*This table is from http://www.lady-taylir.com
| Trap Name | Box Safe After Set Off? | Magically Disarmable? |
| Poison Needle | Yes | Yes |
| Tumbler Fusing | Yes | Yes |
| Explosion (Boomer) | Box Lost | Yes |
| Metal Jaws | Yes | Yes |
| Gas Cloud | Yes | Yes |
| Dark Crystal | Box Lost | Yes |
| Incinerator (Sulphur) | Yes | No |
| Glyph | Yes (Resets) | No |
| Shock Bolt (Rod) | No | Yes |
| Fire Gel (Red Vial) | Yes | Yes |
| Acid Stream (Spring) | Yes | Yes |
| Spore | Yes | Yes |
| Scales | Box Lost | Yes |
| Sphere | Yes/May Lose Box | Yes |
| Blue/Green Scarab | Yes | Yes, Lose Scarab |
| Opalescent Scarab | No (Resets) | Yes, Lose Scarab |
| Onyx Scarab | Yes | Yes, Lose Scarab |
| Blood Red Scarab | Yes | Yes, Lose Scarab |
| Translucent Scarab | No (Resets) | Yes, Lose Scarab |
I'd like to try and remember everyone I thanked before
my old site crashed for no apparent reason and all this information was just
about lost. Good thing I had a file with the information below on it,
whew! I wasn't in the mood to kill myself another few dozen times and
re-write all of this. But apparently I've a few fans out there that
noticed the site was gone and were asking for my trap guide back. So here
it is!
Thank you to, Rhandi, Proteaus, Hhooru, Nitefallz,
Taelrand, Rilven... and I know I'm missing some folks, so when it comes to me
(and hopefully it will) I'll add their
names.
Importance
of Disarming
A trap must be disarmed when encountered, it is
important this is done or someone may end up hurt. With the recent changes, you
can also be fined not only for setting one off period, but for each person you
hurt because of it. It is important to do this with care, and be sure it's done
properly. There are a few tricks to some of the traps, though most are straight
forward. Below is a list of each individual trap, and how to go about ensuring
that you are safe, as well as everyone else around you. Once again, if something
is not correct with this list, please immediately email me or visit my feedback
page to submit any problems that are found. I will try to list as much possible
information as I can. Thank you, in advance.
Typing DISARM in game will pull up this messaging (the green print),
minus the warrior disarm syntax which I removed:
USAGE:
DISARM <item>
Attempts
to find a trap on a closed and locked container or door. If a trap has already
been found on the item in question, and on no other item since, there is a
window of opportunity of several minutes in which to attempt a removal of the
trap. Some traps are dangerous to bystanders if detonated, so care should be
taken when attempting this, especially within legal jurisdiction, as local law
enforcement will arrest those who kill others, even unintentionally.
If
you are unaware of where the jurisdiction ends within the town you reside in,
you can almost assuredly check with local residents, most of them will be able
to tell you how far out of town you must go in order to keep out of
jurisdiction.
DISARM QUIET
Suppresses the disarm
process messaging for bystanders, displaying instead a generic demeanor-based
message.
DISARM FULL
Gives bystanders messaging
describing the disarm process.
Top
Importance of Tool Kits
Tool kits are an essential item for
anyone who plans on having to disarm a trap manually. They can be purchased at
your local locksmith's shop.
The outside appearance of the kit differs
depending on what town it is from. Inside every kit you will find: a lump of
squishy white putty with about 63 pinches left, 63 little balls of cotton, a set
of narrow metal grips, a thin metal file and a thick steel needle.
The
amount of putty and cotton changes as you use the kit for specific traps and can
be bundled with another kit to raise the amount. The kit is used simply by
wearing it while disarming a trap. You can also put the kit inside any container
you'd like, that you are wearing, just as long as both your kit and the
container are open. You will automatically take and use the proper item from the
kit.
These kits can be bundled together with another, to keep the supply
of cotton and putty fresh.
The
Traps!
Poison Needle
What you find:
You carefully begin to examine the
coffer for traps...
Hmmm, you can see what appears to be a tiny hole
next to the lock plate which doesn't seem to belong there. Looking closer you
see a gleaming sliver of metal recessed in the hole.
A successful
disarm:
Having discovered a trap on the coffer you begin to carefully
attempt to disarm it...
Using a bit of putty from your locksmith's
pouch, you manage to block the tiny hole in the lock plate.
What
it looks like when disarmed:
You carefully begin to examine the
coffer for traps...
You see a tiny hole next to the lock plate which has
been completely plugged.
Triggered in the name of
research:
You settle into the difficult task of picking the
lock.
You make an excellent attempt (d100=94).
Your lockpick gets stuck in
the lock! You carefully try to work it free but end up bending the tip!
Ouch!
You feel a tiny prick in your finger! You see a needle protruding from a small
hole beside the lock plate with a little of your blood on it!
You feel a
fierce poison coursing through your veins!
Roundtime: 5 sec.
You seem
to be in one piece.
Maximum Health Points: 140
Remaining Health
Points: 140
Maximum Spirit Points: 10
Remaining Spirit Points: 10
Poisoned! Taking 55 damage per round. Dissipating 11 per round.
What this trap does when triggered:
This causes you to be
poisoned, from what you can see above, although it's a large number.... it
dissipates at 11 per round, either way, you need to find something to replace
the blood loss.
Top
Tumbler Fusing/Acid
Vial
What you find:
You carefully begin to examine
the strongbox for traps...
Peering closely into the lock, you spy a tiny
vial placed just past the tumblers of the lock mechanism. It would appear that
any tampering with the lock mechanism would cause the tumblers to crush the vial
and release whatever substance is inside.
A successful
disarm:
Having discovered a trap on the strongbox you begin to
carefully attempt to disarm it...
You carefully push a small ball of
cotton into the lock mechanism, surrounding and protecting the small vial from
anything that may shatter it.
What it looks like when
disarmed:
You carefully begin to examine the strongbox for traps...
Peering closely into the lock, you spy a tiny vial placed just past the
tumblers of the lock mechanism. A small ball of cotton has been pushed up
against the vial, protecting it from anything that may shatter it.
Triggered in the name of research:
You settle into the
difficult task of picking the lock.
You make a talented attempt
(d100=85).
* SNAP * Crud! You broke your lockpick in the attempt!
As you
push your lockpick into the lock mechanism, you hear the sound of glass
shattering. Globs of acid coat the tip of your lockpick, melting off the end and
a good portion of the handle before you drop it to the ground and watch the acid
consume your pick. You peer inside the lock and see that the tumblers have all
been fused into a lump of useless metal by the acid spilled from a tiny vial set
into the lock.
Roundtime: 20 sec.
What it looks like after
being triggered:
You carefully begin to examine the strongbox for
traps...
You peer inside the lock and see that the tumblers have been
fused into a lump of useless metal.
What this trap does when
triggered:
This trap when triggered will eat your lockpick, and fuse
the lock on your box. Once this happens, you will need a warrior to bash it
open, because without a lock it's not unlockable, and fused boxes are not
poppable.
Top
Explosion/Exploding
Chest
What you find:
You carefully begin to
examine the trunk for traps...
Carefully, you feel around the lock and
notice the inside chamber is coated with a strange white substance. From your
experience you recognize this as a common magical/chemical detonation system for
an explosive mixture that was used to treat the trunk.
A
successful disarm:
Having discovered a trap on the trunk you begin to
carefully attempt to disarm it...
Using a bit of putty from your
locksmith's pouch, you cake a thin layer on the lock casing, hopefully
sufficient to prevent sparks when the metal arm strikes it.
What
it looks like when disarmed:
You carefully begin to examine the trunk
for traps...
A thin layer of mud or putty has been dabbed on the
connecting point of the striking arm and the white substance to prevent it from
igniting the trunk when it is unlocked.
Triggered in the name of
research:
You settle into the difficult task of picking the
lock.
You make a talented attempt (d100=84).
* SNAP * Crud! You broke your
lockpick in the attempt!
Your heart skips a beat as you hear a small sizzle
from the chest's keyhole. You begin to jump back, but not in time as the entire
chest explodes in a deafening, fiery detonation!
The iron chest explodes
in a searing ball of fire!
Being closest, you bear the brunt of the
blast...
... 40 points of damage!
Your right arm torn from your
shoulder by the blow!
You are stunned for 8 rounds!
There are yells of
surprise and anguish as bystanders are flung away from the concussion blast! A
young elven girl, remarkably unscathed, stands trembling next to her mother who
lies motionless on the ground, though whether stunned or dead remains to be
seen. As the chaos fades, you hear angry shouts for the constable.
Rhandi is
caught by the explosion...
... 15 points of damage!
Burst of flames to
right hand fries palm. Ouch!
Roundtime: 20 sec.
What this trap
does when triggered:
This trap will hurt everyone in the room, when
triggered. It may also cause death. Once triggered, your box blows up with it.
Top
Metal Jaws/Bear Jaws
What you
find:
You carefully begin to examine the chest for traps...
You notice a discolored oval ring around the outside of the chest which
makes you suspicious. Your suspicions are confirmed when you look inside the
keyhole and notice the spring-loaded jaws pressed flush against the chest walls.
A successful disarm:
Having discovered a trap on the chest
you begin to carefully attempt to disarm it...
Using the pair of metal
grips, you manage to pull out the two pins that hold the upper and lower jaw
pieces together.
What it looks like when disarmed:
You
carefully begin to examine the chest for traps...
You notice a
discolored oval ring around the outside of the chest which makes you suspicious.
Your suspicions are confirmed when you look inside the keyhole and notice the
spring-loaded jaws pressed flush against the chest walls, but the pins that hold
the jaws together have been pushed out.
Triggered in the name of
research:
You settle into the difficult task of picking the
lock.
You make a good attempt (d100=73).
Your lockpick gets stuck in the
lock! You carefully try to work it free but end up bending the tip! You watch
with disbelief and terror as part of the chest face breaks away and a pair of
gleaming jaws clamp down on your hand! You let out a shriek as your hand falls
to the floor!
You are stunned!
Roundtime: 20 sec.
What this
trap does when triggered:
When a jaws trap is triggered, it will take
the pickers hand off, but result in no other injuries or death to anyone.
Top
Gas Cloud
What you find:
You
carefully begin to examine an engraved fel coffer for traps...
Looking
closely into the keyhole of the lock, you spy a small vial of liquid and a tiny
hammer device which seems poised to shatter it if the lock is tampered with.
A successful disarm:
Having discovered a trap on the
coffer you begin to carefully attempt to disarm it...
Using the metal
grips from your locksmith's pouch, you manage to reach in and grasp the post of
the metal hammer, and bend the weak metal out of striking range of the vial.
What it looks like disarmed:
You carefully begin to
examine an engraved fel coffer for traps...
Looking closely into the
keyhole of the lock, you spy a small vial of liquid and a tiny hammer device
which has been bent from striking range of the vial.
Triggered in the
name of research:
You settle into the difficult task of picking the
lock.
You make an excellent attempt (d100=98).
You are not able to pick
the lock, and learn little about it.
Uh oh! You hear what sounds like a vial
being shattered from inside the lock mechanism. You jump back from the coffer as
a cloud of vapors begins to pour from its seams!
You notice a gas cloud begin
to form above you.
You notice the gas cloud begin to condense!
Large sparks begin to form in the center of the gas cloud!
The
static discharges are now audible from the gas cloud, and it looks like it won't
be long before it releases some energy.
The gas cloud begins to shake
with uncontrollable power...
Suddenly, a spark of energy arcs out of it and
strikes at you...
You manage to jump out of the way.
The gas cloud
begins to shake with uncontrollable power...
Suddenly, a spark of energy arcs
out of it and strikes at a rolton...
... 5 points of damage!
Light shock
to chest. That stings!
A rolton bleats anxiously!
The gas cloud
begins to shake with uncontrollable power...
Suddenly, a spark of energy arcs
out of it and strikes at you...
You manage to jump out of the way.
The gas cloud begins to shake with uncontrollable power...
Suddenly,
a spark of energy arcs out of it and strikes at you...
You manage to jump out
of the way.
The gas cloud begins to shake with uncontrollable
power...
Suddenly, a spark of energy arcs out of it and strikes at a
kobold...
... 20 points of damage!
Nasty jolt to back fuses a few
vertebrae. Definitely uncomfortable.
The kobold is stunned!
In a
brilliant display of flashing sparks, the gas cloud jumps north.
The gas
cloud begins to dissipate.
A quiet wind disperses the gas cloud.
What this trap does when triggered:
When triggered this
box sets off your basic gas cloud. You can, if you're skilled enough, dodge it,
or walk away from it. Have a ranger breeze or have it dispelled. Generally this
will cause no deaths, but if you're not able to dodge or survive the shock from
the cloud, it may.
Top
Dark Crystal/To Hell
What you find:
You carefully begin to examine the
chest for traps...
Looking closely into the keyhole of the lock you spy
a small, dark crystal which seems imbedded in the locking mechanism. It looks as
if opening the lock without the exact key could shatter it.
A
successful disarm:
Having discovered a trap on the chest you begin to
carefully attempt to disarm it...
With a little ingenuity you manage to
grind down parts of the lock mechanism with your metal file, so it won't come in
contact with the crystal when you try to open it.
What it looks like
when disarmed:
You carefully begin to examine the chest for traps...
Looking closely into the keyhole of the lock you spy a small, dark
crystal which seems imbedded in the locking mechanism. It looks as if opening
the lock without the exact key could shatter it, but parts of the mechanism have
been ground away to avoid unwanted contact with the crystal.
Triggered in the name of research:
You settle into the
difficult task of picking the lock.
You make a lame attempt
(d100=23).
Your lockpick gets stuck in the lock! You carefully try to work it
free but end up bending the tip! You hear a tinkling sound from the lock and
notice a small purple flash of light. Suddenly the ground begins to rumble as
you move back away from the coffer. With a loud crack the ground beneath the box
rips open and exhales a cold, evil breath. The coffer hovers for a moment and
then falls straight down into oblivion. Before you can do anything the ground
seals itself, leaving no trace anything had happened.
Roundtime: 20 sec.
What this trap does when triggered:
This trap, when set
off, will cause a void to open up from the ground and nab your box from you,
leaving you without a box. No bodily injury to anyone.
Top
Incinerator/Plasma
What you find:
You
carefully begin to examine the coffer for traps...
Feeling around the
inside of the lock, you notice that the casing is coated with a rough, grainy
substance. You lean forward and peer between the walls of the casing. Examining
the lock closely, you notice a small bladder filled with a strange liquid wedged
between the tumblers. With your face this close to the lock, you pick up the
faintest scent of sulphur.
A successful disarm:
Having
discovered a trap on the coffer you begin to carefully attempt to disarm it...
You carefully use the tip of a small metal file to scrape away the
rough, grainy substance which lines the walls of the casing. After a few
moments, you feel comfortable with the small section you have cleaned. You take
out a thin needle and carefully slide it between the walls of the casing, taking
great care not to touch them. As the tip of the needle punctures the small
bladder, a strange clear gel oozes forth from the hole. The gel gives off a
strong odor of sulphur. As the air hits the gel, it begins to harden and turn to
dust, blowing away in the wind as if it never existed.
What it looks
like disarmed:
You carefully begin to examine the coffer for traps...
Feeling around the inside of the lock, you notice that the casing is
coated with a rough, grainy substance. A small section of the casing has been
scraped clean of the strange substance. You lean forward and peer between the
walls of the casing. Examining the lock closely, you notice a deflated bladder
wedged between the tumblers. There is a small hole in the bladder, most likely
from whatever ruptured it. The lock emanates a strong scent of sulphur.
Triggered in the name of research:
* Taylir was just
incinerated! <~~~ Wohoo! Hehe
You settle into
the difficult task of picking the lock.
You make a passable attempt
(d100=49).
* SNAP * Crud! You broke your lockpick in the attempt!
As your
lockpick slides past the walls of the lock casing it rubs against a rough,
grainy substance that coats them and gives off a spark. Just as the spark comes
to life, a strong scent of sulphur reaches your nostrils. You have enough time
to gasp in shock, as two volatile substances meet and ignite into a stream of
fire which issues forth from the lock! Your body is savagely immolated by the
flames!
It seems you have died, my friend. Although you cannot do
anything, you are keenly aware of what is going on around you...
You
mentally give a sigh of relief as you remember that the Goddess Lorminstra owes
you a favor.
...departing in 10 mins...
Roundtime: 20 sec.
*
Taylir just bit the dust!
What this trap does when
triggered:
Talk about painful. I think everyone that knows anyone who
locksmiths, knows about an incinerator trap. Simply put, death to the picker
that misses this trap. You'll end up bleeding from every available spot on your
body, all third rank bleeders except your legs, which are still bleeding, just
at rank two. Great for an empath though.
Top
Glyph/Time Rift
What you find:
You carefully begin to examine a
simple wooden coffer for traps...
You notice some spiderweb-like
scratches on the lock plate which seem, after some bit of scrutiny, too
organized to be just wear and tear -- it might be some type of glyph spell.
A successful disarm:
Having discovered a trap on the
coffer you begin to carefully attempt to disarm it...
You feel like
you've made a good attempt.
Knowing how delicate magical glyphs can be,
you scrape some extra lines into the markings hoping to alter their meaning and
defeat the spell they may hold.
What it looks like
disarmed:
You carefully begin to examine a simple wooden coffer for
traps...
You notice some spiderweb-like scratches on the lock plate
which seem, after some bit of scrutiny, too organized to be just wear and tear
-- it might be some type of glyph spell, but some of the markings have been
altered. This may prevent any magical nature they have from manifesting itself.
What this trap does when triggered:
You make a miserable
attempt (d100=16).
You struggle with the coffer. As you do, you get a sense
that the coffer has a very basic lock (-105 thief-lingo difficulty ranking).
Then...CLICK! It opens!
Suddenly a dark splotch erupts from the lock
mechanism and envelops you! Time seems to slow down and almost stop...
Suddenly you see yourself lean towards a locked coffer about to try and
pick the lock...something goes wrong but...
Suddenly you see yourself
lean towards a locked coffer about to try and pick the lock...something goes
wrong but...
After a moment you feel a great sense of deja vu....
Suddenly you see yourself lean towards a locked coffer about to try and
pick the lock...something goes wrong but...
Your head begins to throb
from all this. After a moment your vision clears and you see...
[Temporal Rift]
You are trapped in a time rift! You catch brief
glimpses of events both past and future. Beyond these strange and confusing
visions extends a vast, ever-changing field of stars, pinpoints of light against
unfathomable utter blackness. It is very cold here.
Obvious paths: north,
northeast, east, southeast, south, southwest, west, northwest, up,
down
Roundtime: 10 sec.
NOTE: I want to point out that, when I
purposely set this trap off, for this description.... I was standing outside the
west gate in Icemule, a few rooms away from the gate, and when I came out of the
temporal rift, I ended up in Oblin Pass, Boiling Lake..... so, be prepared to
have your stuff handy. Also, even though I unlocked the box, the trap was still
there for me to disarm.
This trap sends you to the temporal rift, see
above. This is a nifty little trap, once you set it off and visit the rift, it's
back again, unless you've picked through it. Also, if you read scrolls well, the
trap size will appear smaller, so learn how to read!!
Top
Shock Bolt
What you find:
You
carefully begin to examine the chest for traps...
Looking closely into
the keyhole, you notice a pair of small metal rods a hair's width from touching
each other. Peering around the inside of the keyhole, you can see that the lock
would push the two rods together should the lock be tampered with.
A
successful disarm:
Having discovered a trap on the chest you begin to
carefully attempt to disarm it...
With great care you take a pair of
metal grips and bend the sensitive metal rods out of alignment. It looks as
though they cannot be pressed together by the lock mechanism any more.
What it looks like when disarmed:
You carefully begin to
examine the chest for traps...
Looking closely into the keyhole, you
notice a pair of small metal rods that have been bent in opposite directions of
each other.
Triggered in the name of research:
You settle
into the difficult task of picking the lock.
You make an excellent attempt
(d100=90).
Your lockpick gets stuck in the lock! You carefully try to work it
free but end up bending the tip!
There is a tiny flash from the keyhole and
suddenly your entire body jerks from a massive electrical shock...
... 60
points of damage!
Terrifying electrical arc destroys spinal column one
vertebra at a time!
It seems you have died, my friend. Although you
cannot do anything, you are keenly aware of what is going on around you...
You mentally give a sigh of relief as you remember that the Goddess
Lorminstra owes you a favor.
...departing in 10 mins...
Roundtime: 20
sec.
Taylir just bit the dust! <~~~ Hehe!
What this trap does
when triggered:
Quite the stubborn trap for some reason these appear to
be harder than another type of the same size. This trap when set off shocks you,
can cause death, depending on how hard you get shocked. The best part about this
nice little trap is that you can spend all day trying, because no matter how
many times you trigger it, it's back.
Top
Fire
Gel/Immolation
What you find:
You carefully begin to
examine the box for traps...
Looking closely into the keyhole of the
lock, you spy a small vial of fire-red liquid and a tiny hammer device which
seems poised to shatter it if the lock is tampered with.
A successful
disarm:
Having discovered a trap on the box you begin to carefully
attempt to disarm it...
Using the metal grips from your , you manage to
reach in and grasp the post of the metal hammer, and bend the weak metal out of
striking range of the vial.
What it looks like when
disarmed:
You carefully begin to examine the box for traps...
Looking closely into the keyhole of the lock, you spy a small vial of
liquid and a tiny hammer device which has been bent from striking range of the
vial.
Triggered in the name of research:
You settle into
the difficult task of picking the lock.
You make a passable attempt
(d100=46).
Your lockpick gets stuck in the lock! You carefully try to work it
free but end up bending the tip!
Uh oh! You hear what sounds like a vial
being shattered from inside the lock mechanism. You jump back from the trunk as
a cloud of billowing red begins to pour from its seams engulfing you and
covering you with globs of fiery goo!
Roundtime: 20 sec.
Rhandi
giggles. <~~~ That's my sister laughing at me!
* Taylir just
bit the dust!
The flames engulfing you flare up and sear your skin!
<~~~ Peeewwwww!
... 30 points of damage!
Fire burns through neck
and destroys carotid artery. Painfully bloody way to die.
It seems you
have died, my friend. Although you cannot do anything, you are keenly aware of
what is going on around you...
You mentally give a sigh of relief as you
remember that the Goddess Lorminstra owes you a favor.
...departing in
10 mins...
You laugh, the sepulchral sound echoing through the room.
<~~~ Or is it with me?
Smoke continues to rise from you as your
clothing smolders.
What this trap does when
triggered:
Well, that fire-red liquid starts you on fire. If you're
alone and can beat the stun, fall over and roll around to extinguish it, if
you're lucky enough to have someone with you, they can push you over and roll
you as well. The "roller" will get burnt hands, and your clothes will smolder,
but it's better than burning to death.
Top
Acid Stream/Acid Splash
What you
find:
You carefully begin to examine the strongbox for traps...
After carefully examining the lock, you move on to the hinges of the
strongbox. Just as you were to pass the strongbox off as safe, you notice what
appears to be the ends of springs incorporated with the hinges. Seems rather odd
to have a strongbox designed to spring open when it is unlocked.
A successful disarm:
Having discovered a trap on the
strongbox you begin to carefully attempt to disarm it...
With a little
force applied to the springs, you manage to pop them inside the strongbox.
What it looks like when disarmed:
You carefully begin
to examine the strongbox for traps...
You discover no traps.
Triggered in the name of research:
You settle into the
difficult task of picking the lock.
You make a good attempt (d100=79).
You
struggle with the coffer. As you do, you get a sense that the coffer has a
rudimentary lock (-75 thief-lingo difficulty ranking). Then...CLICK! It
opens!
You jump back a little as the lid of the coffer flies open! You close
your eyes involuntarily as a tongue of liquid hurtles at your face from inside
the coffer! You feel an intense burning sensation on your face, the scent of
burning flesh fills your nostrils with nauseating poignancy!
Again....
You settle into the difficult task of picking the lock.
You make a
talented attempt (d100=82).
You struggle with the coffer. As you do, you get
a sense that the coffer has a primitive lock (-25 thief-lingo difficulty
ranking). Then...CLICK! It opens!
You jump back a little as the lid of the
coffer flies open! You close your eyes involuntarily as a tongue of liquid
hurtles at your face from inside the coffer! You feel an excruciating burning
sensation on your face and neck, your eyes burn and tear like two fiery rivers!
You scream in pain!
What this trap does when
triggered:
This trap won't kill you, but will give you some nasty
acid burns to the face, and scars to match. It can also ruin headworn
items. (Thanks Khel hon!)
Top
Spore/Suffocation
What you find:
You
carefully begin to examine an engraved monir coffer for traps...
Peering
into the coffer's lock, you see a small tube towards the bottom of the tumbler
mechanism. The tube is capped with a thin membrane, but it seems likely that the
tumblers would tear it off while turning.
A successful
disarm:
Having discovered a trap on the coffer you begin to carefully
attempt to disarm it...
Taking a lump of putty from your locksmith's
pouch, you carefully apply it to the end of the small tube. That should block
whatever it's meant to deploy.
What it looks like
disarmed:
You carefully begin to examine an engraved monir coffer
for traps...
Peering into the coffer's lock, you see a small tube
towards the bottom of the tumbler mechanism. It appears as though the tube has
been plugged with something.
Triggered in the name of
research:
You settle into the difficult task of picking the lock.
You
make a competent attempt (d100=65).
You struggle with the chest. As you do,
you get a sense that the chest has a very basic lock (-85 thief-lingo difficulty
ranking). Then...CLICK! It opens!
With a barely audible puff, a thick cloud
of greyish-green spores billows forth from a weathered haon chest and quickly
spreads through the area!
You get a heavy lungful of the caustic gas!
Acid
burns your neck!
... 10 points of damage!
Acid causes a painful burn on
the neck, inflaming the skin!
You are stunned for 1 round!
A thick
cloud of greyish-green spores settles in the air above you.
What this
trap does when triggered:
You and everyone in the room inhales some
nasty poisoning vapors, although no known cure exists, I've heard rumor that
spell 207 Purify Air, helps if not nullifies it, I will update as soon as I know
for certain if that is 100% or not. Hand of Tonis, Wizard spell 505
removes the cloud.
Top
Scales
What you find:
You carefully begin to examine a
weathered tanik chest for traps...
At first glance, the tanik chest
appears to be covered with hundreds of tiny metal scales. Closer examination
reveals the "scales" to be razor sharp at the edges and possessing of a
downward-facing needlelike tip. However, you should be able to avoid cutting
yourself if you are careful.
A successful
disarm:
(Hope you picked the lock first!)
Having discovered a
trap on the chest you begin to carefully attempt to disarm it...
You
carefully open the lid of the tanik chest the tiniest bit, and peer inside. To
one side of the locking mechanism, you can see what appears to be a thin cord
connecting the lid to something within the chest itself.
You gently
slide your dagger into the space under the lid and slice through the cord. That
oughta do it.
Triggered in the name of research:
You
gesture and invoke the powers of the elements for the Unlock spell... Your spell
is ready.
You gesture at an engraved steel coffer.
Suddenly, an engraved
steel coffer gives off a loud sizzle, and explodes in a bright flash!
Being
closest, you take the brunt of the blast!
... 15 points of damage!
Nasty
blow to your chest!
You are stunned for 1 round!
The coffer's
casing is blasted into hundreds of tiny flechettes!
You are severely
perforated!
... 25 points of damage!
Neck skewered, sliding past the
throat and spine! That looks painful.
... 25 points of damage!
Vicious
strike punctures intestines!
... 20 points of damage!
Strike to abdomen
punctures stomach!
... 25 points of damage!
Damaging strike to chest,
several ribs shattered!
... 10 points of damage!
Strike pierces
thigh!
You are knocked to the ground!
... 30 points of
damage!
Great shot penetrates thigh and shatters bone! The buzz of
thoughts in your mind subsides.
It seems you have died, my friend.
Although you cannot do anything, you are keenly aware of what is going on around
you...
You mentally give a sigh of relief as you remember that the
Goddess Lorminstra owes you a favor.
...departing in 10
mins...
Elanus is struck by flechettes!
... 20 points of damage!
Shot
pierces a wrist!
He is stunned!
... 10 points of damage!
Nice puncture
to the abdomen, just missed vital organs!
Spaewife is struck by
flechettes!
... 45 points of damage!
Shot shatters hip and severs right
leg!
Spaewife screams and falls to the ground grasping her mangled right
leg!
She is stunned!
Xeldria is struck by flechettes!
... 10 points of
damage!
Strike pierces thigh!
She is knocked to the ground!
Lunafleur
is struck by flechettes!
... 15 points of damage!
Slash across right
eye!
Hope the left is working.
She is stunned!
... 10 points of
damage!
Strike through the palm!
Queatus is struck by flechettes!
...
35 points of damage!
Awesome shot shatters ribs and punctures lung!
He is
stunned!
Dozens of flechettes fly off to the east!
Dozens of
flechettes fly off to the southwest!
Cast Roundtime 3 Seconds.
What this trap does when triggered:
I love this trap!
First off, it's kind of backwards. You need to first spot this trap. Then you
need to unlock the box. Once unlocked you need to grab your handy dandy dagger
(or like weapon), and disarm it. If you fail the disarm, you're going to hurt
yourself and everyone else in the room. Shrapnel will do what shrapnel does and
pretty much hurt and possibly kill everyone. Make sure you don't forget to
disarm it after you unlock it.
Top
Sphere/Plasma Wave
What you
find:
You carefully begin to examine an acid-pitted mithril chest for
traps...
Examining the chest, you locate a small light violet sphere
held in a metal bracket towards the back of the lock mechanism. The spherical
crystal exudes crackling amber energy in shifting jagged lines, which reach
outward from the center to trace patterns on the translucent surface. It appears
that were the tumblers to be activated, the gem would be caught amongst them.
A successful disarm:
disarm my chest with my
lockpick
Having discovered a trap on the chest you begin to carefully attempt
to disarm it...
With utmost care, you slip your black vaalin lockpick
into the lock and gently nudge the tiny gem until it begins to work loose and
its inner glow begins to fade. Another moment of prodding, and you are able to
poke the gem free of its metal housing, whereupon it falls down into the lock
mechanism and out of sight.
What it looks like when
disarmed:
A thorough search of the area inside the tumblers reveals
what appears to be a metal bracket of some sort, although it seems to be empty
now.
Triggered in the name of research:
Rhandi settles
into the difficult task of picking the lock on a plain maoral chest.
You hear
a snap and then Rhandi mumbles some unprintables.
Suddenly, you hear a sound
like shattered crystal and a bright emerald light flashes from the lock
mechanism!
Rhandi is engulfed by the light!
... 60 points of
damage!
Large spot of acid dissolves Rhandi's kidneys.
She is
stunned!
A wave of emerald ethereal ripples moves outward from a plain maoral
chest.
Rhandi is buffeted by the emerald ethereal waves, and is knocked to
the ground.
... 15 points of damage!
Splash to the back of the hand causes
the skin to smoke!
You are buffeted by the emerald ethereal waves, but remain
standing.
The maoral chest is ripped into shreds by the blast!
Another one for good measure:
You settle into the difficult task
of picking the lock.
You make a pathetic attempt (d100=8).
You struggle
with the chest. As you do, you get a sense that the chest has a rudimentary lock
(-45 thief-lingo difficulty ranking). Then...CLICK! It opens!
Suddenly, you
hear a sound like shattered crystal and a bright dark red light flashes from the
lock mechanism!
You are engulfed by the light!
... 20 points of
damage!
Nasty burns to back. Won't be sleeping on that for awhile.
You are
stunned for 3 rounds!
A wave of crimson ethereal ripples moves outward from a
scratched maoral chest.
A luminous arachnid is buffeted by the crimson
ethereal waves and is knocked to the ground.
... 25 points of
damage!
Rhandi is buffeted by the crimson ethereal waves, and is knocked to
the ground.
... 10 points of damage!
Burst of flames to left arm burns
skin bright red.
You are buffeted by the crimson ethereal waves, but remain
standing.
The maoral chest is ripped into shreds by the blast!
One more cuz it was fun!
Queatus settles into the difficult task
of picking the lock on a weathered fel box.
Suddenly, you hear a sound like
shattered crystal and a bright reddish-brown light flashes from the lock
mechanism!
Queatus is engulfed by the light!
... 30 points of
damage!
Hard strike to left eye pops it!
He is stunned!
A wave of
russet ethereal ripples moves outward from a weathered fel box.
A velnalin is
buffeted by the russet ethereal waves and is knocked to the ground.
... 60
points of damage!
Blow to chest frees a rib to spear a lung and heart!
The
velnalin lets out a final agonized sigh and dies.
A kobold is buffeted by the
russet ethereal waves and is knocked to the ground.
... 50 points of
damage!
Strike to the kobold's throat removes it!
The kobold cries out in
pain one last time and dies.
Prospera is buffeted by the russet ethereal
waves, and is knocked to the ground.
... 20 points of damage!
Good blow to
chest!
She is stunned!
Awryn is buffeted by the russet ethereal waves, and
is knocked to the ground.
... 50 points of damage!
Impact removes the left
hand in a spray of red mist!
He is stunned!
Elanus is buffeted by the
russet ethereal waves, and is knocked to the ground.
... 50 points of
damage!
Massive blow to chest collapses sternum!
He is stunned!
Xeldria
is buffeted by the russet ethereal waves, and is knocked to the
ground.
Lunafleur is buffeted by the russet ethereal waves, and is knocked to
the ground.
... 25 points of damage!
Strong blow to back!
She is
stunned!
Queatus is buffeted by the russet ethereal waves, and is knocked to
the ground.
... 55 points of damage!
Strike to Queatus's throat removes
it!
* Queatus drops dead at your feet!
Belnia is buffeted by the
russet ethereal waves, and is knocked to the ground.
... 15 points of
damage!
Nice blow to left leg!
She is stunned!
You are buffeted by the
russet ethereal waves, and knocked to the ground.
You are pinned in place,
unable to move.
Roundtime: 20 sec.
... 55 points of damage!
Your left
leg collapses as the bones are ground to dust!
That marathon will just have
to wait!
You are stunned for 12 rounds!
The fel box is ripped into
shreds by the blast!
What this trap does when
triggered:
From what I know there are dozens of different colored
sphere. When disarmed this nasty little trap will cast what appears to be major
elemental wave at you, and it doesn't matter what color the sphere, you get the
same damage. This trap can cause death, but may not always do so.
Top
Scarab
Basics
I decided to add a small section on scarab basics instead
of including them with each description. There are a few things that all scarabs
have in common.
1. You must disarm the scarab when it falls from the
box, basic syntax: DISARM SCARAB
2. Scarabs will only be available for
"pick up" to the person that disarmed it, for 30 seconds after the disarm. This
is supposed to prevent theft, to some extent.
3. How do you know if you
can disarm the scarab? There isn't a known formula yet, if there is, I haven't
found it yet. Rilven said she'd do some further testing with me, will get the
info up when we're done with that. The old formula was for a rogue (only a
rogue) you needed a combined BONUS of 151 from disarm skill and wisdom, and
you'd successfully disarm any scarab that fell to the ground. Now, when you
disarm a scarab you get one of several messages, telling you if you think you've
disarmed the scarab successfully. Some say this has to do with the size of the
actual trap, while it was on the box. Personally I don't believe that to be
completely true, as I've always gotten the "you could have done it blindfolded"
message, even on my largest trap. Like I said, further testing will go into
this, and hopefully in the future we will know a bit more about it.
4.
What do you do with a scarab? A scarab ends up being a pretty nice gem. You can
sell them at the gemshop in any town for silver. Scarab prices range anywhere
from 1 silver to 4000 silvers. (Thanks Sazarr!) Remember, the more you DISARM
SCARAB the less the scarab is worth, being able to do it once is ideal, if you
want to get the most out of the scarab. Also, it's been mentioned, though I've
not had it confirmed, that the higher the trap the scarab came from, the more
it's worth at the gemshop. It used to be that you couldn't sell scarabs when you
SOLD (CONTAINER) at the gemcutter's, but now they sell like any regular gem.
Which is probably why I haven't noticed their individual worth.
Top
Blue/Green Scarab - Disease/Poison Scarab
What
you find:
You carefully begin to examine an enruned iron chest for
traps...
Peering closely into the lock, you spy a miniature
sky-blue/sea-green glaes scarab wedged into the lock mechanism. The scarab's
surface is etched with tiny runes that seem to writhe as the light strikes them.
A successful disarm:
Having discovered a trap on the
chest you begin to carefully attempt to disarm it...
You carefully nudge
the scarab free of its prison without disturbing the lock too much. The scarab
falls from the lock and onto the ground in front of you.
What it
looks like disarmed:
You carefully begin to examine a sturdy silver
chest for traps...
The lock appears to be free of all obstructions.
A successful scarab disarm:
disarm scarab
You carefully
begin to examine the scarab for traps...
Knowing how delicate magical
runes can be, you carefully scrape a few extra lines into the markings, hoping
to alter their meaning and defeat the spell they may hold.
*scritch
scritch* If that had been any easier, you could have done it blindfolded.
Triggered in the name of research:
You make a talented
attempt (d100=84).
You struggle with the trunk. As you do, you get a sense
that the trunk has a tricky lock (-240 thief-lingo difficulty ranking).
Then...CLICK! It opens!
As you push your lockpick into the lock mechanism,
you hear the buzzing of a tiny insect coming from within. Suddenly, something
darts out of the lock and flies straight at you! You attempt to duck out of the
way, but it weaves with you and lands on your neck! You gasp in horror as you
feel its stinger enter your flesh and you clap your hand to your neck to stop
it, but there is nothing there. You suddenly feel very ill.
You seem to
be in one piece.
Maximum Health Points: 140
Remaining Health Points:
120
You are feeling pretty good.
Maximum Spirit Points:
10
Remaining Spirit Points: 10
Diseased! Taking 19 damage per round.
Dissipating 1 per round.
You seem to be in one piece.
Maximum
Health Points: 150 Remaining Health Points: 70
You are feeling weakened.
Maximum Spirit Points: 10
Remaining Spirit Points: 10
Poisoned! Taking 79 damage per round. Dissipating 1 per round.
What this trap does if triggered:
When this little bug is
triggered, it will stick you with a very large poison/disease. Blue is disease,
green are poison. The disease/poison hits for 19 per or higher, dissipating at 1
per round. You will need to quickly find a healer for blood loss, or someone
that can cast UnPoison?, or UnDisease? in a hurry.
Top
Opalescent Scarab/Random
Spell
What you find:
You carefully begin to examine
a sturdy gold box for traps...
Peering closely into the lock, you spy a
glimmering opalescent scarab wedged into the lock mechanism. The scarab's
surface is etched with tiny runes that seem to writhe as the light strikes them.
A successful disarm:
You carefully nudge the scarab free
of its prison without disturbing the lock too much. The scarab falls from the
lock and onto the ground in front of you.
What it looks like when
disarmed:
You carefully begin to examine a sturdy gold box for
traps...
The lock appears to be free of all obstructions.
A
successful scarab disarm:
You carefully begin to examine the scarab
for traps...
Knowing how delicate magical runes can be, you carefully
scrape a few extra lines into the markings, hoping to alter their meaning and
defeat the spell they may hold.
*scritch scritch* If that had been any
easier, you could have done it blindfolded.
Triggered in the name of
research:
You settle into the difficult task of picking the
lock.
You make a passable attempt (d100=41).
You are not able to pick the
lock, and learn little about it.
As you push your lockpick into the lock
mechanism, you hear a buzzing noise coming from within a weathered monir coffer.
Something darts out of the coffer and settles at the lock opening! A tiny insect
with a glimmering opalescent shell flutters there momentarily, then opens its
wings and faces you!
A glimmering opalescent scarab releases a radiant
burst of energy towards you!
The ground beneath your feet begins to boil
violently!
Fiery debris explodes from the ground!
... 20 points of
damage!
Good blow to your back!
You are stunned for 3 rounds!
... 20
points of damage!
Nasty burns to right leg. Gonna need lots of butter.
You
are knocked to the ground!
... 20 points of damage!
Flames incinerate
muscle tissue in neck exposing the trachea. More than you ever wanted to
see.
... 25 points of damage!
Flames burn hole in chest exposing
ribs!
... 35 points of damage!
You take a breath of super-heated air and
expire gasping.
It seems you have died, my friend. Although you cannot
do anything, you are keenly aware of what is going on around you...
You
mentally give a sigh of relief as you remember that the Goddess Lorminstra owes
you a favor.
...departing in 10 mins...
The ground then quickly
cools.
Chittering noisily, the opalescent scarab disappears once more into
the coffer.
Roundtime: 20 sec.
Another spell from the SAME box:
You settle into the difficult task of picking the lock.
You make an
excellent attempt (d100=98).
You are not able to pick the lock, and learn
little about it.
As you push your lockpick into the lock mechanism, you hear
a buzzing noise coming from within a weathered monir coffer. Something darts out
of the coffer and settles at the lock opening! A tiny insect with a glimmering
opalescent shell flutters there momentarily, then opens its wings and faces you!
A glimmering opalescent scarab releases a radiant burst of energy
towards you!
CS: +900 - TD: +247 + CvA?: +25 + d100: +75 - -5 ==
+758
Warding failed!
Blast encases right hand instantly turning it into a
fine white powder! +628 damage.
It seems you have died, my friend.
Although you cannot do anything, you are keenly aware of what is going on around
you...
You mentally give a sigh of relief as you remember that the
Goddess Lorminstra owes you a favor.
...departing in 10
mins...
Chittering noisily, the opalescent scarab disappears once more into
the coffer.
Roundtime: 20 sec.
And yet another spell from this trap:
Queatus settles into the difficult task of picking the lock on a rotting
thanot trunk.
You hear a snap and then Queatus mumbles some
unprintables.
As Queatus pokes around inside the lock, you hear a buzzing
noise coming from within a rotting thanot trunk. Something darts out of the
trunk and settles at the lock opening! A tiny insect with a glimmering
opalescent shell flutters there momentarily, then opens its wings and faces
Queatus!
A glimmering opalescent scarab releases a radiant burst of
energy towards Queatus!
Dozens of long thorns suddenly grow out from the
ground underneath Queatus! Several of the thorns jab into him!
... hits for
32 points of damage!
... 35 points of damage!
Blow shatters knee and
severs lower leg!
Queatus screams and falls to the ground grasping his
mangled right leg!
He is stunned!
... hits for 21 points of damage!
...
45 points of damage!
Strike to wrist severs right hand quite neatly!
* Queatus drops dead at your feet!
Chittering noisily, the
opalescent scarab disappears once more into the trunk.
What this trap
does when triggered:
This scarab, when fumbled, failed, or touched
from the ground will cast one heck of a CS based spell at you. Spells have
included Spike Thorn, Dark Catalyst and Boil Earth, that I've seen, I'm sure
there are more. Most likely this will kill you. Once the scarab strikes, it will
jump back into the lock, making the box unsafe.
Top
Onyx
Scarab/Burrow
What you find:
You carefully begin to examine
an enruned wooden trunk for traps...
Peering closely into the lock, you
spy a tiny onyx scarab wedged into the lock mechanism. The scarab's shell is
covered with spiky inward-curving protrusions which resemble fangs.
A successful disarm:
Having discovered a trap on the
trunk you begin to carefully attempt to disarm it...
You carefully nudge
the scarab free of its prison without disturbing the lock too much. The scarab
falls from the lock and onto the ground in front of you.
What it
looks like disarmed:
You carefully begin to examine a enruned wooden
trunk for traps...
The lock appears to be free of all obstructions.
A successful scarab disarm:
You carefully begin to examine
the scarab for traps...
Knowing how delicate magical runes can be, you
carefully scrape a few extra lines into the markings, hoping to alter their
meaning and defeat the spell they may hold.
*scritch scritch* If that
had been any easier, you could have done it blindfolded.
Triggered in
the name of research:
You settle into the difficult task of picking
the lock.
You make a competent attempt (d100=61).
You are not able to pick
the lock, and learn little about it.
As you push your lockpick into the lock
mechanism, you hear a clicking noise coming from within an acid-pitted mithril
box. A tiny onyx insect with numerous spikes on its carapace scuttles out of the
locking mechanism and darts towards you!
Blood jets forth as a spiked
onyx scarab burrows into your right hand!
... 20 points of damage!
Shot
pierces a wrist!
You are stunned for 1 round!
Roundtime: 20 sec.
You bite back a scream as you feel a spiked onyx scarab tunneling
through your right hand!
The onyx scarab comes close to the surface of
your right hand, causing the skin to bulge painfully!
You bite back a
scream as you feel a spiked onyx scarab tunneling through your chest!
You bite back a scream as you feel a spiked onyx scarab tunneling
through your chest!
Pain like a miniature sun bursts within your chest
as the onyx scarab reaches your heart! Light flares before your eyes
momentarily, followed by the release of death.
The buzz of thoughts in your
mind subsides.
It seems you have died, my friend. Although you cannot do
anything, you are keenly aware of what is going on around you...
You
mentally give a sigh of relief as you remember that the Goddess Lorminstra owes
you a favor.
...departing in 10 mins...
A spiked onyx scarab
suddenly erupts out of your chest and drops to the ground!
You swing a giant lollipop stick at a spiked onyx scarab!
AS:
+358 vs DS: +5 with AvD?: +38 + d100 roll: +90 = +481
... and hit for 140
points of damage!
Left hip pulped, severing the leg.
The onyx scarab
flitters loudly as it collapses to the ground as its mangled left hind leg gives
way.
The onyx scarab flips over, legs flailing weakly at the air before it
expires.
Roundtime: 5 sec.
What this trap does when
triggered:
This bug will bite you and get under your skin, so to
speak, and suck the life right out of you. It starts in your hand usually and
works its way toward your heart. Once you're dead it will find it's next victim,
so anyone in that room or passing through may end up getting bit by this thing.
You can ambush a limb off to keep the person alive, and then kill the scarab
while on the ground. Uncurse will also kill the bug. This can be cast at the
person it is invading, or while on the ground. Be warned, it may take more than
one cast to kill it.
Top
Blood Red Scarab/Leech
What you
find:
You carefully begin to examine a sturdy wooden chest for
traps...
Peering closely into the lock, you spy a miniature blood red
scarab wedged into the lock mechanism. The scarab's shell is etched on the back
with a dark teardrop-shaped pattern surrounded by tiny runes.
A
successful disarm:
Having discovered a trap on the chest you begin to
carefully attempt to disarm it...
You carefully nudge the scarab free of
its prison without disturbing the lock too much. The scarab falls from the lock
and onto the ground in front of you.
What it looks like
disarmed:
You carefully begin to examine a sturdy wooden chest for
traps...
The lock appears to be free of all obstructions.
A successful scarab disarm:
You carefully begin to
examine the scarab for traps...
Knowing how delicate magical runes can
be, you carefully scrape a few extra lines into the markings, hoping to alter
their meaning and defeat the spell they may hold.
*scritch scritch* If
that had been any easier, you could have done it blindfolded.
Triggered in the name of research:
You settle into the
difficult task of picking the lock.
You make an adequate attempt
(d100=51).
You are not able to pick the lock, and learn little about
it.
As you push your lockpick into the lock mechanism, you hear a clicking
noise coming from within a scratched brass box. A tiny blood red insect with a
large teardrop etched on its shell scuttles out of the locking mechanism and
darts towards you!
A blood red teardrop-etched scarab clamps its
tiny mandibles onto your right hand!
You feel light-headed as a blood
red teardrop-etched scarab draws the blood violently from your body!
You
feel light-headed as a blood red teardrop-etched scarab draws the blood
violently from your body!
You feel light-headed as a blood red
teardrop-etched scarab draws the blood violently from your body!
You
feel light-headed as a blood red teardrop-etched scarab draws the blood
violently from your body!
You feel light-headed as a blood red
teardrop-etched scarab draws the blood violently from your body!
It
seems you have died, my friend. Although you cannot do anything, you are keenly
aware of what is going on around you...
You mentally give a sigh of
relief as you remember that the Goddess Lorminstra owes you a favor.
...departing in 10 mins...
A blood red teardrop-etched scarab
suddenly pulses a bright crimson and drops away from you!
What this trap does when triggered:
When triggered
this scarab will clamp onto you and suck the blood right out of you, until
you're dead. Once you're dead it will find it's next victim, so anyone in that
room or passing through may end up getting bit by this thing. You can ambush a
limb off to keep the person alive, and then kill the scarab while on the ground.
Uncurse will also kill the bug, this can be cast at the person it is invading,
as well as while it's on the ground. Be warned, it may take more than one cast.
Top
Translucent Scarab/Eye Spy
What you
find:
You carefully begin to examine a simple monir coffer for
traps...
Peering closely into the lock, you spy a tiny translucent
scarab wedged into the lock mechanism. The scarab's shell is etched on the back
with a large eye that seems to shift lazily about.
A successful
disarm:
You carefully begin to examine a simple monir coffer for
traps...
You carefully nudge the scarab free of its prison without
disturbing the lock too much. The scarab falls from the lock and onto the ground
in front of you.
What it looks like when disarmed:
You
carefully begin to examine a simple monir coffer for traps...
The lock
appears to be free of all obstructions.
A successful scarab
disarm:
You carefully begin to examine the scarab for traps...
Knowing how delicate magical runes can be, you carefully scrape a few
extra lines into the markings, hoping to alter their meaning and defeat the
spell they may hold.
You feel like you probably rendered the translucent
scarab harmless, but can't be sure.
NOTE: This one above ended up
being safe, thus you need to pay attention to your messaging and know when to
trust yourself. Thank you Rhandi for your help on this! Same thing for the one
below!
Knowing how delicate magical runes can be, you carefully scrape a
few extra lines into the markings, hoping to alter their meaning and defeat the
spell they may hold.
Deciphering the runes is relatively simple, and
you're pretty sure you were successful.
Triggered in the name of
research:
You settle into the difficult task of picking the
lock.
You make a poor attempt (d100=33).
You are not able to pick the
lock, and learn little about it.
As you push your lockpick into the lock
mechanism, you hear a buzzing noise coming from within an iron-bound haon chest.
Something darts out of the chest and settles at the lock opening! A tiny
translucent insect with a large eye etched on its shell flutters there
momentarily, then scuttles about and faces away from you!
An etched
translucent scarab focuses the eye etched into its back towards you!
An
etched translucent scarab stares into your eyes.
CS: +1260 - TD: +247 + CvA?:
+25 + d100: +19 - -5 == +1062
Warding failed!
The translucent scarab
suddenly transforms into a horridly grotesque image, inducing utter terror in
your soul! A gut-wrenching fear twists deep into your soul. You turn pale and
then fall limp to the ground, killed by some inconceivable fear!
It
seems you have died, my friend. Although you cannot do anything, you are keenly
aware of what is going on around you...
You mentally give a sigh of
relief as you remember that the Goddess Lorminstra owes you a favor.
...departing in 10 mins...
Chittering noisily, the translucent scarab
disappears once more into the chest.
Roundtime: 20 sec.
What this
trap does when triggered:
This scarab casts the spell Evil Eye. The
Casting Strength of this spell is so high, that it will likely kill you in one
try, before hopping back into the box. You can also rub this scarab to get a
spell out of it, several spells have been noted in these scarabs.
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service mark of Simutronics Corporation. All rights reserved. The GemStone ® IV
game is copyright © 1987-2004 Simutronics Corp. All rights reserved. GemStone ®
is a registered trademark of Simutronics Corp. All rights reserved.