Latest from the Creator
Chris-Goodman Games
21 days ago
Another April Update!
Greetings Backers! We are back again with another update. We just couldn't wait to share a few goodies we recently received from one of our artists. And a PSA from Goodman Game...
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Chris-Goodman Games
about 1 month ago
April Update
Greetings Backers! Happy April! The only April Fools around here are the delvers that are going to blunder into these traps at your game table! The DCC and 5E teams are hard at...
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Chris-Goodman Games
2 months ago
February Update
Greetings Backers! Welcome to the February update. Despite what good old Grimtooth thinks, we at Goodman Games toil away working on other amazing books, not just Grimtooth’s Old...
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Chris-Goodman Games
4 months ago
January Update
Greetings Backers! Chris here again, with another update on the progress of this project. The old Troll is on vacation, lounging on a beach outside of the City of Brass, escapi...
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Chris-Goodman Games
5 months ago
Progress Report
Greeting backers, Chris here. In the true holiday spirit, the old Troll has allowed me a 15 minute break to give you all an update. And there is much to discuss, including Pax U...
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Goodman Games
5 months ago
Thanks everyone for the amazing finish!
Hi everyone, Just a quick note to say THANKS for your support of Grimtooth's Old-School Traps! We are very happy with how the project went. It's awesome to see many backers fo...
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PROJECT UPDATE
Chris-Goodman Games
CREATOR
2 months ago

Project Update: February Update

Greetings Backers!

Welcome to the February update. Despite what good old Grimtooth thinks, we at Goodman Games toil away working on other amazing books, not just Grimtooth’s Old School Traps. That said, progress moves forward on our deadly book of traps for 5E and DCC RPG, and Grimtooth demands we share the news with our fine backers. Here is where we are at regarding the books involved with this project:

·         The last few traps to round out the main book, plus the Bonus Trap are fully edited, and in final development for the respective rules systems. Next up is layout!
·         With the Table of Contents for the main book set, we are commissioning the last few pieces of art to round out the book.
·         All of the Stretch Goal traps have been converted to 5E and DCC RPG rules. These are in various stages of editing and development. Next up is layout!
·         FEF #26 Against the Thieves’ Guild is back from the 5E editor, and ready for a development pass. Interior artwork and maps are in progress. Next up is layout!
·         The DCC RPG version of Against the Thieves’ Guild has been fully converted, and is in the initial editing and development stages.
·         DCC #106 Trails of the Trapmaster is back from editing, and is awaiting layout.
·         The Goodman Games Gazette is currently being written and developed. We have a few surprises to reveal soon about the content of this fun trap-themed news zine, included with our major crowdfunding projects. 

Don't forget to check out our two other crowdfunding projects, live right now. First we have Adventures on the Purple Planet.... and Beyond. You can check out the project here. This is not just a reprint of the classic Peril on the Purple Planet. It includes all new material, presented in a thick hardcover. But there is so much more, including new Tomes of Adventure, limited edition DCC Core Book covers, dice, a Judge's Screen, and a Player's Guide! Plus more! And did we mention the Purple Horde? Eight additional 3rd party publishers creating brand new Purple Planet themed projects, with cross-project Stretch Goals! There is just over a week to go so check it out!


And for those of you who want an enhanced online DCC RPG experience, we are pleased to announce our Roll20 for DCC RPG campaign has fully funded. You can check it out here. We have partnered with the folks at Metamorphic Digital Studio to implement the DCC RPG Core Rulebook onto the Roll20 VTT platform. Plus six adventures fully implemented to Roll20 that can comprise a campaign path for level 0 to 3! So if you have been on the fence about jumping on the wizard van to explore the DCC RPG in a new VTT format, join us!



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PROJECT UPDATE
Chris-Goodman Games
CREATOR
20 days ago

Project Update: Another April Update!

Greetings Backers!

We are back again with another update. We just couldn't wait to share a few goodies we recently received from one of our artists. And a PSA from Goodman Games regarding GenCon. But first a quick update on the project progress:

Project Updates

  • The DCC and 5E main books, plus all three adventures are in layout. We have already seen the first 20 or so pages, and provided some feedback to the graphic designer. We should be getting full documents to proof any day now!
  • For the 5E books, we decided to create a bunch of charts for an appendix. These charts summarize the traps by Skull Rating, 5E Tier, Complexity, and Threat Level. This should make finding that perfect trap for your players even easier! These charts are all complete (following some Excel wizardry) and have been passed to the graphic designers.
  • The art sketches we shared last update are getting finishing touches. 

Animated Traps!

Speaking of artwork, Chuck Whelon has outdone himself (yet again). He created animated GIF's of two of the traps he illustrated and recently shared them with us. They are so neat, we had to share them with the fine backers that made this project possible.

Here is the Shower of Gold Trap. The delver that triggers this trap will be rich, but certainly not "clean". Be sure you wait until the end!

Shower of Gold Trap


And here is the Wet Noodle Trap. Spoiler Alert: There is no pasta involved with this trap, but something gets to dine at the end! This is the bonus trap we created just for the backers!

The Wet Noodle Trap


Public Service Announcement 


Goodman Games is looking for a few good 5E GMs for GenCon


Goodman Games is looking for a few good Game Masters who are attending GenCon (August 1st through the 4th) interested in running 5E games for our Castle Whiterock Organized Play Program. Castle Whiterock is a classic mega-dungeon, with 15 full levels and 14 sub-levels (over 320 encounter areas!) and updated versions are coming to crowdfunding in 2025.

You are welcome to run as many (or as few) games as you desire. All GMs will get a sneak peak at our updated Castle Whiterock, and maybe even have an opportunity to help direct the conversion. But there are some sweet perks if you commit to running 4 slots of 5E Castle Whiterock at GenCon. These include:


If you are interested, please shoot us a message at [email protected]. Please introduce yourself, tell us a bit about your 5E and GMing experience, and when you started playing TTRPGs. Also, let us know what your favorite classic adventure is. 

That is all we have for this update. We'll be back in a few weeks with some more exciting news!

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Just Wondering if there will be a traps section where we can build our own in this book? Like a modular trap system? Like if we have Grimtooths traps book 3, 4, 5. We can somewhat pick and choose roughly basic Grim Trap Effects to put together our own with a suggested DC table.

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PROJECT UPDATE
Chris-Goodman Games
CREATOR
about 1 month ago

Project Update: April Update

Greetings Backers!

Happy April! The only April Fools around here are the delvers that are going to blunder into these traps at your game table! The DCC and 5E teams are hard at work bringing this project across the finish line. And you know what, we can see the light at the end of the tunnel. Wait, is that a fireball incoming....

First, an update on the progress of the various components on this project. And then we are going to share some sketch artwork.

Project Updates
  • The entire DCC main book is off to the layout team.
  • The entire 5E version of the main book is in the very last stages of development. It too will be off to the layout team in a matter of days!
  • The Stretch Goal traps have been fully edited and developed. They too are off to the layout team.
  • The DCC RPG version of Against the Thieves' Guild is also off to the layout team. The 5E version still needs a few tweaks before its ready for layout. The interior artwork is still in progress, as are the maps. We discovered a slight error in one of the maps, so its back to the drawling board (literally) for that map.
  • DCC #106 Trials of the Trapmaster is off to the layout the team.
  • We can't help ourselves and just had to add all new original artwork to the interior of the main book. We have received the preliminary sketches for approval (see below).

Artwork Preview
When we decided to commission brand new artwork for some of the classic traps, we knew we needed an artist that captured the feel for Steve Crompton's original art. That means a healthy dose of comedy, and multiple panels to show the trap "in action". Chuck Whelan instantly came to mind for the assignment, and if you've seen some of the XCC previews, you know what we are talking about. And he knocked it out of the Dungeon! These are just rough sketches, but we couldn't wait to share them you!

The Shower of Gold Trap Rough Sketch

The Magnesium Torch Rough Sketch


The Rope Snake Rough Sketch


Dinner Time Rough Sketch


The Wet Noodle Pit Trap Rough Sketch


And if you made it down this far, please consider supporting Steve Crompton, the Trapmaster himself, with his new Kickstarter. This is an innovative mix of Comic and RPG gaming using the Monsters! Monsters RPG. You can back it here.



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Hi guys, do we have any updates on when the surveys are going to be sent out or timeline for the project?

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PROJECT UPDATE
Chris-Goodman Games
CREATOR
3 months ago

Project Update: January Update

Greetings Backers!

Chris here again, with another update on the progress of this project. The old Troll is on vacation, lounging on a beach outside of the City of Brass, escaping the ice, snow and wind. In this update we shall give you a progress report on project, show off final art for the Stalactites of Death Stretch Goal Trap, present a new Stretch Goal Trap, and tease our next upcoming crowdfunding campaign. Lets get to it!

Here is where we are at with the various tasks regarding this book:

  • The last few traps and the Bonus Trap are back from editing. They just need a few more development tweaks, but otherwise are ready to go.
  • The Table of Contents for both books has been set.
  • Steve Crompton has submitted the final few art pieces for the Stretch Goal Traps (see below).
  • The Stretch Goal Traps are currently being converted to DCC and 5E stats. They should be hitting our in-box any day now!
  • All of the essays have been edited and are ready for layout.
  • FEF #26 Against the Thieves' Guild is off to the editor. The author is deep into the DCC version.
  • The DCC funnel DCC #106 Trials of the Trapmaster is in editing.

Last time we shared the preliminary art sketch for The Stalactites of Death, one of our brand new Stretch Goal Traps. Here is the final art, curtesy of the Trap Master Steve Crompton.

The Stalactites of Death Trap Final Art


And here is another brand new Stretch Goal Trap from Steve:

I Go Weak In the Knees
 
“Kneed” I explain this trap? Well for you humans, I guess I should.  Over the years, I’ve had traps that slice ankles, spike feet and even cut off feet, but I hadn’t presented a trap for knee knocking. This trap was suggested to me by Tonya Halfling, that infamous hobbit skater from the 1990s. Anyway, here’s how this one works…
 
You need a dark corridor that your delvers must pass through. I say dark, so that the trap itself will not be easily noticed. All along the corridor about 2 and a half feet above the floor is a long groove that runs horizontally along the corridor. Upon a casual look it just appears that a row of bricks is missing and was presumably done for aesthetic reasons. Upon very close examination the back of the groove has been covered over with a layer of thick paper the same color as the rest of the bricks in the wall and there is a dark hollow space behind it if one cares to punch through the paper layer. Needless to say, punching through the paper anywhere will trigger the trap as will stepping on one of the trigger plates located about 1/3 down the hallway.
 
So, what IS the trap I hear you ask? Well behind the wall is a horizontal “wheel” with eight hammers on it.  The wheel is aligned along the horizontal groove and when the trap is triggered by the delvers, the wheel starts to spin and bursts out of the groove about ten feet in front of the delvers and moves towards them at a goodly speed. The spinning hammers are set at the height of the average humans knees, so when the hammers start hitting legs it will be at the knee level. Hopefully the repeated strikes of the multiple hammers will shatter more than a few kneecaps! If the victim is taller or shorter than average, the hammer hits will be on their shins or above their knees, so they may break other bones. To make it more fun, make sure the door they used to get into this corridor seals tight when the trap is triggered, so they can’t just run out.    
 
As for how the wheels operate, you can either say they are run by elaborate spells, or they can be machines made by crafty gremlins – whatever works best in your adventuring world. My servants can install it in your dungeon by either method…
I Go Weak in the Knees Final Art


And finally, be sure to check out our next crowdfunding campaign coming soon. You can find it here.

Join us on the Purple Planet!
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PROJECT UPDATE
Chris-Goodman Games
CREATOR
5 months ago

Project Update: Progress Report

Greeting backers, Chris here. In the true holiday spirit, the old Troll has allowed me a 15 minute break to give you all an update. And there is much to discuss, including Pax Unplugged, book progress Updates, and a sneak peak at another Stretch Goal Trap!

A few weeks ago, 30,000+ (!) gamers descended on downtown Philadelphia for Pax Unplugged. If you have never been, you should consider Pax next year. They have a first rate Exhibitor Hall, amazing panels, a massive open game library, and host lots of game tourneys. And if you have non-gamers in your midst, acclaimed museums, sightseeing, and the amazing Reading Terminal Market are all within walking distance.

I was invited to host a two-hour demo at the Backerkit booth on Saturday. I decided to playtest the first few encounters of FEF 26 Against the Thieves' Guild, one of the add-on adventures with this campaign. Folks were lined up to play, and we had a steady stream of onlookers the whole time. No delvers met a grisly end, although one came close. And that was at the entrance to the dungeon! Shout out to the whole Backerkit crew for hosting us!

At Pax Unplugged, three delvers all ponder their next move in Against the Thieves' Guild


Updates on the Books
We are making excellent progress on all of the books! Here are a few notes:
  • The last few traps have been converted to 5E and DCC. They are off to development and editing.
  • The Bonus Trap has been converted to DCC RPG.
  • Steve Crompton has submitted the text for the last few Stretch Goal Traps. He is busy at work finishing up the artwork for these. Once complete these go to the 5E and DCC RPG teams for stat conversions.
  • All of the essays have been submitted and are off to the editor.
  • The 5E draft of FEF #26 Against the Thieves' Guild has been play-tested, submitted, and is through development. The author is making a few tweaks to make it even better, I mean deadlier. Once that goes off to the editor, the author will jump into the DCC version.
  • The draft of DCC funnel DCC #106 Trials of the Trapmaster has been written, play-tested, and submitted. Up next is development and editing. I had the pleasure to be one of those play-testers, and I can report that this funnel is everything promised. Grimtooth is pleased with the lethality. Don't get attached to those characters!

Another all-new Stretch Goal Trap from TrapMaster Steve Crompton!

The Stalactites of Death Trap

Many have said that some of my traps are like Rube Goldberg machines. So, in honor of this long-gone cartoonist and his weird devices, I shall pay tribute to him with a convoluted conTRAPtion of my own: The Stalactites of Death Trap. This is takes place in a corridor although it could just be in a large cavern.

The Delvers enter the cavern and must brush away a giant spider web (A) which has a trigger wire that goes to the container of Acid (B) in the cave ceiling. The acid flows through the upper ceiling which starts to dissolve the layer just above the stalactites (C).  Delvers see a bag of gold (D) and pick it up, pulling string (E) which releases the cage filled with bats (F). As the bats fly out of the cage, a weight in the cage is released, pulling the string (G) and releasing the battering ram (H). The ram hits the large brass bell (I) causing it to create a bellowing BONG, which causes the stalactites to fall from the ceiling onto the delvers. The bell ringing also awakens the kraken (J) which will emerge from the water to attack any remaining delvers. 

It will be fun to watch the confusion as bats fly into the delvers, followed by a huge ringing “BONG!” Then hundreds of spike-like stalactites fall from the ceiling followed by a large slimy tentacled creature surging forth to pick up the pieces! You know, that Rube Goldberg WAS a genius in his own way... (At least with a bit of help from me!) 

Rough Concept Art for the Stalactites of Death by Steve Crompton

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The campaign page states previous backers of Goodman game projects will get a $10 discount on print and $5 discount on PDF. At the end of the campaign I received an email saying that my card had been charged the fill amount without any discount. How are previous backers supposed to get their discount?

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PROJECT UPDATE
Goodman Games
CREATOR
5 months ago

Project Update: Thanks everyone for the amazing finish!

Hi everyone,

Just a quick note to say THANKS for your support of Grimtooth's Old-School Traps!

We are very happy with how the project went. It's awesome to see many backers for the project in general, and especially here on the BackerKit platform.

There were so many fun moments with Grimtooth himself over the course of the project. I hesitate to reveal his secret identity, but perhaps it's time we did. Special thanks to Thorin Thompson, the man behind the mask, for doing such an amazing job depicting Grimtooth on our livestreams. I think my favorite part was his Grimtooth Karaoke on last night's stream. "Do you really wanna hurt me?" really seems even more special when Grimtooth croons it!

Now, we have some stretch goal traps to write! We'll get busy on that, and keep posting updates as things progress.

Thanks again everyone!

Thanks Thorin!
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PROJECT UPDATE
Goodman Games
CREATOR
5 months ago

Project Update: Wow! #3 most-backed project! Bonus trap and let's hit #2!



Grimtooth the Troll here to say that for once, I am impressed by you puny humans! You've made MY PROJECT the #3 most-backed project by Goodman Games! (Take that, Joe Goodman! Back in the locker with you!)

I'm going to give you another trap for getting us to #3. The Statue of Limitations is yours. (Crompton! Get to work!)

NOW: Can we make MY PROJECT the #2 most-backed ever by Goodman Games? Only a few more backers will get us to 3,451 and make this the 2nd most backed ever. Tell your friends! Tell your enemies! Tell your orthodontists! (Are they friends or enemies? Hard to say...)

If we get to #2 I will give you ANOTHER free bonus trap! Just need to figure out which one it's gonna be. Hmm...I'll get thinking on that, while you guys get us to #2! Hop to it!

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PROJECT UPDATE
Goodman Games
CREATOR
5 months ago

Project Update: I AM THE #2 MOST-BACKED GOODMAN GAMES PROJECT! HEAR ME ROAR!



Grimtooth the Troll here. Can I just say, oh so politely:

MY BOOK OUTSOLD ALL OF GOODMAN'S OTHA BOOKS!

Yeah, that's right. Grimtooth's Book of Old-School Traps is now the #2 most-backed crowdfunding ever by Goodman Games. That's right! Just about to pass 3,500 backers! Thank you, thank you, thank you! (And what did I need Goodman for anyway? He was just in the way! I coulda done it all myself, thank ya.)

The big number to beat is 4,274, which was the most-backed Goodman Games project ever. I don't know if we can pull that off though. About 2 hours left. Maybe we can? Not sure? Should we try?

HECK YES WE SHOULD TRY!

So here's what I'm willing to do for ya. If we get to 3,600 backers, just about 100 more than now, I'll throw in ANOTHER free trap. It was TimeLoop Bomb Trap for breaking the #2 slot, and now if we get to 3,600 backers, I'll give you The Room Of Cursed Treasures. Ooooh, gives me shivers just saying that. Sounds like a great room, don't it?

And if we get past THAT, I'll give you ANOTHA TRAP, and anotha and anotha till I'm #1. Number one baby!

P.S. Don't forget to watch me live on the countdown show later today! Goodman Games Twitch channel, 3pm Pacific, 6pm Eastern, aka Trap Time On Twitch! 
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PROJECT UPDATE
Goodman Games
CREATOR
5 months ago

Project Update: Another bonus trap and #4 most-backed project! Can we clear #3?



Grimtooth the Troll here to congratulate all you puny mortals on making MY PROJECT the 4th most-backed from Goodman Games EVER! And guess what? We're almost #3!

I'm giving you another bonus trap for making it to #4. The Trapezoid Corridor is yours! And if you puny mortals can now make MY project the #3 ever, I'll give you ANOTHER bonus trap. Statue of Limitations is up for grabs. But this is my final offer, humans! Back it or leave it! (Unless it's not my final offer...like if you might get us to the #2 most-backed project...but one thing at a time!)

You'll see the new achievement attached to this update. Help me find 3,347 backers! GET MY PROJECT TO THE TOP 3! RAAAAA!!

P.S. Two of the writer-humans recently recorded a very intriguing show called Grimtooth's Graphs. It is lots of graphs and charts analyzing all 150+ of my traps that will be in this book. If you like math AND deadly traps (and who doesn't?), you're gonna love this show. You can watch it here!



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PROJECT UPDATE
Goodman Games
CREATOR
5 months ago

Project Update: Next stretch goal cleared! Poll results! And 3,177 backers!

As I write this (under Grimtooth's glaring supervision), there are 3,177 backers for Grimtooth's Old-School Traps. Awesome! This means we are closing in to a record for Goodman Games. If we can get to 3,248 backers, this will be our 4th most-backed project ever. So we are going to make that a new stretch goal:

We just cleared the "I Go Weak In The Knees!" stretch goal bonus trap at $180k...and at 3,248 backers you all get another bonus trap, "Trapezoid Corridor"!


Today we have some game stats for you. We polled backers on which trap you'd like to see statted up, and it was a close race. Options C and D were neck-and-neck for most of the polling. But in the end, option C came out ahead - and there were so many fun comments along the way. So here are the official game stats for this one.

We appreciate all the support, everyone, and look forward to a strong finish as we close out this project tomorrow!




5E Stats: 

VARIOUS KILLERS OF PARANOIDS, 3 Skulls


Ever get tired of watching characters open chests and such from a distance with a pole, thus avoiding all your careful traps directed at anyone trying to loot the treasures within? Scott Rhoads apparently did, and developed the following Various Killers of Paranoids. With each of these traps, the character who opened the chest is safe, but a person standing a respectable distance away is in trouble—and someone standing out of the room entirely is subject to an even worse fate… 

Type. The Various Killers of Paranoids traps are four Tier 2 Simple traps that are established around the same idea: getting at characters who try to stay away from danger. Each has a Deadly threat.

Each trap contains a chest. The chest is unlocked, and it may or may not contain anything of value—although the trap does hurt more if the chest is empty.

Detection. For each trap, a DC 18 Wisdom (Perception) check notices that the walls or floors have seams in the stonework that suggest they can move. Each trap can also be detected with a successful DC 16 Intelligence (Investigation) check on the lid of the chest. If successful, the trigger for the trap is revealed, but not the exact nature of the trap.

Trigger. Each trap triggers when the chest is opened.

Option C. A Wall Too Close

The chest stands next to the far wall of a 15-foot-by-10-foot chamber, which is entered through a double door at the end of a 40 feet-long corridor. See diagram C.

Effect (Reaction). The walls of the room and the final 20-feet of the corridor close abruptly. Creatures standing near the chest are safe, but each creature standing in the corridor must succeed on a DC 16 Dexterity saving throw to leap back down the hall or forward toward the chest. On a failed save, a creature is flattened for 27 (5d10) bludgeoning damage and restrained until the trap resets or the creature escapes with an action and a DC 16 Strength saving throw. Additionally, restrained creatures cannot breathe and start suffocating. A suffocating creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), before dropping to 0 hit points.

A Snake! (Initiative +2). The new position of the walls leaves two new openings at the beginning of the corridor. Behind these are two secret chambers, the left containing a hezrou, the right holding a giant constrictor snake. The monsters leap through the openings to attack anyone who is standing outside of the corridor, rolling for initiative as normal. 

DCC Stats: 

VARIOUS KILLERS OF PARANOIDS, 3 Skulls

Ever get tired of watching characters open chests and such from a distance with a pole, thus avoiding all your careful traps directed at anyone trying to loot the treasure within? Scott Rhoads apparently did and developed the following Various Killers of Paranoids. With each of these traps, the character who opened the chest is safe, but a person standing a respectable distance away is in trouble—and someone standing out of the room entirely is subject to an even worse fate. Still, I feel that these traps speak for themselves, thus…

Detection:
A thief searching the floor or lower portion of the walls in both the chest room and short hallway for traps and succeeding on a DC 12 find trap check notices the walls do not fully connect to the floor and are capable of movement. Also, a thief searching the chest for traps and succeeding on a DC 14 find trap check notices a wire attached to the lid that runs into the floor.

Trigger:
The trap is triggered when the lid of the chest is opened.

Effect:
(Instantaneous, then Init as per creature)
Once triggered, the spring-loaded walls on either side of the chest and the 15’ hallway beyond slam together crushing anyone standing within the hall for 6d6 damage. A successful DC 15 Ref save allows the character to jump out of the path of the crushing hallway walls for no damage. In addition, two fearsome creatures are released from their hiding spots within the walls to wreak havoc on anyone beyond the 15’-long hall.

Deactivation:
The trap may be deactivated by severing the wire attached to the chest. Alternatively, the walls may be lodged into place with several iron spikes, daggers, or similar objects accompanied by a DC 18 disable trap check. 

Reset:
The trap is reset by affixing the wire to the closed chest lid and pushing the walls back into their original position. Note that a combined Strength score of 50 is required to successfully move the walls. Alternatively, if the character destroys the springs (AC 12, hp 10), the walls can be moved with a simple DC 15 Strength check. 


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As said in the title, the discount that I should get for backing a previous project from this creator did not get deducted from my finalized payment, even though it does show up as "Bonus Reward" in my pledge manager. I know it states in the FAQ, that is you use a different email address for both Kickstarter and Backerkit, the discount could happen to not be seen. But I do use the same email address and the "Bonus Reward" is seen in my pledge manager. But still there went something wrong by decucting it.

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PROJECT UPDATE
Goodman Games
CREATOR
5 months ago

Project Update: Tell us how Grimtooth killed your PCs! ...and Perception checks in 5E

Hello Grimtooth fans! Grimtooth hopes you all had a great Thanksgiving. He gives thanks for all the PCs that have walked right into his dastardly traps over the years. And, in the true spirit of Thanksgiving, Grimtooth wants to hear YOUR thanks for the PCs you have killed! We have a new community achievement for you all:

Tell us how Grimtooth killed your PCs!

If we get enough stories of Grimtooth killing your PCs, we'll give all print backers a free sticker! See the Achievement listed below and tell us your stories in the comments!

And while we're here, let's talk about Perception checks in 5E as they relate to traps...

“I have passive Perception 22. Do I see any traps?”

By Benn Ward 

These words were the bane of my GMing days when I ran published 5E adventures for a rogue with the Observant feat and expertise in Perception. What can a trapsmith do when the players—or worse, the adventure—thinks a single skill roll can circumvent an entire trap? Thankfully, in Grimtooth’s collection, we came up with some solutions. 
 
When converting these traps to 5E, we thought about how even detecting a trap can be a puzzle of trial and error. The Detection section in each trap entry outlines where the delvers actually need to be looking to notice the threat and what they see when they do notice it. Then your players have to figure out the trap themselves through some degree of ingenuity, not by simply rolling a die. 
 
We kept in mind that Perception isn’t radar: it doesn’t just ping when danger is nearby! Some traps only reveal themselves if the players realize what to check for. Any delver with a passive Perception 13 or higher can notice the unusual acrid smell coming from the “Gas Passage” trap, but only a character who stops to roll an Intelligence check will deduce before it is too late that they’ve descended into poisonous carbon dioxide. 
 
These traps don’t (usually) have a label that says “trap!” We didn’t simply give each trap a Perception DC and call it done. Instead, we often used more than one Perception DC and provided each DC with a hint about what kind of spring-loaded danger waits ahead. How will your players respond when you describe uneven cobblestones or a door overly tight in its frame? In Grimtooth’s collection, a Perception check doesn’t typically reveal the trap, just the hint of a trap. What happens next is up to the party—and how closely they’ve been paying attention!
 
Finally, Grimtooth’s traps are made for delvers who think the danger is over when they’ve detected the blade slot in the wall. In reality, the trapsmith’s fun is just getting started. Grimtooth’s traps are also made for players who like to think through a trap. And when the trap is sprung, and the delvers successfully avoided those crisscrossing scythe blades, it will be all the more satisfying that they figured out the trap on their own. 
 
A well-placed Perception check won’t ruin these traps. Where would be the fun in that? So when your players finally plummet into that magma-filled pit, they will blame themselves for not taking the heat as a hint—rather than blaming you for placing a death trap under their feet.

Now everyone - tell us your stories in the comments! How have you used one of Grimtooth's traps "back in the day" against your PCs - and preferably killed a few along the way?
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