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For my own purposes within the dungeon, I find that it is best to incapacitate our

enemies, rather than destroy their bodies. I can put them back together to animate them;
that much is certain. However, whole bodies just work better. That is what this selection
of traps centers around making sure that the do!gooders in our lair are stripped of their
abilities to make war on the dungeon deni"ens and strike them when they are vulnerable.
The easiest ways to do this involves magic. However, natural sciences and even alchemy
have their uses here as well. #ften it is the simplest things that are the most effective. It
is truly rare to have enemies immune to things such as s$ueaky floors and flashing lights.
%agic on the other hand, seems relatively easy to be immune to, especially in the class of
raiders that our dungeon attracts. &o, we have discovered that sometimes it's just easier
to trick those who invade our home rather than try to fight them directly with magic.
(ventually, they begin to trust absolutely nothing and their natural paranoia is turned
against them. )etween the traps included in this small volume, and others that we have
already talked about, many adventuring groups seem to believe that everything is a trap.
(very torch, every door handle, every chest, every floor, and every scrap of paper; all of
it is there to drive the interlopers stark raving mad with the ultimate truth what is before
them is either a trap, or it is not.
*hen they are at their weakest is when we strike with monsters and creatures that are
immune to, or drawn by, the traps based on +ight and &ound. The damage dealing traps
of this volume do not overly damage the body, which again, is ideal for adding to my
army of the undead. However, many are included that blind or deafen ,or both- any who
are subjected to them. These traps are usually arranged in conjunction for a nasty
surprise by way of monsters stationed in our dungeon. It's not a bad deal for them; they
get free food and drink as well as a place to stay that suits their needs and likes. It's not a
bad deal for us; we get a veritable army of creatures to inhabit the lair that we don't have
to pay for and don't complain when they start to get killed. (ven then, I can still usually
add to my army, so it's an even better bonus for me.
.o matter who lives or dies in this e$uation, I still win.
/uul!Tem
Traps 0 +ights and &ounds
The traps included in the following pages are universal to all role!playing systems. The
only statistics you will find are for three very different role!playing systems and for the
skeletons alone. There are no weapons statistics listed, and there is no damage for special
effects such as poison gas, 1reek Fire, or e2plosions; your role!playing system of choice
already has those.
The traps below are simply using weapons and other methods of destruction in creative
ways that may not have been thoroughly e2amined by the game masters in the past. The
34 traps included in this book range from the nearly comical to the downright deadly.
They can be fit into almost any adventure or campaign, especially if the players end up
fighting a technologically advanced enemy or an artificer with nearly limitless funds.
The abilities of the trap maker are up to the 1%. These traps are assumed to be non!
magical in nature, but many settings have a form of magi!tech that allows for the creation
of wonderful devices that don't necessarily follow normal physics. For most players,
there is a suspension of disbelief, but some might want to peek behind the veil and see
how some of these traps work, reverse engineer them, and maybe even shut down every
mechanical trap in the system if they are all fed off a single power source. If each trap
operates independently, the players might be able to smash the controls of one in time,
but may have difficulty with all of them. &ome of the traps don't have visible mechanical
parts and instead rely on machinery and devices outside of the room.
This book uses generic gaming terminology to not leave out any system, if possible.
&ystems that do (DO OR DON'T) allow undead will not be able to use this book to the
fullest, but it can easily encourage the thought process of other traps and pu""les that the
player characters will have to sort out. The balance of these devices, however, may be
used by virtually all role!playing game systems, and their integration should be $uick and
painless for the 1ame %aster
+ethality, 5etection, and 5isarm
(ach trap is rated for lethality and detection, as described below. How these ratings work
mechanically is entirely up to your system of preference and the 1%'s decision. The
lethality is e2amined at the thought of a mid!level power character. +ower level or newer
characters might have difficulty with even the least lethal of these traps. (ven some of
the least lethal traps can be trouble for the more powerful characters; there is always the
possibility of losing a character to bad dice rolls. However, as with all things dice!driven,
these estimations are averages; characters who have special skills and gear have a higher
chance of surviving than characters stumbling blindly.
Trap +ethality
(ach trap is rated on a scale indicating the chances of killing a character in an encounter.
&ome of the traps have a probability of killing an entire party, and any trap has the
possibility of involving more than one party member at a time. )ecause of that, there is
an added chance that e2tra character involvement will increase the odds for those party
members to also be injured or killed. The descriptions below go into a little more detail,
and they are also rated for the average character in a base system. The details of the
lethality will vary from system to system, and possibly even from party to party and
character to character.
+ethality 3
%ost characters should have no problem surviving this trap. #nly characters that are
diminished in health will run a risk of death. *hole parties have absolutely no problem
with a trap of this kind.
+ethality 6
7haracter death could occur with a trap of this lethality, but it is in the favor of the
character to survive this trap. (ntire parties could run into a problem with these sorts of
traps, but they will probably survive with little difficulty.
+ethality 8
9 character has about a 4:;4: shot of survival with this kind of trap. (ntire parties can
have difficulty with this kind of trap, and it is possible that they will lose one of their
members in the process of over coming it. These traps should challenge a party of any
power level, though more powerful parties will struggle less and may be able to muscle
through it with little chance of loss
+ethality <
%ost characters will have substantial trouble overcoming this kind of trap. =arties will
re$uire $uick thinking or preparation to get through these traps, and it is likely that a
party member will be lost. #nly prepared characters or groups will stand a chance of
surviving these traps.
+ethality 4
These traps are invariably lethal to single characters and entire parties alike. The
probability of character or party survival is slim and only parties or characters that are
e2tremely well prepared, e2tremely resilient, $uick witted, or very lucky will make it
through this sort of trap.
Trap 5etection
This is the ability to detect the trap varies with the trap itself. &ome traps give no sign of
their presence and are a total surprise. #ther traps have triggers, switch plates, and other
mechanical components that might be able to be detected and disarmed before they can
be triggered.
9ny trap can be avoided if the characters are crafty enough. This is measured in a degree
of delectability, ranging from easy to impossible, 3 to 4, respectively. #f course, if the
characters have access to magical or supernatural methods of trap detection, they may be
able to detect even the most undetectable of traps before they are sprung. The 1% needs
to strongly consider the mechanics of the trap before allowing the =7s to make detect
trap rolls. 9ny trap with a +ethality of 3 will be e2tremely difficult to detect with
mundane abilities and skills, though supernatural and magical abilities will almost always
allow them to be detected.
5etection 3
9lmost any character should be able to see this trap coming. It is obvious that something
is wrong from the second the characters walk into the room and have the ability to notice
the trap. (ven characters with out normal trap detection abilities have a chance to find
these.
5etection 6
%ost characters should be able to notice that something isn't right and that they could be
in serious danger. These types of traps can be fairly easy to find, and possibly
circumvented and avoided. 7haracters without trap detection may be able to find these
on an e2ceptional roll, but they will have to be clever to find a way to disarm them.
7haracters with trap detecting abilities can find these with a successful check to do so.
5etection 8
These types of traps have about a 4:;4: chance of being discovered by a skilled character.
The trap may be mechanical, chemical, or simply hidden. (ven the luckiest of
commoners are out of their league trying to find these traps. These traps are designed by
professionals, for professionals.
5etection <
These types of traps are difficult to find for even trained professionals. 7haracters
untrained in the arts of finding and dismantling or avoiding traps have virtually no chance
to find them before they are set off. For groups or characters that do not have trap
detecting ability, their best way to not activate these is to be lucky enough to not set them
off at all or avoid them completely by accident.
5etection 4
These traps are hidden so well that not even trained professionals can reliably find them.
These traps often have no clues such as trap wires or forensic evidence to their nature
until it is too late. 7aution and patience gets around these traps, but not much else; and
those without trap detecting abilities or skills are hopelessly lost when encountering
these.
5isarm
%any characters which possess the ability to detect traps also possess the ability to
disarm them and render them inert. 1enerally speaking the harder it is to detect the trap;
the harder it is to disarm it. &ome traps might be able to be smashed apart without care as
to doing it right, others may be so tough and protected that only a trained professional can
do the job properly. Tools and necessary e$uipment can also help disarm many of them;
some many need special tools; some might be able to be disarmed with things readily at
hand.
>ltimately, how tough some of the traps are, how much it takes to smash them apart, and
how long it takes to disarm the traps are up to the 1% and the creativity of the players
subjected to them. 9 trap could be designed to take hours to disarm if it can be disarmed
at all, but a clever character could find a logical way to disarm them with something as
simple as a stick being jammed into the right place at the right time.
The disarm rating is a measure of the difficulty or time to disarm the trap correctly.
7haracters wishing to do things the proper way may take more time than smashing their
way through, and paranoid characters will take even more time yet. *hen used correctly,
even if used as bait, the 1% can slow the adventure down to a crawl. #f course, if the
=7s avoid the trap, it may be come unnecessary to disarm it, but they might regret not
doing that in the future if they ever have to beat a hasty retreat through the dungeon.
.ot all traps can be disarmed; the book concerning &keleton Traps does not have a
disarm section because they are usually triggered when the =7s do something; they open
a door and there's a skeleton ready to attack. ?ery few of the traps in that volume have
switch plates, and if they do, they are easy to disarm for any character with the ability to
detect and disarm traps, or any clever character that figures out a way to jam the plate to
keep it from tripping the trap. #ther books in the series such as .on!Traps and =it Traps
will also not have this section; it's hard to disarm a trap that isn't really there and it's even
more difficult to disarm gravity. The 1% may rule that in certain circumstances some of
them may be able to be disarmed, so anyone using these traps in their games needs to be
receptive to player ideas.
5isarm 3
The trap can be disarmed by most characters by either smashing it or just preventing it
from tripping. 9ny character that is trained in the disarming of traps can take care of
these without making a check where other characters may not need to with enough
smashing or a good idea.
5isarm 6
The trap can be disarmed by enough damage or by a very good idea from a character that
is not trained in disarming traps. Those who are trained in dealing with devices can take
care of them without too much difficulty. %any traps with a 5isarm of 6 have partially
or fully concealed mechanisms for making the trap work when sprung.
5isarm 8
7haracters that are not trained in disarming traps have little chance of disabling these
devices. 7haracters that have training and e2perience can figure them out with some
difficulty, and very e2perienced characters can almost always get them disarmed. %ost
of these traps have completely concealed mechanisms or are hardened against characters
trying to tamper with them.
5isarm <
7haracters that are trained in trap disarmament have trouble with these kinds of traps.
They use complicated mechanisms, are hardened against tampering, and are often trapped
themselves if the disarm attempt fails. 7haracters that try to smash their way through
them will almost always trip the trap and almost never prevent the mechanism from
working.
5isarm 4
#nly the most e2perienced characters can disarm these traps. The mechanism might be
so simple its fool proof or so comple2 it takes hours to properly e2amine. These traps are
built by professionals, for professionals, that have to keep professional thieves out of
their belongings.
Traps
The traps below are listed in alphabetical order. They include a rough description of the
mechanics of the trap after the +ethality and 5etection are addressed. They also include
a bit of te2t from the trap's designer as to their intended purpose and use.
)ecause of the nature of these traps and the variances of the three systems that are
represented in this book, the varying effects of each are detailed under the trap
description itself. &ome, such as the 7oncussion )ubbles, have effects that have very
different mechanics in the different systems. #thers, like the 9larms or the 9uto!
+ighting Torches, have effects that do not need to be illustrated beyond the description
te2t.
9larm page @@@
9uto!+ighting Torches page @@@
)linding Torches page @@@
7oncussion )ubbles page @@@
(cho )o2 page @@@
(2ploding %age +ights page @@@
Flash!)ang Torches page @@@
1low in the 5ark =aint page @@@
Infrared +ights page @@@
+ight &witch page @@@
+ullaby %usic )o2 page @@@
%onster *histle page @@@
&$ueaking Floors page @@@
&trobe page @@@
*hite .oise page @@@
9larms
5etection 3
+ethality :
5isarm 8
This is a large alarm bo2, possibly with trip wires and levers and switches an all manner
of devices hooking into it to trigger the alarm. =erhaps the alarm is in a barracks for
monsters; maybe it's just there to draw attention. *here ever it is placed and whatever
the intention is, the alarm is not structurally different from a typical bell!and!hammer
style alarm that is used today in many schools and fire!stations. These are, for all intents
and purposes, identical to the False 9larms in the .on!Traps book.
These things are loud, obno2ious, and painfully obvious. Aaiders can see them from a
mile away; we make no efforts to hide them. They look identical to 9kkhad's False
9larms, and like those devices, sometimes we will put in a bottle of his 1reek Fire or
poison for the adventurers who get over "ealous in breaking the alarm. These things are
easy to disarm for clever adventurers, a cinch to take apart for e2perienced treasure
hunters, and they are very effective at slowing down a party or making them find another
route if they can't determine what sets these off.
For our sentient monsters in the lair, we will also use them in the barracks so they can be
made aware when do!gooders are coming into their territory. It works marvelously well,
and it is effectively a dinner bell for them. >sually if they can hear it, the do!gooders
with sharp ears can hear it as well, but it's no matter. )y then it's already too late.
9uto!+ighting torches
5etection 3
+ethality :
5isarm 3
9uto!+ighting Torches may not seem like much of a trap, more like a modern
convenience, but it is very tricky to stay subtle when every so often you step into an area
and there is a torch that automatically lights up. This can be accomplished either via a
switch plate, entering a magical "one, or a magical trigger such as the +ight &witch found
later in this book. #nce the area affected is e2ited, the torch automatically snuffs itself as
well. This trap can be made to be purely magical or purely mechanical to suit the needs
of its placement. %echanical versions of the 9uto!+ighting Torches have a striker and a
small bellows hidden in the wall that light and e2tinguish the torch. %agical versions
may be a +ight spell, or a pair of spells that physically lights and then e2tinguishes a
torch, candle, or lantern.
These are used in our home; a convenience that we have become very accustomed to in
our retirement. *e can walk around and not worry about 9kkhad or Bhankar needing to
carry a torch or candle to see, and I can put my skeletons to better purposes than acting as
torch bearers. It wasn't until one of our friends came over to watch some do!gooders go
after some spear we were rumored to have that we even thought of other applications for
these. *e put a few in some of the rooms in the dungeon and the reaction was pricelessC
I have even figured out away to turn it into a healthy side business, albeit under a fake
name and selling to a merchant in the (ast. .ow my 9uto!+ighting Torches are used to
keep burglars out of stores, scare them in the dungeon, and completely alleviate the need
for torch bearers in the stronghold.
For a little e2tra shock, I have found it's best to put a few of these in a row so the
interloper is used to their presence and then mi2 it up with an automatically lighting
)linding Torch or Flash!)ang Torch.
)linding Torches
5etection 8
+ethality :
5isarm 6
)linding Torches can be combined with the 9utomatic Torches or just used as a trap in
and of themselves. They have a bit of alchemical powderDwhat is effectively
photography flash powderDin the torch itself so when it is lit, there is a tremendous flash
of white light. The e2act effects of this depend on the role!playing system you are using
and those are detailed below.
5etecting the trap is easy enough, even in something with a wick as opposed to a pitch!
laden torch end. 9nyone who actually looks at the affected area can see the flash powder
there, ready to be struck and flare up brightly. The flash doesn't cause permanent
blindness but it affects the sight of any character that is not blind. It will also affect any
character with any form of night or low!light vision. This is not a magical affect. The
area of effect around the )linding Torch is considered to be 6: feet; after that the sudden
flare is not as damaging, unless it is the only source of light in an otherwise pitch!black
environment. If that is the case, then all who can see the )linding Torch are affected.
&avage *orlds
If the characters light a )linding Torch and are in the area of effect, they are allowed an
9gility check to cover their eyes in that split second of time before it roars to full
brightness. If they fail, they are blind for 8 rounds. If the dice result is snake!eyes, they
are instead blind for E rounds. If they get a success, they are shaken. If the result is a
success with a raise, the character may act normally but all actions re$uiring vision are
penali"ed by !3 for one round.
For characters that are outside of the area of effect but are looking at the torch when it is
lit, they also get an 9gility check. If they do not get a success or they get snake!eyes,
they are shaken. If the result is a success, they are partially blinded and all actions
re$uiring vision are penali"ed by !3 for one round. If they get a success with a raise, they
may act normally.
Fther
If the characters light a )linding Torch and are in the area of effect, they are allowed a
Aefle2es check at a difficulty of G4 to see if they cover their eyes in that split second of
time before the torch roars to full brightness. If they fail, they are blind for 8 rounds. If
the failure is a critical failure, they are blind for E rounds. If they beat the G4 difficulty,
they are stunned and may move but not otherwise act for a full round. If they get a
critical success, they may act normally, but all checks re$uiring vision are at a !6: for one
full round.
For characters that are outside the area of effect but are looking at the torch when it is lit,
they also receive a Aefle2es check at a difficulty of G4. If they fail or critically fail, they
are stunned and may move but may not otherwise act for a full round. If they get a
success, they may act normally but all checks re$uiring vision are at !6: for one full
round. If they get a critical success, they are unimpaired.
Ingenium
If the characters light a )linding Torch and are in the area of effect, they are allowed a
5e2terity check at a difficulty of H to see if they cover their eyes in that split second of
time before the torch roars to full brightness. If they fail, they are blind for 8 rounds. If
the die result is a one ,no matter what modifiers the characters have-, they are blind for E
rounds. If they beat the H difficulty, they are stunned and may move but not otherwise act
for a full round. If they have an adjusted roll of 34 or greater, they are impaired until
their ne2t initiative and all actions needing sight are at a !6 penalty, including 5efense
adjustments from 5e2terity.
For characters that are outside the area of effect but are looking at the torch when it is lit,
they also receive a 5e2terity check at a difficulty of H. If they fail, they are stunned and
may move but may not otherwise act for a full round. If they get a success, they may act
normally but all checks re$uiring vision are at !6 until their ne2t initiative. If they roll
greater than a 34, they are unimpaired.
)linding Torches can some times backfire on us, but we like to use them anyway. 7lever
do!gooders $uickly learn to check carefully what we give them, and these torches are no
e2ception. *e have seen several teams come through and use these offensively to blind
any monsters that we let into the dungeon, but make no mistake; we love seeing them use
the dungeon to their advantage. If we didn't, we would build nothing but instant death
traps for the first few rooms and then my army of skeletons would clean up what's left.
*e like to use these in conjunction with monsters that don't rely on sight to hunt. )lind
creatures, burrowers, and of course my undead are all favorites to use with these. The
e2tra hindrance of being flash!blind gives even seasoned adventurers a real challenge
sometimes. =eriodically we will combine these with the 9utomatic Torches, but we
never do that in areas that we need to walk through ourselves; we don't want to end up as
blind as the do!gooders stumbling through our lair.
7oncussion )ubbles
5etection 3
+ethality :
5isarm .;9
7oncussion bubbles are any bubble!like structure that is e2tremely fragile. 1enerally,
they are glass bubbles or soap bubbles that have a magical effect on them that release a
deafening concussion blast when they are broken. The bubbles may be hard to see
depending on the lighting of the area, they might be built into the floor as a delicate
structure, or they might be generated by a magical device. However they are implied,
they are easy to break; the slightest touch on soap bubbles, and more than 4 pounds of
force on the glass bubbles.
7lever trap smiths might set these up in chains, each bubble bursting others in the
immediate vicinity. *hen the 7oncussion )ubbles burst, they e2plode in a 3: foot
radius. The damage they do is not so much damage; there is a pressure wave associated
with it, but it is very loud and can cause deafness to those in the affected area. The sound
is enough to cause temporary deafness and or disorientation in the affected area. 9ny
other 7oncussion )ubbles in the area of effect also break. It is possible for more than
one bubble to affect a single character at the same time, and each saving throw as detailed
below is considered separate, the worst effect rolled is the one that holds. There is no
cumulative effect for being affected by more than one 7oncussion )ubble.
&avage *orlds
(ach affected character in the %edium )urst Template is allowed a ?igor check. If they
fail, they are deafened for 8 rounds. If the result is snake!eyes, the duration is doubled to
E rounds. If they get a success, they are shaken. If the result is a success with a raise, all
actions are penali"ed for one round by !3 and then they may act normally.
Fther
(ach affected character in the area of affect is allowed a =hysical Aesistance check at a
difficulty of G4. If that check is failed, they are deafened for 8 rounds. If the result is a
critical failure, they are deafened for E rounds. If they roll a G4 or higher, they are
stunned for a round and may move but not act. If they roll a critical success and beat a
34:, they may act normally, but all actions are penali"ed by !6: for the ne2t full round.
Ingenium
(ach affected character in the area of affect is allowed an (ndurance check at a difficulty
of H. If that check is failed, they are deafened for 8 rounds. If the result is a 3 on the
dice, no matter what modifiers they have, they are deafened for E rounds. If they roll an
H or higher, they are stunned for a round and may move but not act. If they roll a 34 or
higher, they may act normally, but all actions are penali"ed by !6 until their ne2t
initiative.
This is another one of 9kkad's ideas, not surprisingly. He has a mi2ture that we can put
into the bubbles as they're being formed that produces an e2traordinarily loud bang when
the bubble bursts. *e have a very simple mi2ture of soap and water that we use to make
the bubbles themselves, though we have fashioned some from frail glass with limited
results as well.
The purpose of this trap is two!fold. First of all, it is to disorient the interlopers. &econd,
it serves as an alarm as even though only those closest to the effect are most adversely
affected, the sound is similar to an alchemical bomb and it carries through the dungeon
$uite far, especially for those with e2cellent hearing. *e find it works best to use these
traps in conjunction with creatures that are sitting near by in a waiting room or those who
are deaf altogether.
(cho )o2
5etection 8
+ethality :
5isarm .;9
The purpose of the (cho )o2 is to create confusion. The room is specifically designed to
make it harder to understand what is being said; it is an acoustic engineer's worst
nightmare. (very sound of the room echoes and even intensifies as it bounces around.
The sound never becomes too much to bear, but it can make it more difficult to use magic
with spoken components, it makes it almost impossible to give battle field commands,
and sneaking through the room takes the best of the best. .oises that are loud enough to
cause damage, such as those created by sonic 0based attacks or abilities, are intensified in
the (cho )o2.
The (cho )o2 is fairly easy to distinguish on visual inspection, especially if it has been
encountered before. There is no decoration in these rooms; no tapestries, no carpets, not
even furniture. The walls, ceiling, and floor all seem to have a rippled te2ture to them for
those who have keen eyes. For those who know their geometry and engineering, the
room is also not built s$uare, and the walls, floor, and ceiling seem to bulge outward.
Those who are encountering the trap for the first time will either notice the te2ture, the
budging walls, or they will wait until every little sound they make is louder and echoing
in the room.
&avage *orlds
(very time a spell or verbal ability is cast or used, there is a !6 modifier to the check
rolled to use that ability or skill. 9ny damage that is largely auditory or concussive in
nature gains an additional dE of damage as if the character making it had gotten a raise on
the skill check for the attack or ability. This is in addition to any e2tra damage dice from
getting a natural raise on the roll. Those attacks also increase in a )urst Aadius for their
effects. 7haracters trying to be stealthy in the (cho )o2 also suffer a !< modifier to their
rolls, while those making .otice checks for auditory clues receive a I< bonus.
Fther
(very time a spell or verbal ability is cast or used, there is a !64 modifier to the check
rolled to use that ability or skill. 9ny damage that is largely auditory or concussive in
nature gains an additional d3: points of damage, of the type of damage that the spell or
ability does. If the roll used for the skill or ability was a critical success, the e2tra d3: of
damage does not double. 7haracters trying to be stealthy in the (cho )o2 also suffer a
!3:: modifier to their rolls, while those trying to make =erception checks for auditory
clues receive a I3:: bonus.
Ingenium
(very time a spell or verbal ability is cast or used, there is a !4 modifier to the check
rolled to use that ability or skill. 9ny damage that is largely auditory or concussive in
nature gains an additional die type of damage that the spell normally inflicts. 7haracters
trying to be stealthy in the (cho )o2 also suffer a !3: modifier to their rolls, while those
trying to make 9wareness checks for auditory clues receive a I3: bonus.
The (cho )o2 is a failed attempt at modern architecture. *hile the room is visually out
of the ordinary, it is acoustically maddening. *e immediately wanted it in the dungeon.
The actual design calls for ridges to be built into the walls, so I recommended building
the entire chamber to appear to be made of bone. In many cases, it is actual bone from
random creatures, but we needed the floor and portions of the wall to be more durable
and they have been crafted from stone to look like bones.
The purpose of the room is to disorient those who happen into it. *e have tried different
si"es and designs of this trap and they all seem to work. *e have even tried chaining
them together to create great echo tunnels. #n top of that, we have combined it with
other traps such as #ut of the *oodwork and taken advantage of the fact that the trap
looks like it has been constructed of bone.
(2ploding %age +ights
5etection 3
+ethality 8
5isarm .;9
These appear to be simple light spells, but when characters pass through the focal point
,which is visible as a faint, scintillating ball of light- the light e2plodes and the spell ends,
terminating the accompanying light spell. This e2plosion is all concussion damage with
no being produced and the effect is magical with no way to duplicate it technologically.
The blast is also e2tremely locali"ed, doing all of its damage within a 3: foot radius of
the epicenter.
&avage *orlds
This spell effect functions e2actly like the )urst spell, found in the &avage *orlds 7ore
)ook.
Fther
This spell effect causes 653: &oft 5amage to all creatures within the area of effect.
There is no e2plosive radius e2pansion for this magical effect.
Ingenium
This spell functions e2actly like the 9ir %ine spell found in the Ingenium 7ore Aules.
The (2ploding %age +ights trap was actually an idea of 9kkhad. He wanted to produce
an effect similar to a swamp light alchemically that would also e2plode when it came into
contact with. >sing the same principle as the 7oncussion )ubbles, I simply researched a
new spell to make the trap work. *hile it may lack the creative thinking process he was
going for originally, it seems that the principle of the trap is still at the heart of the effect.
9 bla"ing, skull!si"ed orb of light that twinkles and sparkles and seems to stay in place,
but when it is touched, it does damage to all who are near. Those who are seasoned
adventurers will probably have no problem with this trap what!so!ever. Those who are
new to the adventuring world may very well have their do!gooding days cut short.
Flash!)ang Torches
5etection 8
+ethality :
5isarm 6
These torches are a modification of the )linding Torches that act as a flash!bang grenade
when lit. The torches have either a device inside them or, like the )linding Torches, have
a bit of flash powder in them that ignites in a bright flash and a loud e2plosion when lit,
but they don't damage the surrounding area. The effect of the brilliant flash and the very
loud bang will occasionally over!whelm the senses of the victims to the point that they
pass out, but they are almost always disoriented in some manner, making them vulnerable
to attacks.
&avage *orlds
This torch delivers a double!whammy of both light and sound. 9n 9gility check is
re$uired, as well as a ?igor check in order to completely avoid being impaired. (ach
character in a %edium )urst Template surrounding the torch is allowed a ?igor check. If
they fail, they are deafened for 8 rounds. If the result is snake!eyes, the duration is
doubled to E rounds. If they get a success, they are shaken. If the result is a success with
a raise, all actions are penali"ed for one round by !3 and then they may act normally. 9n
9gility check is also rolled for each affected creature or character, and if they fail, they
are blind for 8 rounds. If the dice result is snake!eyes, they are instead blind for E rounds.
If they get a success, they are shaken. If the result is a success with a raise, the character
may act normally but all actions re$uiring vision are penali"ed by !3 for one round.
Fther
This torch delivers a double!whammy of both light and sound. 9 Aefle2es check is
re$uired, as well as a =hysical Aesistance check in order to completely avoid being
impaired. (ach character within a 3: foot radius surrounding the torch is allowed a
=hysical Aesistance check at a difficulty of G4. If they fail, they are deafened for 8
rounds. If the result is a critical failure, the duration is doubled to E rounds. If they roll a
G4 or higher, they are stunned for a round and may move but not act. If they roll a critical
success or beat a 34:, they may act normally, but all actions are penali"ed by !6: for the
ne2t full round. 9 Aefle2es check is also rolled for each affected creature or character at
a difficulty of G4. If they fail, they are blind for 8 rounds. If the result is a critical failure,
they are instead blind for E rounds. If they roll a G4 or higher, they are stunned for a
round and may move but not act. If they roll a critical success or beat a 34:, they may act
normally, but all actions that re$uire vision are penali"ed by !6: for the ne2t full round.
Ingenium
This torch delivers a double!whammy of both light and sound. 9 5e2terity check is
re$uired, as well as an (ndurance check in order to completely avoid being impaired.
(ach character within a 3: foot radius surrounding the torch is allowed an (ndurance
check at a difficulty of H. If they fail, they are deafened for 8 rounds. If the die roll is a
3, regardless of modifiers, the duration is doubled to E rounds. If they roll an H or higher,
they are stunned for a round and may move but not act. If the check result is a 34 or
higher, the characters may act normally, but all actions are penali"ed by !6 until their ne2t
initiatives. 9 5e2terity check is also rolled for each affected creature or character at a
difficulty of H. If they fail, they are blind for 8 rounds. If the die result is a 3, regardless
of modifiers, they are instead blind for E rounds. If they roll an H or higher, they are
stunned for a round and may move but not act. If they roll a 34 or higher, they may act
normally, but all actions that re$uire vision are penali"ed by !6 until the character's ne2t
initiative.
These JFlash )angK torches were my idea, taking what 9kkad had laid out and taking it
to the ne2t level. The powder used to produce the effects is easy to see, especially after
adventurers find one of these and check them out. 9gain, I like to use these in
conjunction with my skeletons because they are immune to both effects that this trap is
based upon. In some parts of the dungeon, it announces to the other monsters that
someone is close and that they should be ready for action in the near future.
1low in the 5ark =aint
5etection 8
+ethality :
5isarm 3
This paint is an indelible paint that re$uires magic to specifically take it off or it wears off
in 353: days. It can come in a variety of colors, but they all glow in the dark through a
simple physical chemical process. &ome dungeon designers may wish to use a magical
paint mi2ture instead of a chemical one, but the end results are the same.
This trap is usually rigged up over a door way in classic prank fashion. The door opens,
the bucket tips, and the adventurer who tripped the trap is covered in paint. The paint can
also be used in other traps that either shoot something toward the character that triggered
them or even in a pit!trap where the character falls into a vat of the paint.
The effects of the various systems are all the same. The paint puts out a very dim light
without enough light to read by, but enough that it shines like a beacon in the darkness.
*hat is essentially a school!yard prank turns deadly serious in the dungeon. The paint
used in this trap does not harm the victim, but the glowing effect makes the victim an
instant target. &ome of the deni"ens of the lair are specifically trained to go after those
who are covered in the paint first, as they tend to either be the strong types who kick
through a door, or those with the nature of a rogue who carefully picks the locks and
$uietly opens the door. 7areful adventurers will open the door slowly and feel the bucket
shift before it spills. Those who come at doors with this trap above them from the wrong
side will immediately see the ruse. )ut those who are brash, as many do!gooders are, get
coated in paint for our amusement.
Infrared +ights
5etection 3 ; 4
+ethality :
5isarm 3
These nasty lights have a special physical or magical filter over them to cut out all the
visible light, but they flood the area with infrared light. It is invisible to the normal,
naked eye, but creatures that see in the dark via night vision of any sort ,mechanically,
naturally, or magically- are blinded by the brilliance of the light. 9ll creatures that are in
the area of effect are treated as blind for any action re$uiring vision. The lights are very
easy for those they affect to detect, and nearly impossible for those unaffected to find.
&avage *orlds
9ll actions that the character makes are at a !H penalty, if they re$uire vision.
Fther
9ll actions that the character makes are at a !3:: penalty, if they re$uire vision.
Ingenium
9ll actions that the character makes are at a !3: penalty, if they re$uire vision.
7reating the light in e2actly the right way to selectively blind those who see in the dark
was a long process. However, the results cannot be argued with; these lights give off no
visible light of their own for those who cannot see in the dark. However, those who can
see in the dark are rendered blind, even if the room is lit normally. This sometimes leads
to great confusion on the part of do!gooders that are invading, as some of their party can
see fine, and others are struck blind.
+ight &witch
5etection <
+ethality :
5isarm 8
This simple trap is actually a trigger for another trap or series of traps. It is a light beam
that shoots across one side of a hall or door to the other. There is an emitter and a
receiver. In modern times, this is done very easily with lasers or focused light and is the
staple of security in high!profile heist movies and shows. In fantasy environments it
could easily be done with magic, and it could, in theory be done with physical means via
a focused ray of light through a lens hitting a spot and keeping it warm to keep it from
tripping a trap trigger.
The effect is the same in any system. Trying to figure out how to get around the trap in
some crafty means could consume a large amount of time, and some groups might just
leave it alone all together. )ecause of the nature of this trap;trigger, it is not described in
detail per system.
The simplest of triggers is sometimes the hardest one to find and the easiest to avoid.
This particular one uses a very low powered spell; something that is commonly taught to
mages and wi"ards that are just learning their craft. %ore powerful wi"ards are needed to
make it a lasting effect, but the result is the same. If the do!gooders find the +ight
&wtich, they usually find a way to avoid it. &ometimes they will be very creative in their
circumvention of this particular trigger, other times; they never know it has been tripped.
%any times, we will make it as obvious as possible that it is there just to see what the
interlopers do with it when they find it, or we will set them up at varying heights through
a corridor to watch them try to finesses their way over and under them, even if the +ight
&witches aren't hooked up to any traps at all.
+ullaby %usic )o2
5etection 3
+ethality :
5isarm 3
This magical music bo2 creates a sleep spell for all those who are in within 6: feet of the
music bo2. The music itself is part of the magic, and the bo2 is a typical wind up music
bo2 to all outward appearances. The mechanism is self winding and self!resetting, so all
the characters have to do is throw the switch. The inside of the music bo2 can be seen via
a flip!top lid in the ornately carved and inlaid bo2, and it is an e2tremely complicated
mechanism.
The device could be magic!tech, purely magic, or purely mechanical. It is delicate and
can be smashed; any successful attack against the bo2 breaks the device and ends the
song. However, the spell effect is already in play. The song can go for any amount of
time, but the victim needs only to hear a few seconds of it to be lulled to sleep. Those
who fall asleep are asleep for an hour unless damaged or roused by a companion.
&avage *orlds
9ny victim in a +arge )urst Template when the music bo2 is started or after it has
already been playing needs to make an immediate &pirit roll. 9 success indicates that
they have staved off the effects of the &leep effect.
Fther
9ny victim within 6: feet of the bo2 when the music bo2 is started or after it has already
been playing needs to make an immediate %ental Aesistance roll and beat a G4. &uccess
means that they have staved off the effects of the &leep effect.
Ingenium
9ny victim within 6: feet of the bo2 when the music is playing needs to make an
immediate *illpower roll and beat an H. &uccess means that the character has staved off
the effects of the &leep effect.
This trap is a favorite of mine. I have long!since stopped caring for the music, but the
beautiful simplicity of the trap is elegant and deadly at the same time. I have combined
this effect with many other room traps, including the Hot )o2 and #ut of the *oodwork,
but it works just as well by itself. The adventurers usually have learned not to touch the
bo2 by the time they find it, but for those who need a little e2tra impetus, a few switch
plates or even the +ight &witch hooked up to it work just as well against the cautious as
the fool!hardy.
%onster *histle
5etection 3 ; 4
+ethality :
5isarm 6
This trap consists of a pressure plate that presses down on a bellows or acts as a
pneumatic cylinder that forces air through a high!pitch whistle. Humans and creatures
that don't have e2ceptional hearing won't even get the chance to hear it, but monsters and
animals will automatically hear the whistle. 7reatures within 4: yards of the %onster
*histle will hear it and have been trained to go to it when they hear it. >ndead do not
hear the whistle, and obviously creatures that are deaf won't hear it either. Humans and
other typical =7 races have a chance at hearing it, but the rolls are very difficult and are
detailed in the descriptions below. The detection of this trap is based on sound alone, and
it is either detected or it isn't. 5etecting the trigger plate is difficult as well, as the plate
is almost always concealed so it is virtually impossible to detect.
&avage *orlds
9ny creature or monster that the 1% sees fit to hear this trap can hear this trap. This
could possibly include =7s as well, depending on their racial bonuses. 9ny character that
has a I6 bonus or larger to .otice checks has an opportunity to hear the whistle. 5oing
so re$uires getting a raise on a .otice 7heck
Fther
9ny creature or monster that the .arrator sees fit to hear this trap can hear this trap. This
could include =7s as well, depending on their racial bonuses. 9ny character that has a
I64 bonus to their perception checks from a racial bonus has an opportunity to hear the
whistle. 5oing so re$uires a =erception check with a 364 difficulty.
Ingenium
9ny creature or monster that the 1% sees fit to hear this trap can hear this trap. This
could include =7s as well, depending on their racial bonuses. 9ny character that has a I6
to 9wareness checks can make an 9wareness check to hear the whistle. The target for
doing so is 34.
The %onster *histle isn't one of my favorite traps by any means, but it is elegant in its
effectiveness. %uch in the same way that a dog is attracted to a dog whistle, the %onster
*histle is a signature whistle we have in the lair to alert deni"ens that there are do!
gooders near by. #f course, it could always be one of us in the dungeon, but the monsters
know better than to attack us on sight.
&$ueaking Floors
5etection 3
+ethality :
5isarm &pecial
9 s$ueaking floor is usually either wood or highly polished stone. The floor s$ueaks
when it is walked on; it barely $ualifies as a trap, but it does make it difficult to traverse
and still be $uiet when doing so. There are some nasty penalties at play for crossing any
part of this floor, but it can be overcome with creative ideas on part of the players.
&avage *orlds
9ny character or creature weighing more than 6: pounds s$ueaks on the floor and has a
!< penalty to all &tealth checks while trying to cross it. If the character is wearing rubber!
soled boots or shoes, the penalty increases to !E.
Fther
9ny character or creature weighing more than 6: pounds s$ueaks on the floor and has a
!3:: penalty to all &tealth checks while trying to cross it. If the character is wearing
rubber!soled boots or shoes, the penalty increases to !34:.
Ingenium
9ny character or creature weighing more than 6: pounds s$ueaks on the floor and has a
!3: penalty to all &tealth checks while trying to cross it. If the character is wearing
rubber!soled boots or shoes, the penalty increases to !34.
It feels almost degrading to put a Jclean floorK down as a trap, but this particular trap
works in so many wonderful ways, I just had to include it. This could almost fit in with
9kkad's J.on!TrapsK due to its silliness and the simplicity of it. 9dventurers that find it
spend precious time figuring out ways around it, and those who attempt to cross it area
almost always thwarted. This, like most of the alchemist's ideas, is great fun to watch a
group try to circumvent, especially when combined with traps such as the (cho )o2.
&trobe +ight
5etection 3
+ethality :
5isarm 6
The &trobe is a $uickly flashing light that makes it almost impossible to see incoming
threats. The light source is also a strong source of heat and it affects normal vision as
well as any ability to see in the dark. This is done with either a magical blinking light
source or a mechanical slotted spinning shade. This has the same effect as a modern
strobe light. 7reatures can take advantage of that to a very great degree, especially if this
trap is used with monsters that are not sight!dependent, such as undead.
&avage *orlds
The greatest effect is that of reduction of reaction time to traps, monsters, and attacks.
Fighting in a strobe light is e2tremely difficult and all rolls, especially Fighting, &hooting,
.otice, and 9gility!based skills are all penali"ed by 6. 9dditionally, =arry is also reduced
by 6 while in the same room as the &trobe +ight.
Fther
The greatest effect is that of reduction of reaction time to traps, monsters, and attacks.
Fighting in a strobe light is e2tremely difficult and all rolls, especially those dealing with
Aefle2es and 9im, are penali"ed by 4:.
Ingenium
The greatest effect is that of reduction of reaction time to traps, monsters, and attacks.
Fighting in a strobe light is e2tremely difficult and all rolls, especially those dealing with
5e2terity, are penali"ed by <. This also affects any 5e2terity!based adjustments to a
character's 5efense, and any talents that add to 5efense that are based on sight, such as
%irror &pirit are also subject to the !< penalty.
9fter my younger, and living, companions went to a festival, they reported that there
were erotic dancers using lights such as these to accentuate their moves. Immediately,
the purpose for having these in the lair was reali"ed and we put them in several rooms.
9gain, any creatures that do not rely on sight alone, such as my undead or Bhankar's
machinations, are unaffected by this trap and the addition of these creatures into this trap
makes it e2tremely deadly. %any adventuring groups find ways around it, such as simply
blocking the light, but some effects are magical in nature and the light can't be blocked
without blinding the do!gooders attempting to circumvent it.
&ometimes we will combine this with various room traps which adds to the hilarity of the
interlopers failing to avoid the traps. 9fter enough of these have been sprung on the
invaders, sometimes we will include this trap in a featureless, creatureless, and otherwise
harmless room. *e get more enjoyment as we watch the invaders try to figure out what
they are supposed to do to avoid whatever they imagine that isn't coming.
*hite .oise )o2
5etection 3
+ethality :
5isarm 3
9 J*hite .oiseK generator is simply a device that makes noise. >sually they are
mechanical in nature and it creates the effect of static in the background. In modern
times, people use these devices to help lull themselves to sleep. In a dungeon, their
purpose is $uite different.
The low, static!filled sound makes it harder to hear those who are trying to be sneaky.
Those who are trying to use a stealth ability such as moving silently gain a bonus to their
checks while within E: feet of a *hite .oise bo2. The device can be hidden within a
room, or in plain sight, but the effect does not radiate through closed doors unless
someone is listening with their ear at the door.
The effect can sound like anything. 7ommonly it's a just a low hissing!static sound, but
it could sound like the jumbling of bones, the muted sound of a wind chime or a wind
flute, or anything else that is $uiet and distracting.
&avage *orlds
9nyone attempting to use &tealth to go through the room gains a I6 bonus to their &tealth
roll in an area affected by a *hite .oise )o2. 9lso, other dungeon deni"ens that have
movement sounds that are mimicked by the *hite .oise )o2 need to have a .otice
check rolled to detect them whether they're trying to be stealthy or not. The target for
this roll is E instead of the standard <.
Fther
9nyone attempting to use &tealth to go through the room gains a I4: bonus to their
&tealth roll in an area affected by a *hite .oise )o2. 9lso, other dungeon deni"ens that
have movement sounds that are mimicked by the *hite .oise )o2 need to have a
=erception check rolled to detect them whether they're trying to be stealthy or not. The
target for this roll is 3::.
Ingenium
9nyone attempting to use &tealth to go through the room gains a I6 bonus to their
5e2terity roll in an area affected by a *hite .oise )o2. 9lso, other dungeon deni"ens
that have movement sounds that are mimicked by the *hite .oise )o2 need to have an
9wareness check rolled to detect them whether they're trying to be stealthy or not. The
target for this roll is 36.
The simplicity of this trap belittles its usefulness. It can serve as bait for interlopers, it
can serve as cover for monsters to sneak up, and the device itself can serve as a trigger
for another trap. &ometimes we hide these devices in walls, or ceilings, or even in special
small alcoves between rooms so it can affect multiple areas at once.
&everal of these devices don't sound like anything. %y favorites are those that sound like
the gentle clacking of bone!on!bone. Those are the *hite .oise )o2es that we use to
cover the advance or even the positioning of my skeletons within the room.

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