor (immune to 
  critical hits, 75% spell resistance, 50% chance to 
  block mundane missiles [see Appendix 3: Items 
  for additional boons]), chaos bolt (range 100’, 
  DC 10 Ref save or disintegration), immune to all 
  weapons except magical blunt ones; SV Fort +20, 
  Ref +17, Will +16; AL C.
  Half-Orc Worker (p. 16: SAV): Init +1; Atk dag-
  ger +1 melee (1d4+1) or sling +1 missile fire (1d4); 
  AC 10; HD 1d10; MV 30’; Act 1d20; SP death 
  throes (last punch: punches slayer with +1d at-
  tack bonus, and 1d3+1 damage); SV Fort +1, Ref 
  +0, Will +0; AL C.
  Human 
  (Airship 
  Crewmem-
  ber, Engineer, Sailor) (p. 75: 
  SAV, GAshp, AHgr): Init +0; Atk 
  cudgel +1 melee (1d4) or short 
  sword +1 melee (1d6) or dart +1 
  missile fire (1d4, range 40’); AC 10; HD 1d8; MV 
  30’; Act 1d20; SP death throes (tenacity: fights 
  for 1 more round before dying); SV Fort +0, Ref 
  +0, Will +0; AL N.
  CREATURES
  
  Page 137
  The Hydra of Trapsylvania (pp. 
  34, 39: GPZ): Init +7; Atk bite +6 
  melee (2d5 plus poison); AC 10; 
  HD 1d12 (7 hp per head); hp 
  49 (initially 7 heads); MV 30’ or 
  swim 30’; Act 1d20 per head; SP poison (DC 10 
  Fort save or die; 1d8 temporary Stamina dam-
  age if successful), severing spray (when a head 
  is severed, the neck writhes, spraying bloody 
  gas; if in melee range, slayer must make DC 13 
  Fort save or fall prone, helplessly wretching for 
  1 round), heal 1 hp/round per remaining head, 
  heads regenerate at 2x rate; SV Fort +1 per head, 
  Ref +1 per head, Will +1 per head; AL C.
  Jackalope (p. 34: GPZ): Init +0; 
  Atk horns +2 melee (1d6); AC 
  10; HD 1d8; MV 40’ or jump 20’; 
  Act 1d16; SP exploitable (loves 
  carrots), skittish (d14 morale 
  checks); SV Fort +0, Ref +1, Will +0; AL N.
  Killer Dodo Bird (pp. 35, 39: 
  GPZ): Init +3; Atk bite +3 melee 
  (1d6+2); AC 12; HD 3d8; MV 30’; 
  Act 1d20; SP death throes (giz-
  zard stone explosion: all within 
  20’ take 3d4 damage, DC 14 Ref save for half; 
  chain reactions with multiple dodos are possi-
  ble); SV Fort +3, Ref -2, Will +2; AL N.
  Kiwi Time Snitcher (pp. 35, 39: 
  GPZ): Init +3; Atk beak-spear +3 
  melee (1d4+1); AC 13; HD 2d4; 
  MV 40’ or fly 60’; Act 1d20; SP 
  stop time (kiwi stops time for 1 
  round, once per day; may take any actions dur-
  ing that round, and whoever holds kiwi may 
  also act), exploitable (loves noni berries; feeding 
  one to kiwi will make it stop time, if it hasn’t al-
  ready today); SV Fort +3, Ref -2, Will +2; AL N.
  Leech, Mega (p. 115: FSwmp, HoIC): Init +2; Atk 
  bite +2 melee (1d3 plus suck blood); AC 10; HD 
  1d8+2; MV 30’ or swim 30’; Act 1d20; SP suck 
  blood (stays attached and drains 1 point of Stam-
  ina per round), painful removal (1d3+1 damage 
  to forcibly remove), exploitable (Grimtina’s sing-
  ing spell keeps leeches from attacking); SV Fort 
  +1, Ref +0, Will +2; AL N.
  Lunging Lotus Flowers (p. 44: FSwmp): Init +2; 
  Atk stamen swipe +1 melee (1 plus contempla-
  tion); AC 10; HD 1d6; MV 0’; Act 1d20; SP con-
  templation (DC 12 Will save or perform sitting 
  meditation, refusing to react to external stimuli; 
  only 1 save per hour to break the trance); SV Fort 
  +0, Ref +1, Will +0; AL L.
  Man-Eating Mantrap (p. 47: 
  FSwmp): Init +8; Atk engulfing 
  bite +5 melee (2d6 plus diges-
  tion); AC 14; HD 4d8; MV 10’; 
  Act 1d20; SP digestion (victim 
  stuck in plant after successfully attacked, takes 
  1d3 damage per round); SV Fort +1, Ref +5, Will 
  +3; AL C.
  Mammoth (p. 36: GPZ): Init +2; 
  Atk tusk gore +6 melee (1d10+2); 
  AC 13; HD 8d12; MV 30’; Act 
  2d20; SP trampling crit (crits on 
  18-20, additional trample dam-
  age of 2d12); SV Fort +8, Ref +4, Will +4; AL N.
  Millipede, Giant (p. 30, 34: GPZ): 
  Init +2; Atk stabbing leg +3 melee 
  (1d6); AC 17; HD 11d8; MV 60’ or 
  climb 50’; Act 6d20 (all on same 
  target); SP caustic shower (if the 
  millipede has taken damage since its last attack, 
  it sprays acid from tiny holes in its exoskeleton, 
  20’ radius, DC 14 Ref save or 2d4 damage); SV 
  Fort +6, Ref +10, Will +6; AL N.
  Millipede, Swamp (p. 53: FSwmp): Init +1; Atk 
  stinging leg +1 melee (1d3 plus poison); AC 13; 
  HD 1d8+1; MV 40’; Act 4d16 (all on same target); 
  SP poison (DC 12 Fort save or 1 point Agility 
  damage); SV Fort +0, Ref +1, Will +0; AL N.
  Monkey, Flying (p. 31: GPZ): Init 
  +1; Atk bite +2 melee (1d4) or air-
  lift +6 melee (special); AC 14; HD 
  3d8; MV 30’ or fly 40’; Act 1d20; 
  SP airlift (if 3 monkeys success-
  fully hit in the same round, they are able to carry 
  a man-sized target into the air); SV Fort +1, Ref 
  +3, Will +0; AL C.
  CREATURES
  
  Page 138
  Mosquito Swarm, Giant (p. 46: 
  FSwmp): Init +2; Atk swarming 
  bite +1 melee (1 plus disease); AC 
  11; HD 4d8; MV fly 40’; Act spe-
  cial; SP swarming bite (all targets 
  in 40’x40’x40’ volume), half damage from non-
  area attacks, disease (DC 11 daily Fort save or 
  contract swamp fever, lose 1 each of Strength, 
  Agility, and Stamina per day), exploitable 
  (avoids smoke, especially Grimtooth cigars); SV 
  Fort +1, Ref +6, Will -2; AL N.
  Mosquito-Moth Swarm (p. 46, 
  44: FSwmp): Init +3; Atk swarm-
  ing bite +3 melee (1 plus blood 
  loss); AC 12; HD 3d8; MV fly 40’; 
  Act special; SP swarming bite 
  (all targets in 20’x20’x20’ volume), half damage 
  from non-area attacks, blood loss (DC 12 Luck or 
  Agility check, whichever has largest modifier, or 
  take additional 1d6 damage); SV Fort +1, Ref +5, 
  Will -1; AL C.
  Mouse-Eating Mousetrap (p. 47: FSwmp): Init 
  +3; Atk bite +3 melee (1d6 plus locking jaw); AC 
  11; HD 2d8; MV 10’; Act 1d16; SP locking jaw 
  (take 1d8 damage to forcibly remove, DC 10 Fort 
  save for half); SV Fort +1, Ref +3, Will +1; AL N.
  Mushroom Man (p. 72: DMz): 
  Init +1; Atk bash +4 melee (1d6+2); 
  AC 11; HD 4d12; MV 20’; Act 
  2d20; SP spore breath (if both 
  bash attacks hit, breathes spores 
  at target; DC 11 Fort save to avoid infection, or 
  target becomes a mushroom man in 1d3 days), 
  death throes (tenacity: fights for 1 more round 
  before dying); SV Fort +9, Ref -1, Will +1; AL C.
  Needle-Beak Shrike (p. 103: FoD): Init +2; Atk 
  beak +4 melee (1d6); AC 12; HD 2d8; MV 10’ 
  or fly 30’; Act 1d20; SP binding crit (pierces the 
  target’s eyes, causing permanent blindness), ex-
  ploitable (saves and retrieves meat impaled on 
  thorny plants); SV Fort +1, Ref +2, Will +1; AL N.
  Ninja Chef (p. 30: GPZ): Init +2; Atk sword +3 
  melee (1d6+2) or throwing star +4 missile fire 
  (1d3, range 50’); AC 14; HD 5d8; MV 30’; Act 
  2d20; SP filleting crit (filets skin off victim, +3d4 
  damage), shinobi step (once per encounter, tele-
  ports 30’ in any direction; those within melee 
  range of starting location must make DC 12 Will 
  save or be helplessly stunned for 1 round); SV 
  Fort +2, Ref +3, Will +1; AL N.
  Octopus (p. 36: GPZ): Init +7; 
  Atk tentacle +4 melee (2d4) or 
  bite +6 melee (1d6 plus poison) 
  or ink spray +3 missile fire (spe-
  cial, range 30’); AC 15; HD 6d8; 
  MV 30’ or swim 40’; Act 4d20; SP grab-and-bite 
  (those hit by a tentacle are grabbed and bitten 
  next round, DC 15 Strength check to break free; 
  octopus has +1d bonus to bite grabbed targets), 
  poison (DC 14 Fort save or paralysis for 1 hour), 
  ink spray (DC 12 Ref save or blind for 1 hour), 
  camouflage (+8 to hide); SV Fort +2, Ref +3, Will 
  +6; AL N.
  Ogre-Werewolf (p. 63: WSchl, 
  DMz): Init +8; Atk bite +12 melee 
  (1d16+6) and 2 claws +9 melee 
  (1d14+4); AC 16; HD 7d8+3; MV 
  50’; Act 1d24+2d20 (claws); SP 
  body rip (once per encounter, DC 15 Fort save or 
  die, 3d8 damage if save successful), immune to 
  mundane weapons, vulnerable to mithril weap-
  ons (crit with a successful attack), infecting curse 
  (last PC wounded by werewolf makes DC 11 
  Fort save or contracts lycanthropy), death throes 
  (transforms into ogre); SV Fort +2, Ref +1, Will 
  -1; AL C.
  Orc (Dock Worker, Engineer, Servant) (p. 15-17: 
  SAV, GPZ, AHgr): Init +1; Atk dagger +1 melee 
  (1d4+1) or shortbow +1 missile fire (1d6); AC 12; 
  HD 1d12; MV 30’; Act 1d20; SP primal scream 
  (once per encounter, orc’s scream incurs -1d at-
  tack penalties to those within 20’ for 1d3 rounds, 
  DC 15 Will save); SV Fort +2, Ref +0, Will -1; AL C.
  Orc Guard (pp. 16, 19, 76, 81: 
  SAV, GAshp, AHgr, GIS): Init +1; 
  battleaxe +2 melee (1d10+1) or 
  longbow +2 missile fire (1d6); AC 
  17; HD 3d12; MV 30’; Act 1d20; 
  SP orcish cleave (on a natural 19-20, the orc ap-
  plies half damage to a second melee target); SV 
  Fort +4, Ref +0, Will 0; AL C.
  CREATURES
  
  Page 139
  Oyster, Giant (p. 55: FSwmp): Init +2; Atk shell 
  snap +3 melee (1d6 plus shellhold); AC 16; HD 
  3d8; MV swim 20’; Act 1d20; SP shellhold (DC 13 
  Strength check per round to break free), treasure 
  (on a successful Luck check, oyster has a swamp 
  pearl); SV Fort +1, Ref +1, Will +3; AL N.
  Pictsie (pp. 18, 19, 44-46, 54: 
  FSwmp): Init +2; Atk swamp 
  spike +3 melee (1d5 plus poison) 
  or javelin +2 missile fire (1d6 plus 
  poison); AC 13; HD 2d8; MV 30’ 
  or swim 30’; Act 1d20; SP poison (DC 14 Fort 
  save or sleep for 1 hour), swamp bomb (twice 
  per encounter, range 90’, 2d6 fire damage in 10’ 
  radius, DC 14 Ref save to avoid); SV Fort +3, Ref 
  +1, Will +1; AL N.
  Pictsie Warrior Lich (p. 53, 54: FSwmp): Init +2; 
  Atk chilling blade +5 melee (1d8+3 plus chill) or 
  scary spell +4 missile fire (2d4 plus fear, range 
  200’); AC 19; HD 8d8; MV 40’; Act 2d20; SP chill 
  (DC 15 Fort save or paralyzed for 1d3 rounds), 
  fear (DC 15 Will save or flee for 1d3 rounds), im-
  mune to mundane weapons, 50% magic resis-
  tance, un-dead traits, immune to mental effects; 
  SV Fort +3, Ref +3, Will +10; AL L.
  Piranha Swarm (p. 96: LDG): Init +4; Atk swarm-
  ing bite +3 melee (1d6) or devour +6 melee (2d8 
  plus special); AC 14; HD 4d8; MV swim 40’; Act 
  d16 special or 1d20 (devour); SP swarming bite 
  (all targets in 15’x15’x15’ volume), half damage 
  from non-area attacks, devour (entire swarm fo-
  cuses on only one target, lose 1d4 Stamina if at-
  tack is successful); SV Fort +1, Ref +5, Will -1; AL 
  N.
  Pixie (pp. 77, 103-107: GAshp, 
  FoD): Init +3; Atk knife +2 melee 
  (1d4 plus spider venom) or blow-
  gun +3 missile fire (1d3 plus plant 
  poison); AC 17; HD 3d8; MV 10’ 
  or fly 50’; Act 1d20; SP spider venom (DC 14 Fort 
  save or paralysis for 1d3 rounds; 1d3 damage if 
  successful), plant poison (DC 12 Fort save or -1d 
  to all rolls for 1 hour), blinding dust (once per en-
  counter, 15’ cone, DC 10 Fort save or blind for 1d3 
  days), telepathy, +2d bonus to poison saves, vul-
  nerable to sugar intoxication (1/2 movement and 
  -1d penalty to attacks if given sugar; pixie must 
  make DC 11 Will save if trying to resist eating it); 
  SV Fort +1, Ref +3, Will +0; AL C.
  Porcupine, Giant (p. 34: GPZ): 
  Init +2; Atk bite +3 melee (1d8) or 
  quill volley +5 missile fire (1d4, 
  range 50’, special); AC 17; HD 
  4d8; MV 30’; Act 1d20 or 6d20 
  (quill volley); SP quill volley (-1d to hit targets 
  directly in front of porcupine), pointed defense 
  (upon a successful melee attack against the por-
  cupine, make DC 12 Ref save or take 1d3 quill 
  damage); SV Fort +3, Ref +3, Will +2; AL N.
  Raptor (pp. 36, 37: GPZ): Init +5; 
  Atk bite +3 melee (1d6+2); AC 14; 
  HD 3d8; MV 60’; Act 1d20; SP 
  bite-and-run (raptor can bite and 
  move in one action, without de-
  fender getting a parting attack), pack hunting (+1 
  attack bonus for every raptor attacking the same 
  target); SV Fort +3, Ref +5, Will +1; AL N.
  Raspberry Jellyfish (p. 47, 50: FSwmp): Init +2; 
  Atk sting +3 melee (1d4 plus poison); AC 12; HD 
  2d8; MV swim 30’; Act 1d20; SP poison (DC 10 
  Fort save or take 1d7+3 damage to hp and Agil-
  ity); SV Fort +2, Ref +0, Will +0; AL N. Diameter 
  of jellyfish is 1d6 feet. Average stats shown; scale 
  up or down for larger or smaller specimens.
  Rolling Burrgantus (p. 68, 73: 
  DMz): Init +2; Atk poke-and-
  hook +2 melee (1d4 plus seeds); 
  AC 12; HD 1d8; MV 40’; Act 1d20; 
  SP seeds (defender makes Luck 
  check or is infected with seeds, causing weak-
  ness after 2 days, and small burrgantus plants 
  bursting from their flesh after 5 days; targets in 
  metal armor cannot be seeded); SV Fort +0, Ref 
  +1, Will +0; AL N.
  Saber-Toothed Forest Cat (pp. 
  22, 103: GPZ, FoD): Init +6; Atk 
  bite +3 melee (1d8) and 2 claws 
  +2 melee (1d6); AC 13; HD 4d8; 
  MV 40’ or climb 40’ or jump 30’; 
  Act 1d20+2d16 (claws); SP rake (if all 3 melee at-
  tacks hit same target, cat rakes for additional 2d6 
  damage); SV Fort +2, Ref +4, Will +2; AL N.
  CREATURES
  
  Page 140
  Scorpion, Giant (pp. 28, 30, 34: 
  GPZ): Init +2; Atk 2 claws +8 me-
  lee (2d5) and sting +5 melee (2d7 
  plus poison); AC 17; HD 10d8; 
  MV 40’ or climb 20’; Act 3d20; SP 
  poison (DC 14 Fort save or lose 3 Stamina per 
  round; death at 0 Stamina); SV Fort +8, Ref +6, 
  Will +2, AL N.
  Seal-of-Disapproval 
  (p. 
  48: 
  FSwmp): Init +1; Atk bite +1 melee 
  (1d6) or stink flipper +3 melee (1 
  plus special); AC 11; HD 2d8; MV 
  20’ or swim 40’; Act 1d20; SP stink 
  flipper (twice per encounter, flipper discharges 
  an odorous ooze; target loses 2d3 Personality for 
  1 hour); SV Fort +0, Ref +2, Will -1; AL N.
  Shadeflower (p. 47: FSwmp): Init 
  +1; Atk focused keening +3 mis-
  sile fire (1 plus demoralization); 
  AC 10; HD 2d8; MV 0’; Act 1d20; 
  SP demoralization (DC 12 Will 
  save or cower in flower’s shade for 1 hour, then 
  DC 12 Will save to avoid eating a petal), poison 
  petals (upon eating a petal, DC 6 Fort save or die; 
  flower’s center looks like victim’s face); SV Fort 
  +0, Ref +0, Will +0; AL N.
  Slaughter-Otter (p. 48 FSwmp): Init +1; Atk 
  stone-bash +1 melee (1d3) and bite +3 melee 
  (1d4); AC 12; HD 2d8; MV 20’ or swim 40’; Act 
  2d20; SP possession crit (on a natural 20, otter 
  possesses victim, which attacks companions and 
  loses 1d6 Stamina per round until victim or ot-
  ter dies; DC 15 Will save to avoid), death throes 
  (transforms into a severed human head); SV Fort 
  +1, Ref +3, Will +1; AL C.
  Slingshot Rhino (p. 29, 36: GPZ): 
  Init +2; Atk horn +6 melee (2d4); 
  AC 16; HD 6d12; MV 30’; Act 
  1d20; SP trampling crit (crits on 
  19-20, additional trample dam-
  age of 2d8), slingshot (a rider may use horns and 
  rubber band to form a slingshot: 1d8 damage, 
  range 100’); SV Fort +6, Ref +3, Will +3; AL N.
  Snake, Regular (p. 31, 47: GPZ, FSwmp): Init 
  +4; Atk bite +2 melee (1 plus poison); AC 11; HD 
  1d3+1; MV 30’; Act 1d16; SP poison (see snake 
  poison table); SV Fort +0, Ref +1, Will +0; AL N.
  Snake, Giant (p. 107: FoD): Init +4; Atk bite +5 
  melee (1d6 plus poison); AC 14; HD 5d8; MV 40’ 
  or climb 30’; Act 1d20; SP poison (see snake poi-
  son table), constricting crit (on 19-20, constricts 
  for 2d4 damage, gains +1d to next attack vs. same 
  target); SV Fort +3, Ref +5, Will +2; AL N.
  Sphinx (p. 36: GPZ): Init +3; Atk 
  2 claws +5 melee (2d5) and bite 
  +9 melee (3d7); AC 20; HD 9d12; 
  MV 40’ or fly 0’ (old wing injury); 
  Act 3d20; SP immune to magic, 
  only speaks in questions, death throes (Luck 
  Snake Poison Table
  Roll 1d8 or choose based on snake; recovery is possible with normal healing or antivenom.
  d8   Snake 
           Fort Save 
   Dmg with Success  
      Dmg with Failed Save
  1     Black mamba DC 17  
  1d6 hp 3 Stamina per hour     Death in 12 hours
  2     Blue papa 
  DC 13  
  1d3 Agility (temp)  
      1d4+1 Agility (permanent)
  3     Cobra 
   
  DC 16  
  1d8 Stamina (temp)  
      Death in 1d3+1 rounds
  4     Hoboa 
   
  DC 13  
  1d3 Personality (temp) 
      1d4+1 Personality (permanent)
  5     Hyperviper 
  DC 19  
  +1 Agility increase  
     -5’ to MV rate (permanent)
  6     Krait 
   
  DC 15  
  Paralysis, 1d3 rounds 
      Paralysis, death in 1d3+5 hours
  7    Silkmouth 
  DC 12  
  1d3 hp Speech impediment   -1d to spell checks
  8    Viper 
   
  DC 16  
  1d3 Strength (temp) 2d8 hp    1d3 Strength (permanent)
  CREATURES
  
  Page 141
  loss: slayer loses 4 Luck, which does not regener-
  ate, even for thieves and halflings); SV Fort +10, 
  Ref +10, Will +10; AL L.
  Spider, Giant (p. 103: FoD): Init 
  +5; Atk bite +8 melee (1d7+3 plus 
  poison) or webstream +5 mis-
  sile fire (webbing, range 100’) 
  or leaping body-slam +3 melee 
  (2d24); AC 16; HD 8d8; MV 40’ or climb 40’; Act 
  2d20 or 1d20 (body-slam); SP poison (DC 16 Fort 
  save or paralysis for 3d3 rounds), webbing (spi-
  der gains +1d bonus to hit target, which is penal-
  ized -1d to all rolls, half movement, requires 1 
  round’s actions to remove), slow to rise (spider’s 
  reduced speed after a leaping body-slam grants 
  +1d to opponents’ attack rolls for 1 round); SV 
  Fort +6, Ref +9, Will +5; AL N.
  Squid, Giant Freshwater/Swamp 
  (p. 47, 55: FSwmp): Init +4; Atk 
  tentacle +6 melee (2d6) or bite +8 
  melee (1d8) or ink spray +6 mis-
  sile fire (1d4 plus poison, range 
  60’); AC 14; HD 8d8; MV 30’ or swim 50’; Act 
  6d20; SP poison (DC 14 Ref save or blind for 1 
  day; also, DC 14 Fort save or take additional 
  1d12 damage and lose 1 Stamina per hour), re-
  generation (heals 2d3+2 hp per round), amphibi-
  ous; SV Fort +4, Ref +6, Will +8; AL L.
  Swampshark (p. 47, 50: FSwmp): 
  Init +5; Atk bite +5 melee (2d5); 
  AC 15; HD 4d8; MV swim 50’; Act 
  1d20, special; SP repeating bite 
  (gets another attack if inflicts 7 or 
  more bite damage), death throes (parting bite: DC 
  15 Ref save or one melee target takes 1d6 damage); 
  SV Fort +3, Ref +3, Will +2; AL N. Length of swamp-
  shark is 1d10 feet. Average stats shown; scale up or 
  down for larger or smaller specimens.
  Toucan Son-of-Sam (p. 37: GPZ): 
  Init +1; Atk beak +3 melee (1d6) or 
  altruistic whisper (special); AC 
  10; HD 1d8; MV 20’ or fly 30’; Act 
  1d16; SP altruistic whisper (range 60’, DC 15 Will 
  save or be annoyingly altruistic for 1d6 hours; 
  DC increases by 1 for each round of exposure); 
  SV Fort +0, Ref +0, Will +3; AL N.
  Troll (Bikini Team Member, 
  Servant) (pp. 17, 30, 38: SAV, 
  GPZ): Init +3; Atk bite +4 melee 
  (1d4+2) and 2 claws +4 melee 
  (1d6+1); AC 15; HD 3d12; MV 30’; 
  Act 1d20+2d16 (claws); SP regeneration (2 hp 
  per round), death throes (summon guards: slay-
  er passes Luck check or 1d3 troll guards appear 
  next round); SV Fort +4, Ref +2, Will +2; AL C. 
  Troll Guard (pp. 16, 36: SAV, 
  GPZ, AHgr): Init +6; Atk troll- 
  sword +6 melee (1d7+1d3) or troll-
  ish crossbow +4 missile fire (2d4, 
  range 300’); AC 19; HD 5d12; MV 
  20’; Act 2d20; SP master of restraint (base grapple 
  chance is 1d24+10), mental reflection (50% chance 
  that mental effect spells reflect back to the caster); 
  SV Fort +6, Ref +6, Will +4; AL C.
  Vril-ya (p. 86: GAshp): Init +3; 
  Atk bite +5 melee (2d4) or sonic 
  shatter +3 missile fire (1d10 plus 
  limp-limb, range 50’) or telekine-
  sis (special); AC 13; HD 4d8; MV 
  20’ or fly 40’; Act 1d20; SP limp-limb (DC 14 Fort 
  save or limb is unusable for 1d3 days), telekine-
  sis (twice per encounter, DC 16 Will save or be 
  thrown for 2d6 damage, or DC 16 Ref save or 
  weapon is thrown up to 100’ away), echoloca-
  tion; SV Fort +1, Ref +2, Will +6; AL C.
  Water-Rat (p. 48: FSwmp): Init +3; 
  Atk bite +1 melee (1 plus swamp-
  fever); AC 10; HD 1d4; MV 30’ or 
  swim 30’; Act 1d16; SP swamp-
  fever (DC 10 Fort save or lose 1 
  Strength; DC and ability loss increase by 1 each 
  day; strength loss is not recoverable until disease 
  is cured), false retreat (rats flee when half their 
  number are slain, but return to attack 4 rounds 
  later); SV Fort +2, Ref +1, Will -1; AL N.
  Werewolf (p. 103: FoD): Init +6; Atk bite +8 melee 
  (1d12+2) and 2 claws +6 melee (1d10); AC 14; HD 
  5d8; MV 50’; Act 1d20+2d16 (claws); SP terroriz-
  ing howl (once per encounter, DC 18 Will save or 
  suffer -2d to all attacks for 2d3 rounds), immune 
  to mundane weapons, vulnerable to silver (+1d8 
  damage), infecting curse (last PC wounded by 
  CREATURES
  
  Page 142
  werewolf makes DC 7 Fort save 
  or contracts lycanthropy), death 
  throes (transforms into human-
  oid); SV Fort +2, Ref +1, Will -1; 
  AL C.
  Yidhra Priest (p. 32: GPZ): Init +2; 
  Atk flail +3 melee (1d6) or harm-
  ful spell +3 missile fire (1d7+1, 
  range 100’); AC 14; HD 3d8; MV 
  30’; Act 1d20; SP teleport (twice 
  per encounter, 100’), immune to mundane weap-
  ons, vulnerable to silver (+1d8 damage), death 
  throes (slayer rolls Luck check; if failed, priest 
  successfully summons Azagoth (see above)); SV 
  Fort +2, Ref +1, Will +3; AL C.
  Zebra, Rabid (p. 14: FoD): Init +3; 
  Atk hoof +4 melee (1d6+2) or bite 
  +2 melee (1d4 plus rabies); AC 
  14; HD 4d8; MV 50’; Act 1d20; SP 
  rabies (DC 12 Fort save or con-
  tract, with subsequent DC 10 Fort save each hour 
  or uncontrollably attack the nearest creature for 
  1d3 rounds), afraid of water; SV Fort +5, Ref +3, 
  Will +2; AL N.
  APPENDIX 2: NPCs 
  Annabelle (p. 40: FoD): 
  Init +1; Atk staff +1 me-
  lee (1d4) or sling +2 mis-
  sile fire (1d4); AC 12; 
  HD 1d8; hp 7; MV 30’; 
  Act 1d20; SP temple foe 
  (knowledgeable 
  about 
  Temple of Yidhra), mis-
  chievous god (Annabelle may be Yidhra in dis-
  guise, judge’s discretion); SV Fort +2, Ref +2, Will 
  +3; AL L.
  Barzai, High Priest of Yidhra (pp. 38, 40: GPZ): 
  Init +4; Atk battleaxe +5 melee (1d10+2), pain-
  ful incantation +5 missile fire (2d6, range 100’), 
  reptilian polymorph (special), or spell (special); 
  AC 14; HD 7d8+5; hp 43; MV 30’; Act 2d20; SP 
  reptilian polymorph (DC 17 Will save or target 
  believes he’s been transformed into a harm-
  less reptile), spells (CL 
  7, spell check +9: bless-
  ing, bolt from the blue, 
  food from the gods, lotus 
  stare, magic missile, magic 
  shield, neutralize poison, 
  paralysis, remove curse, 
  speak with the dead), re-
  pel unfaithful (DC 15 Will save or target cannot 
  approach within 30’ of Barzai, only affects those 
  unfaithful to Yidhra, 3 times per encounter); SV 
  Fort +7, Ref +5, Will +9; AL C.
  Bruut the Half-Orc (pp. 51-54: FSwmp): Init +4; 
  Atk big dagger +6 melee (1d5+2) or heavy spear 
  +6 melee (1d10+2) or crossbow +4 missile fire 
  (1d6) or net +4 missile fire (target entangled, 
  range 20’); AC 12; HD 4d12+4; hp 30; MV 30’; Act 
  1d20; SP death throes (last punch: punches slay-
  er with +1d attack bonus and 1d3+2 damage); SV 
  Fort +5, Ref +2, Will +2; AL C.
  Captain Quert, Dwarf 
  (p. 84: GAshp): Init +4; 
  Atk 
  warhammer 
  +10 
  melee (1d8+1) and whip 
  +10 melee (1d4+1 plus 
  whipcraft) or beardbead 
  +8 missile fire (2d4, 30’ 
  range, 10 beads total); 
  AC 18; HD 9d10+18; hp 69; MV 20’; Act 2d20; SP 
  whipcraft (DC 18 Ref save or weapon thrown 30’ 
  away, or DC 15 Ref save or tripped to fall prone, 
  or DC 15 Fort save or lose 1d6 Stamina), infravi-
  sion, reeking belch (if both melee attacks hit, 
  dwarf belches; target makes DC 14 Fort save or 
  attacks at -1d for 2 rounds); SV Fort +9, Ref +6, 
  Will +6; AL N.
  G’Taki, Goblin Navigator (p. 85: GAshp): Init 
  +3; Atk cutlass +5 melee (1d7+1) and handaxe +5 
  melee (1d6+1); AC 15; HD 4d8; hp 20; MV 20’; Act 
  1d20+1d16; SP disarming crit (strikes opponent’s 
  hand for +1d4 damage and sends weapon 20’ in 
  desired direction), last-minute parry (once per 
  round: for an attack roll that just equals G’Taki’s 
  AC, the goblin gets an immediate roll 1d20+5; if 
  he beats the incoming attack roll, he parries the 
  blow), stealthy (+5 to stealth checks); SV Fort +2, 
  Ref +5, Will +3; AL C.
  NPCs
  
  Page 143
  Grimscale 
  Junior 
  (p. 
  99: LDG): Init +9; Atk 2 
  claws +12 melee (1d8), 
  bite +12 melee (1d12), tail 
  slap +12 melee (1d20), 
  and spell (see below); 
  AC 27; HD 9d12; hp 81; 
  MV 60’ or fly 120’; Act 
  4d20+1d20(spell); SP spells, breath weapon, 
  frightful presence, damage reduction, darkness, 
  ventriloquism, neutralize poison, telepathic (see 
  below for all); SV Fort +9, Ref +9, Will +9; AL C.
  • Spells (+8 spell check, CL 9): Level 1- 
  charm person, flaming hands, magic shield; Level 
  2- detect invisible, mirror image.
  • Breath weapon (3/day): Electricity (1d4 
  line forks, 5’ wide, total length 80’); 81 hp dam-
  age (DC 19 Fort save for half).
  • Frightful presence: The dragon’s visage 
  and sheer mass are absolutely terrifying. All 
  who look upon it must make a Will save (DC 19) 
  or flee in terror (duration 1d4 turns or until a safe 
  distance is reached).
  • Damage reduction: The dragon’s tough 
  hide reduces the damage of all blows against it 
  by 2 points.
  • Darkness (at will): The dragon can cloak 
  an area of 30’ radius into absolute darkness. Tar-
  get any spot within 100’.
  • Ventriloquism (at will): The dragon can 
  throw its voice to any point within 200’.
  • Neutralize poison (1/day): The dragon can 
  cancel the effects of any 
  one poison by touching 
  the affected creature.
  • Telepathic 
  (1/
  hour): 
  The 
  dragon 
  can read the surface 
  thoughts of one crea-
  ture within line of sight.
  Grimscales Senior (pp. 
  94, 98: LDG): Init +12; 
  Atk 2 claws +9 melee 
  (1d8), bite +9 melee 
  (1d12), tail slap +9 me-
  lee (1d20), wing buffet 
  +9 melee (2d20), crush 
  +9 melee (3d12), and 
  spell (see below); AC 
  31 or 10 (special); HD 12d12; hp 120; MV 60’ or 
  dig 60’ or fly 120’; Act 6d20+1d30(spell); SP weak 
  spot (“tradesman’s entrance” beneath base of 
  tail has AC 10), spells, partially blind (-4 penalty 
  to +13 attack bonus has already been applied), 
  breath weapon, hypnotic stare, damage reduc-
  tion, hurl rocks, teleport, ventriloquism, control 
  fire, telepathic (see below for all); SV Fort +12, 
  Ref +12, Will +12; AL N.
  • Spells (+6 spell check, d30 action die, 
  CL 12): Level 1- charm person, chill touch, magic 
  shield; Level 2- detect invisible, mirror image, Ny-
  thuul’s porcupine coat; Level 3- dispel magic, fire-
  ball, turn to stone.
  • Breath Weapon (4/day): Steam (cloud, ra-
  dius 1d4x10’, aimed up to 60’ away); 60 hp dam-
  age (DC 22 Fort save for half).
  • Hurl rocks: The dragon can use its claws 
  to pick up and throw small boulders. The at-
  tack requires one action die and is +9 missile fire 
  (1d12, range 200’).
  • Hypnotic stare: The dragon can hypnotize 
  targets with its gaze. The dragon can gaze into 
  the eyes of one target per round by using one ac-
  tion die. A creature that meets the dragon’s gaze 
  must make a Will save (DC 22) or stand stupe-
  fied as long as the dragon holds its gaze.
  • Damage reduction: The dragon’s tough 
  hide reduces the damage of all blows against it 
  by 4 points.
  • Teleport (1/hour): The dragon can trans-
  port itself plus up to three other creatures instan-
  NPCs
  
  Page 144
  taneously. Target location must be a place the 
  dragon has seen before, and within 100 miles.
  • Reverse gravity (1/day): The dragon can 
  reverse gravity in an area up to 100’ surround-
  ing it. The dragon itself is not affected, but all 
  other creatures “fall” upward, suffering falling 
  damage of 1d6 per 10’ fallen if they hit a ceil-
  ing. If they are under open skies, they rise to 100’ 
  in the air before stopping and bobbing in place. 
  The dragon can continue this effect while con-
  centrating or can reverse it by taking any action. 
  When reversed, affected creatures fall back to 
  earth and suffer falling damage again.
  • Control fire (3/hour): The dragon can take 
  control of mundane flames, such as torches and 
  lanterns, and cause them to dance, extinguish, 
  or expand; can create line of flame up to 40’ long 
  per round. A character touched by line of flame 
  (including one holding a torch or lantern) is 
  engulfed in flames for 1d6 damage plus an ad-
  ditional 1d6 per round. DC 10 Reflex save each 
  round to extinguish.
  • Telepathic (1/hour): The dragon can read 
  the surface thoughts of one creature within line 
  of sight.
  Grimtina the Trollette 
  (pp. 28, 37, 57, 84,: GPZ, 
  GAshp): Init SP (delays 
  until attacked); Atk chain-
  saw +21 melee (10d10); 
  AC 41; HD 10d30+100; hp 
  255; MV 30’; Act 1d20; SP 
  invulnerable to damage, 
  immune to magic; SV Fort +17, Ref +25, Will +15; 
  AL C. 
  Grimtooth (pp. 6, 75, 84, 
  114 : GAshp): Init +25; Atk 
  spear +30 melee (10d8+20) 
  or chaos bolt (special); 
  AC 50; HD 20d30+100; hp 
  420; MV 50’; Act 4d20; SP 
  invulnerable to damage, 
  immune to magic, chaos 
  bolt (100’ range, DC 25 Reflex save or disinte-
  gration); SV Fort +39, Ref +34, Will +31; AL C. 
   
  Groodni Grimgri the Mad Dwarf, “Profes-
  sor” (pp. 66, 71-73: GPZ, DMz): Init +4; Atk han-
  daxe +8 melee (1d6+1) 
  and fungus gun +7 mis-
  sile fire (1d3 plus fungal 
  growth, range 100’); AC 
  18; HD 8d10+16; hp 64; 
  MV 20’; Act 2d20; SP fun-
  gal growth (DC 14 Fort 
  save or become a mush-
  room man (see Appendix 1: Creatures, above) 
  in 2 rounds; 2d6 additional damage if save suc-
  cessful), infravision, disemboweling crit (crits 
  on 19-20 with handaxe, DC 12 Fort save or die 
  in 1d6 rounds; 2d12 damage if save successful), 
  werewolf-repelling silver amulet, map of Death 
  Maze, potions (1 of each, see below); SV Fort +7, 
  Ref +4, Will +7; AL N. 
  • Extraordinary healing: Imbiber heals 
  3d6+3 hit points of damage immediately.
  • Invisibility: Imbiber turns invisible for 
  1d4+1 hours. He returns to visibility if he attacks.
  • Gaseous form: Imbiber transforms into 
  gaseous form for 1d4 turns. While in this form 
  he is immune to mundane physical attacks.
  Healer 
  Anne’tae 
  the 
  Dwarf (pp. 81, 84: GAshp): 
  Init +2; Atk club +2 me-
  lee (1d6+1) and sling +2 
  missile fire (1d4); AC 16; 
  HD 4d8; hp 27; MV 20’; 
  Act 1d20; SP infravision, 
  healing spell (heal 1d6 
  hp, no alignment restriction), second-chance 
  curing (2 times per day, allows another Fort save 
  for a poisoned or diseased victim), don’t-hit-the-
  healer (DC 11 Will save necessary to directly at-
  tack Anne’tae), leprosy expert (immune to lep-
  rosy, and can cure leprosy at will); SV Fort +2, 
  Ref +2, Will +6; AL N.
  • Healer Anne’tae’s Armadillo (p. 76: 
  GAshp): Init +5; Atk claw +7 melee (1d6+3); AC 
  20; HD 6d8+6; hp 37; MV 40’ or dig 40’; Act 2d20 
  or 2d24 (special); SP hyper-leprosy bite (if both 
  claws hit, armadillo bites for 1d4, DC 14 Fort save 
  or contract disease: hyper-leprosy. Once contract-
  ed, daily Luck check or lose a random extremity), 
  don’t-hit-my-mistress (if Anna’tae is injured, ar-
  madillo attacks with 2d24 action dice, and crits on 
  23-24); SV Fort +5, Ref +5, Will +5; AL N.
  NPCs
  
  Page 145
  Holly Marshelle, Zoo 
  Curator (p. 37: GPZ): 
  Init +2; Atk big dagger 
  +4 melee (1d5) or dart 
  +6 missile fire (1d4 plus 
  tranquilizer); AC 14; HD 
  6d6+6; hp 29; MV 30’; Act 
  1d20; SP tranquilizer (DC 
  17 Fort save or fall helpless for 1d3 turns), force 
  field necklace (reduces all incoming damage by 
  6 points), pacify creatures (monstrous and mun-
  dane animals are pacified unless making a DC 
  16 Will save), speak with animals, summon help 
  (Holly can summon a zoo creature of her choos-
  ing, once per hour); SV Fort +1, Ref +5, Will +4; 
  AL N. 
  Kema 
  Matar, 
  Harbor 
  Master (pp. 16, 18: SAV): 
  Init +4; Atk mighty pen 
  +7 
  melee 
  (1d7) 
  and 
  spiked-clipboard 
  bash 
  +7 melee (1d3); AC 14; 
  HD 7d10; hp 41; MV 20’; 
  Act 1d20+1d14; SP inter-
  rogation (DC 14 Will save or answer honestly), 
  harbor eyes (knowledgeable of all public harbor 
  happenings, 75% chance to know secret happen-
  ings), infravision, authoritative berating (spends 
  one action die to berate target, DC 14 Will save 
  or target attacks at -1d for 2 rounds); SV Fort +3, 
  Ref +3, Will +6; AL L.
  Mister Sqawg (p. 84: 
  GAshp): Init +5; Atk long-
  sword +8 melee (1d8+1) 
  and harmful spell +8 
  missile fire (2d4+2, 100’ 
  range); AC 17; HD 7d8+7; 
  hp 40; MV 25’ or climb 
  25’; Act 2d20; SP sees all 
  mundanely-hidden creatures, elven crits (1d12 
  on crit table II), infravision, smells gold and 
  gems, 50% resistant to sleep and paralysis; SV 
  Fort +9, Ref +6, Will +6; AL N.
  Old Mags the Witch (pp. 16, 19, 20: SAV): Init 
  +3; Atk staff +4 melee (1d4 plus protective im-
  pulse) or harmful spell +4 missile fire (2d4, range 
  60’) or bite +2 melee (1d4); AC 13; HD 5d6; hp 
  23; MV 30’; Act 1d20; SP 
  protective impulse (DC 
  14 Will save or step in 
  the way of incoming at-
  tacks towards Mags for 
  2d3 rounds), grandma’s 
  guards (beginning on 
  the second round, 1 orc 
  guard (see Appendix 1: Creatures, above) ar-
  rives each round to defend Mags); SV Fort +1, 
  Ref +2, Will +5; AL C.
  Old Ned, Chief Engineer 
  (pp. 83, 85: GAshp): Init 
  +3; Atk wrench +3 melee 
  (1d6) or belch (special); 
  AC 13; HD 3d10+3; hp 
  21; MV 30’; Act 1d20; SP 
  flask of flaming belches 
  (3 belches per encoun-
  ter, 2d6 fire damage, 20’ cone, DC 12 Ref save 
  for half), inspirational (crewmembers gain +1d 
  attack bonuses when Ned is near), machine 
  mastery (3 times per encounter, Ned can cause a 
  weapon or tool with moving parts to cease func-
  tioning for 1 turn); SV Fort +3, Ref +3, Will +3; 
  AL L.
  Otto the Caretaker (pp. 
  94, 97, 101: LDG): Init +3; 
  Atk crowbar +6 melee 
  (1d4+2) and tankard bash 
  +6 melee (1d3+2); AC 18; 
  HD 7d10+8; hp 57; MV 
  20’ or levitate/fly 10’; Act 
  1d20+1d16; SP befud-
  dling manifesto (once per encounter, manifesto 
  recitation stuns all within a 50’ radius for 2d3 
  rounds, DC 14 Will save to avoid), infravision, 
  find Grimscales (once per hour, Otto can teleport 
  to Grimscales Senior’s location), levitating, sum-
  mon trap (3 times per encounter, target is affect-
  ed by random trap, 3d6 damage, DC 14 Ref save 
  for half); SV Fort +5, Ref +3, Will +3; AL C.
  Reginald (King Jeffery’s son) (p. 73: DMz): Init 
  +2; Atk longsword +4 melee (1d8+1) or longbow 
  +4 missile fire (1d6); AC 17; HD 3d8+6; hp 21; MV 
  20’; Act 1d20; SP defender (those attacking the 
  same target as Reginald gain +1 AC), demoraliz-
  NPCs
  
  Page 146
  Tika Matar (p. 18: SAV): 
  Init +4; Atk mithril aba-
  cus +8 melee (1d6) or 
  hairpin +9 missile fire 
  (1d5, range 30’, 5 pins); 
  AC 12; HD 8d10; hp 47; 
  MV 20’; Act 1d20+1d16; 
  SP cold stare (3 times per 
  encounter, DC 14 Will save or target suffers -1d 
  penalty to all rolls for 1d3 rounds), infravision, 
  authoritative berating (spends one action die to 
  berate target, DC 14 Will save or target attacks at 
  -1d for 2 rounds); SV Fort +3, Ref +3, Will +6; AL L.
  Turnscrew (p. 18: SAV): 
  Init +6; Atk trollsword +12 
  melee (1d7+1d3) or troll-
  ish crossbow +9 missile 
  fire (2d4, 300’ range); AC 
  19; HD 7d12; hp 51; MV 
  25’; Act 2d20; SP regen-
  eration (3 hp per round), 
  twisting crit (crits on 19 or 20, twists off one of 
  target’s limbs or head; additional 2d12 dam-
  age), master of restraint (base grapple chance 
  is 1d24+10), mental reflection (50% chance that 
  mental effect spells reflect back to the caster); SV 
  Fort +8, Ref +7, Will +6; AL C.
  Yidhra, Dream Witch 
  Goddess (pp. 32, 39-
  42: GPZ): Init +20; Atk 
  long dagger +25 melee 
  (1d6+15) 
  or 
  sleeping 
  glance (special) or illu-
  sory reality (special); AC 
  30; HD 15d30+100; hp 
  333; MV 50’; Act 3d20; SP enchanting fighter (DC 
  18 Will save per round in order to attack Yidhra, 
  otherwise distracted by her movements), invul-
  nerable to damage, immune to magic, sleeping 
  glance (line of sight, DC 30 Will save or super-
  natural sleep for 2d3 days), illusory reality (line 
  of sight, DC 30 Will save or target experiences 
  with all senses whatever “reality” Yidhra wills, 
  one save per hour), interdimensional teleporta-
  tion; SV Fort +31, Ref +37, Will +41; AL C. 
  ingly heroic (-1d to opponents’ morale checks); 
  SV Fort +3, Ref +2, Will +2; AL L.
  Shu Luu (p. 54: FSwmp): Init +3; Atk death blade 
  +4 melee (1d7 plus poison) or blowgun +4 mis-
  sile fire (1d6 plus poison); AC 15; HD 3d8+3; hp 
  17; MV 30’ or swim 30’; Act 1d20; SP poison (DC 
  16 Fort save or +2d6 additional damage), swamp 
  bomb (9 total, range 90’ 2d6 fire damage in 10’ 
  radius, DC 14 Ref save to avoid), roguish crit 
  (1d10 on crit table II); SV Fort +2, Ref +4, Will +3; 
  AL N.
  Shub-Niggurath, Elder 
  God (p. 117: VltAG): 
  Init +25; Atk tentacle +40 
  melee (5d20+30) or soul-
  rending gaze (special); 
  AC 66; HD 30d30+300; hp 
  783; MV 100’; Act 15d30; 
  SP invulnerable to dam-
  age, immune to magic, soul-rending gaze (line 
  of sight, DC 30 Will save or soul is destroyed; 
  lose 6d6 Personality if save successful), may tele-
  port at will; SV Fort +43, Ref +43, Will +30; AL C.
  Slias Mechgrekor (p. 91: 
  AHgr): Init +4; Atk big 
  screwdriver 
  +5 
  melee 
  (1d7+2) or welding finger 
  +8 missile fire (2d6 fire, 
  30’ range); AC 13; HD 
  5d10+5; hp 37; MV 20’; 
  Act 1d20+1d16; SP deaf-
  ening whistle (twice per encounter, 60’ radius, 
  1d6 damage and DC 15 Ref save or deafness for 
  1 hour), death throes (exploding bag, 3d6 dam-
  age, 10’ radius, DC 14 Ref save for half); SV Fort 
  +5, Ref +3, Will +3; AL C.
  Spike the Grimdog (pp. 
  8, 25: SB): Init +15; Atk 
  bite +10 melee (8d10+8) 
  or pounce (DC 15 Fort 
  save or fall prone); AC 
  23; HD 20d8+10; hp 65; 
  MV 50’; Act 2d20; SP im-
  mune to magic; SV Fort 
  +15, Ref +17, Will +14; AL L.
  NPCs
  
  Page 147
  Zil the Lizard (p. 48, 49, 
  45: FSwmp): Init +7; Atk 
  tongs +9 melee (1d8+1) 
  or spit +7 missile fire 
  (1d6 plus poison); AC 15; 
  HD 7d12; hp 61; MV 40’ 
  or swim 40’ or climb 40’; 
  Act 2d20; SP poison (DC 
  13 Fort save or die in 1d3 rounds), infravision, 
  disabling crit (on a natural 20, she removes tar-
  get’s tongue, ears, or eyes; additional 2d10 dam-
  age), immune to poison, amphibious, regenera-
  tion (2 hp per round); SV Fort +6, Ref +9, Will +6; 
  AL N.
  APPENDIX 3: ITEMS 
  Many items listed below have magical powers 
  that can significantly impact a campaign. The 
  judge may decide that certain items’ enchant-
  ments only function in Trapsylvania.
  Cruxhor Ring (p. 62: WSchl): 
  The wearer of this ring may 
  summon a minor succubus 
  demon for 2d3 rounds each 
  day. The pain of the act 
  damages the summoner 1 hp for each round the 
  demon is summoned. When the succubus is dis-
  missed, the bearer must make a Luck check; if 
  he fails, he loses 1 hp permanently from his max 
  hp. Lawful PCs must use a d30 for this check. 
  The demon is under the summoner’s control for 
  the duration.
  Succubus, Minor (type I de-
  mon) (p. 62: WSchl): Init +3; Atk 
  horn gore +6 melee (2d5) and 2 
  claws +6 melee (1d6); AC 15; HD 
  4d12; hp 31; MV 30’ or fly 30’; 
  Act 1d20+2d16 (claws); SP pierc-
  ing tail (if all melee attacks hit 
  same target, tail does additional 
  1d10 damage), seducing whisper (twice per en-
  counter, target makes DC 14 Will save or disrobes 
  and stands helpless 1d3 turns), demon traits (in-
  fravision, darkness (+4 spell check), half damage 
  from non-magical weapons and fire); SV Fort +4, 
  Ref +4, Will +4; AL C.
  Dragon Farts (p. 58: WSchl): A bottle of noxious 
  gas. If opened, all within 3’ suffer 1d4 points of 
  temporary Stamina loss.
  Flesh Gouger (p. 49: FSwmp): steel, razor-sharp 
  ice-cream scoop doing 1d5 damage. On a crit, it 
  does +1d5 damage in addition to critical hit ta-
  ble effects. On a fumble, the wielder takes +1d3 
  damage, in addition to any fumble effects. 
  Fungus Gun (pp. 
  69, 72, 73: DMz): 
  a 
  one-handed, 
  l o n g - b a r r e l e d 
  gun that fires or-
  ganic projectiles 
  over ranges of 50/75/100 feet for 1d3 damage. 
  The target must make a DC 14 Fort save or be-
  come a mushroom man (see above) in 2 rounds 
  (2d6 additional damage if save successful). 
  When found, the gun has 1d6+3 projectiles. Un-
  less the wielder has previous experience with 
  firearms, she is untrained with the fungus gun, 
  and suffers a -1d penalty to her action die. Note 
  that on a fumble, the wielder must make a DC 15 
  Reflex save, or she is hit by the projectile.
  Goblet of Desire (pp. 67, 70: 
  DMz): One who drinks from 
  the goblet becomes incred-
  ibly attractive and persua-
  sive (+2d bonus to Personal-
  ity checks that involve trust, 
  persuasion, or negotiation; +1d to spell checks 
  involving charm effects). The imbiber also be-
  stows a +2d bonus to morale checks for hire-
  lings. Each day the imbiber must make a Luck 
  check; if they fail, they are annoyingly accosted 
  by either someone romantically desirous of the 
  PC, or someone who begs the PC to take charge 
  of a problematic situation. These effects last for 
  1 year. The goblet disappears for 30 days after 
  someone drinks from it. 
  Golden Manna Fruits (p. 67: 
  DMz): Pear-like gold-skinned 
  fruit. Eating it restores any 
  temporary Strength or Stam-
  ina damage that was not 
  caused by poison. Squeezing 
  NPCs / ITEMS
  
  Page 148
  an entire fruit’s juice into the mouth of a bleed-
  ing-out PC heals 1 HD worth of hit points, and 
  the saved PC does not suffer the usual perma-
  nent Stamina loss.
  Grimfang’s 
  Warhammer 
  (pp. 116, 122, 124: GIS): This 
  weapon of Chaos may only be 
  effectively wielded by those 
  with superhuman strength 
  (Strength 
  modifier 
  of 
  +5 
  or greater). For man-sized 
  weaklings, it is a two-handed 
  weapon wielded with a -5d 
  attack penalty, which is re-
  duced (or increased) by the 
  wielder’s Strength modifier. 
  For example, a warrior with 
  18 Strength receives a -2d at-
  tack penalty. The hammer 
  is solid green mithril, with 
  tentacle embellishments on the shaft, punctur-
  ing spikes on the striking surfaces, a troll-eyed, 
  tentacled beast (the Elder god Shub-Niggurath, 
  see above) on one side of the head, and Yidhra’s 
  symbol, the Eyes of Darkness, on the other. It 
  has the following properties:
  • +3 chaotic mithril warhammer (2d7+3 
  damage, including bonus)
  • Possesses a 19 Intelligence and speaks 
  telepathically. Knows the languages of trolls, 
  giants, elves, and Chaos, as well as Common 
  and Undercommon. Prefers to communicate in 
  Trollish.
  • Trollish Beautification: Any elf struck by 
  the hammer must make a Fortitude save with 
  DC equal to the damage inflicted. Failure results 
  in all elven features (facial, stature, etc.) being 
  replaced by trollish ones.
  • Boom!-a-rang: If the hammer is success-
  fully thrown at an elf, a 20’ radius fireball erupts 
  on the point of impact, inflicting 10d6 damage 
  (DC 15 Reflex save for half). The hammer unerr-
  ingly returns to the thrower’s hand.
  • Share the Love: The wielder takes half 
  damage from all melee, missile, breath, and 
  spell attacks. The other half of the damage is re-
  directed to a random target (friend or foe) with-
  in a 20’ radius of the wielder.
  • Royal Feytality: The hammer’s strongest 
  desire is to slay elven leadership and royalty, 
  with the eventual destruction of the King of Elf-
  land.
  • Summon the Elder God: The wielder may 
  attempt to summon Shub-Niggurath (see above) 
  by rolling a spell check of at least 32. Non-cast-
  ers roll a d10, and Grimfang’s bloodline rolls a 
  d30. Spellburn is allowed for all classes; in fact, 
  the hammer encourages it. If the wielder fails, 
  he takes damage equal to the difference between 
  32 and his check (e.g., an 18 spell check results 
  in 14 points of damage). If he succeeds, the El-
  der god must do his bidding for one round, af-
  ter which the deity receives a Will save (DC 32, 
  and the Shub-Niggurath has +30 to Will saves). 
  If the save is made, the Elder god punishes the 
  summoner (50% chance) or a random target 
  for 1 round before disappearing. If the save is 
  failed, the deity does the wielder’s bidding for 
  one more round, and disappears.
  Grimtooth Cigar (pp. 46, 48: FSwmp): Sweet-
  smelling stogie that repels normal insects (not 
  monstrous ones). Insect swarms do not attack 
  a PC that distinguishes herself with the smoky 
  aura of a Grimtooth cigar. The stogie burns for 
  one hour. Unfortunately, crokkmen consider the 
  smoke to be vile pollution. When the cigar goes 
  out, the smoker must make a Luck check. If he 
  fails, 1d6 crokkmen tracked the PC and attack.
  Grimtooth’s Bucket of Hold-
  ing (p. 49: FSwmp): This 
  large lidded bucket weighs 10 
  pounds, and holds whatever 
  can be fit into it, up to 1000 
  pounds. Live creatures placed 
  inside the bucket enter a form 
  of spatiotemporal stasis, and are angry and ag-
  gressive when removed. Retrieving an item is 
  dangerous; a PC may try to retrieve 1 item per 
  round, and this act causes 1d6 interdimensional 
  damage. The PC must make a Luck check with 
  1d100. If he rolls equal to or less than his Luck 
  score, he retrieves the desired item. If his roll is 
  less than 10 points above his Luck, then he pulls 
  out a random item that is not what he intend-
  ed. Otherwise, nothing is found. Note that the 
  Tongs of Removal (see below) can safely remove 
  any desired item from the bucket. 
  ITEMs
  
  Page 149
  Grimtooth’s Mithril Battle Armor (p. 123: GIS): 
  AC +14 (+5 full 
  plate 
  and 
  +1 
  shield); 
  check 
  penalty -1; no 
  speed penalty; 
  fumble die d8. 
  The armor is 
  sized for Grim-
  tooth (will not 
  fit PCs shorter 
  than 7’) and bestows the following benefits ac-
  cording to each piece worn:
  • Full open-faced helmet (gladiator style): 
  immunity to critical hits.
  • Curiass (Back and Breast): 75% chance to 
  negate any magic spell cast at the wearer.
  • Vambrace (lower arm): +1d to Strength 
  checks.
  • Rerebrace (upper arm): +1d to melee at-
  tacks.
  • Chausses, cuisses, and poleyns (full leg 
  protection): ignore first 20’ of falling damage.
  • Metal gauntlets: 50% to block any incom-
  ing mundane missile (arrow, sling stone, etc.).
  • Round Spiked Shield: grants additional 
  shield bash attack with d14 action die, 1d8 damage.
  Grimtooth’s Universal Antidote (p.  48: FSwmp): 
  A single purple pill that allows another saving 
  throw for a poisoned victim, but this time the 
  victim may roll a 1d100 for her save. If the save 
  is successful, the victim is immune to the neu-
  tralized poison for 3d6 days.
  Magic 
  Flens-
  ing Knife (p. 49: 
  FSwmp): A large 
  dagger which does 
  1d5 points of damage, and is treated as magi-
  cal when used against targets with immunity to 
  mundane weapons. If stabbed into a non-living 
  target, the knife flenses the target’s body 9 square 
  feet per round. The blade performs similarly 
  against un-dead creatures, and does 1d5 damage 
  per round once inserted; a victim must pass a DC 
  14 Reflex save to remove it. If the bearer fumbles 
  while wielding the knife, however, it will begin 
  flensing him.
  Noni 
  Berries 
  (p. 
  46: 
  FSwmp): These green ber-
  ries produce time-stopping 
  results when fed to kiwi 
  time snitchers (see Creatures appendix). If a PC 
  eats a berry, he sees everything slowed slight-
  ly for a short time. For 1d3 rounds, he gains a 
  +1d bonus to all rolls. When the effect expires, 
  he must make a DC 14 Will save or suffer a -1d 
  penalty to all rolls for the same duration, as he 
  adjusts to everything appearing faster. Eating a 
  noni berry while under the influence of another 
  can be fatal: DC 16 Fort save or die.
  Pacification Potion (p. 45: FSwmp): 
  This potion forces a DC 14 Will 
  save, or the imbiber loses all ag-
  gressive tendencies for 1d3 hours. 
  If a mundane (not monstrous) ani-
  mal drinks, it falls asleep if it fails 
  the save.
  Pictsie Paint (p. 45: FSwmp): A rigor-mortis-
  blue paint to cover the skin. Applied to the en-
  tire body, it adds 1 to AC, +1d to Fortitude saves, 
  and provides damage reduction of 1 point from 
  non-magical sources. Effects last for 3d3 hours.
  Self-Fighting Quarterstaff (p. 66: DMz): This 
  legendary magical weapon attunes itself to a 
  single wielder, until that wielder dies. The staff’s 
  lucky owner simply chooses a target within 30’, 
  and the staff floats through the air and attacks as 
  if wielded by the owner (primary action die and 
  attack and damage bonuses apply, but mighty 
  deeds of arms, critical hits, and fumbles are not 
  possible). The weapon does 1d5 damage. If the 
  staff’s opponent is defeated or flees, the weapon 
  drops to the ground. The owner must pick it up 
  to command it to attack a new target; note that 
  others may pick it up, but it does not respond 
  to their commands. The staff is destructible, and 
  may be targeted by opponents (AC 18). When-
  ever it is successfully attacked, it gains a blem-
  ish (notch, dent, etc.). After 12 such blemishes, 
  it is destroyed. When the weapon is found, it 
  already has blemishes equal to 2d3 minus the 
  new wielder’s Luck modifer. It may also be de-
  stroyed with 30 points of magical fire damage, 
  or via a DC 23 Strength check. 
  ITEMs
  
  Page 150
  Super Healing Plant Extract 
  (p. 123: GIS): This potion 
  transforms the imbiber into 
  a human-sized plant creature 
  with healing properties (DC 
  14 Fortitude save or trans-
  formation 
  occurs 
  in1d4+2 
  turns). If PC fails the save, his 
  body becomes broccoli-like, 
  with his feet rooting into the 
  ground and hands and arms becoming branch-
  es. The PC’s mind is maintained, and may be 
  reached via magical or supernatural means. If a 
  piece of the PC is eaten, then it restores 1d6 hp 
  to the consumer, and the PC takes the equiva-
  lent amount of damage. With adequate water-
  ing and sunlight, the PC heals 1d4 hp per day. 
  Only supernatural intervention, divine aid, or a 
  32 spell check with cure paralysis will restore the 
  PC’s body. 
  Super-Climbing 
  Vine 
  Seeds (p. 67: DMz): A 
  small, fingernail-sized seed 
  that sprouts a vine which 
  rises up to 24 feet in the air. Growth takes a full 
  minute (6 rounds), so combat use is often im-
  practical. The vine lasts 1d3 hours, and is easy to 
  climb (DC 5). Unfortunately, it only supports the 
  weight of roughly one human plus one halfling. 
  If one or more climbers exceed the vine’s carry-
  ing capacity, all must succeed on a Luck check or 
  the vine breaks and dies.
  Swamp 
  Bomb 
  (p. 
  46: 
  FSwmp): A hand-thrown 
  gourd that explodes upon 
  impact. This Pictsie inven-
  tion is usually black or gray 
  with red markings. When it 
  hits a target or the ground, 
  the bomb bursts into a small 
  fireball doing 2d6 fire dam-
  age in a 10’ radius; DC 14 Reflex save to avoid 
  damage. The gourds are awkward to throw, and 
  have ranges 30/60/90; a fumble results in an ex-
  plosion centered on the wielder. If a PC carrying 
  bombs takes falling damage, the judge may im-
  pose a Luck check to see if some explode. 
  Swamp Galoshes (p. 48: FSwmp): Rubber boots 
  with a minor enchantment that levitates the 
  wearer just above the surfaces of water, quick-
  sand, etc. They also provide a +1d bonus to sav-
  ing throws vs. electrical effects. They automati-
  cally teleport to the Swamp Shack when their 
  rental period expires.
  Syrup of Eternal Youth 
  (p. 66: DMz): This sap-
  py syrup stops the im-
  biber’s aging process. 
  She retains all other 
  vulnerabilities, such as disease, poison, weapon 
  damage, magic damage, etc. Long-lived beings, 
  such as faeries, dragons, demons, gods, intelli-
  gent un-dead, etc., recognize the affected PC as 
  “impure” and are negatively biased toward her 
  (-1d to PC’s Personality checks, invoke patron, 
  divine aid, etc.). A PC who bleeds out but suc-
  ceeds her recovering the body check is no longer 
  affected by the syrup.
  Tongs of Removal (p. 49: FSwmp): These magi-
  cal tongs al-
  low the wield-
  er to remove a 
  desired 
  item 
  that is stored 
  in the bucket of holding (see above) without er-
  ror or injury. They may be wielded as a magical 
  club, doing 1d4 points of damage. 
  ITEMs
  
  Page 151
  
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  Page 153
  
  Page 154
  
  Page 155
  
  Page 156
  
  Page 157
  
  Page 158
  
  Page 159
  GRIMTOOTH THE TROLL
  Supreme ruler of Trapsylvania, Troll clan leader, inventor, 
  mage and engineer of the world’s greatest dungeon traps. 
  A mega-level character, be careful what you say to him, as    
  Grimtooth is likely to kill or torture anyone that annoys him,  
  and he has the power to make his threats a painful reality! 
  GRIMTINA THE TROLLETTE
  Mythical animal conservationist, Fashion Maven, Femme 
  fatale-in-training, Grimtooth’s annoying kid sister; Grimtina is 
  all these things & more. She spends most of her time running 
  her Petting Zoo and making mischief all over Trapsylvania.  
  She is just a likely to stab you as help you, so be careful!
  
  Page 160
  Init SP (delays until attacked); Atk 
  chainsaw +21 melee (10d10); 
  AC 41; HD 10d30+100; hp 255; 
  MV 30’; Act 1d20; SP invulnera-
  ble to damage, immune to magic; 
  SV Fort +17, Ref +25, Will +15; 
  AL C.  Find more info about 
  Grimtina on pp. 28, 37, 57, 
  84. & 149.
  She often has Spike the Grimdog 
  nearby. Spike was created by Yidhra 
  when Grimtina was just a toddler. 
  Spike the Grimdog:  Init +15; Atk bite 
  +10 melee (8d10+8) or pounce (DC 
  15 Fort save or fall prone); AC 23; HD 
  20d8+10; hp 65; MV 50’; 
  Act 2d20; SP immune to 
  magic; SV Fort 
  +15, Ref +17, Will 
  +14; AL L.
  Init +25; Atk spear +30 melee 
  (10d8+20) or chaos bolt (special); AC 
  50; HD 20d30+100; hp 420; MV 50’; 
  Act 4d20; SP invulnerable to damage, 
  immune to magic, chaos bolt (100’ 
  range, DC 25 Reflex save or 
  disintegration); SV Fort +39, 
  Ref +34, Will +31; AL C.
  Grimtooth is immensely powerful and 
  will usually have various nearby traps 
  and magic items he can 
  use to help him fight or 
  escape, should anyone be 
  foolish enough to attack 
  him directly. He also has 
  many guards he can summon. 
  Find more info about 
  Grimtooth on pp. 6, 75, 84,
   & 114 (and elsewhere.)
  GRIMTINA THE TROLLETTE
  GRIMTOOTH THE TROLL
  Most likely
   found at:
  Most likely
   found anywhere in:
  
  Page 161
  PROFESSOR GROODNI
  In charge of research and testing at the outdoor Death 
  Maze, he is Grimooth’s best and most trusted inventor.
  He specializes in biological and organic-based traps and 
  creatures. Groodni is often called the “Mad Dwarf.”
  YIDHRA 
  Goddess of dark dreams, mother 
  to Grimtooth & Grimtina. Eternal 
  protector of the vault located deep 
  below Trapsylvania. Dangerous. 
  
  Page 162
  Init +20; Atk long dagger +25 me-
  lee (1d6+15) or sleeping glance 
  (special) or illusory reality (spe-
  cial); AC 30; HD 15d30+100; 
  hp 333; MV 50’; Act 3d20; SP 
  enchanting fighter (DC 18 Will 
  save per round in order to attack 
  Yidhra, otherwise distracted by 
  her movements), invulnerable 
  to damage, immune to magic, 
  sleeping glance (line of sight, 
  DC 30 Will save or supernatural 
  sleep for 2d3 days), illusory real-
  ity (line of sight, DC 30 Will save 
  or target experiences with all 
  senses whatever “reality” Yidhra 
  wills, one save per hour), interdi-
  mensional teleportation; SV Fort 
  +31, Ref +37, Will +41; AL C. 
   
   Find more info about Yidhra on 
  pp. 32, & 39-42.
  Init +4; Atk handaxe +8 melee (1d6+1) and fungus gun +7 missile 
  fire (1d3 plus fungal growth, range 100’); AC 18; HD 8d10+16; 
  hp 64; MV 20’; Act 2d20; SP fungal growth (DC 14 Fort save or 
  become a mushroom man (see Appendix 1: Creatures, above) in 
  2 rounds; 2d6 additional damage if save successful), infravision, 
  disemboweling crit (crits on 19-20 with handaxe, DC 12 Fort save 
  or die in 1d6 rounds; 2d12 damage if save successful), werewolf-
  repelling silver amulet, map of Death Maze, potions (1 of each, see 
  below); SV Fort +7, Ref +4, Will +7; AL N. 
  YIDHRA - DREAM GODDESS
  PROFESSOR GROODNI
  Most likely found at:
  the Temple in the Zoo
  Most likely found in the
  DEATHMAZE
  •Extraordinary healing: Imbiber heals 
  3d6+3 hit points of damage immediately.
  •Invisibility: Imbiber turns invisible for 
  1d4+1 hours. He returns to visibility
   if he attacks.
  •Gaseous 
  form: 
  Imbiber 
  transforms 
  into gaseous form for 1d4 turns. 
  While in this form he is immune 
  to mundane physical attacks.
  Find out more info about Prof. 
  Groodni on pp. 66, & 71-73
  Hammer
  Grimfang’s
  
  Page 163
  Back in print - all the original 
  Traps books with enhanced cov-
  ers, additional art and features all 
  done by Grimtooth artist-slave 
  Steve Crompton.  Each book 
  has  101 different traps you can 
  use for any role-playing system. 
  (Dungeon of Doom is an actual 
  Traps GM adventure).
  Available at fine game stores, 
  www.flyingbuffalo.com and at 
  Amazon.com.
  You can also download them as 
  pdfs at www.drivethrurpg.com 
  Get one or collect ‘em all to scare 
  the hell out of your players!
  
  Page 164
  
  Page 165
  That’s right, besides the Grimtooth’s 
  Trapsylvania, the gang at Goodman Games
  (with some help from SS Crompton) have
  also put out these other Grimtooth adventures.
  Tomb of the Warhammer - Grimtooth hires
  you to find his father’s tomb and recover
  the mystic family warhammer - $9.95
  Museum of Death - Enter Grimtooth’s 
  museum to see if you can find his treasure and
  live long enough to spend it. - $9.95
  Grimtooth’s Ultimate TRAPS Collection - 
  500 of the World’s Greatest Traps! For any 
  role-playing game. Five classic Grimtooth’s 
  Traps books collected in one massive volume, 
  giving you over 500 engines of destruction, 
  delver dicers, and player character crushers. 
  Remastered and with new art by original Traps 
  artist Steven S. Crompton. - $39.95
  
  Page 166
  
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  Page 168
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - Grimtooth's Trapsylvania.pdf