Traps

What they look like and how they'll kill you.
(Note: All ranges listed are what I have personally seen, so they may range higher and lower)
(Also, special thanks to Daergard for his warrior insight)

Quick Guide
Needle (Updated)
Tumbler (Updated)
Blue or Green Scarab (No change)
Glimmering Opalescent Scarab (NEW)
Onyx Scarab (NEW)
Etched Translucent Scarab (NEW)
Blood Red Scarab (NEW)
Scales (NEW)
Spore (NEW)
Dark Crystal (Updated)
Sulphur (Updated)
Glyph (No change)
Rod (Updated)
Red Vial (Updated)
Spring (No change)
Gas Cloud (Updated)
Jaws (Updated)
Boomer
Sphere (NEW)

Needle (Updated)
Range:
10-80
Properties:
A relatively harmless prick, this thing will just give you a tiny poison stick.
Specifics: When set off, the trap will poison you for a varying amount, generally not enough to kill.

Set off by picking No
Set off using 407 No
Set off using 408 No
Set off by bashing No
Safe after set off

Disarming it:

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: (NEW)

Using a bit of putty from your locksmith's pouch, you manage to block the tiny hole in the lock plate.

After its manually disarmed: (NEW)

You see a tiny hole next to the lock plate which has been completely plugged.

After its magically disarmed:

You can see what appears to be a tiny hole next to the lock plate which doesn't belong there. An occasional glint of red winks at you from within the hole.

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Tumbler (Updated)
Range:
120-420 ???
Properties:
Another vial of a trap, stick a lockpick into it...not only is that the end of the lock, but say goodbye to your precious pick.  By the way, you've now got a fused box, and better find some warrior to give it a whack, since it has no more lock.
Specifics: If set off, the lockpick is fused into the lock, and the box becomes fused, only opened by a warrior bashing it.

Set off by picking Always
Set off using 407 Yes
Set off using 408 Yes
Set off by bashing Yes
Safe after set off Yes

Disarming it: (Updated)

???

A successful disarm: (Updated)

???

After its manually disarmed:

???

Once its been set off:

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.

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Scarab (blue or green) (No change)
Range:
80-310
Properties: A nice little gem of a trap.  Get this thing off the box, and you'll have a nice little present on the ground...just make sure you don't pick it up too fast, or you're not likely to last.
Specifics: If you set it off while disarming, you'll end up getting bit, if the scarab is blue, you'll get a disease, if it's green, poison.  Either way, it starts at 50 per round, and goes down by one, so if you don't get it un-done quick, you're out of luck.  
NOTE: Once it's on the ground, you'll need even more skill to make it safe to pick up, then you can DISARM it on the ground, and it'll be safe to pick up.  Having skill in scroll reading makes disarming them on the ground easier, and you'll notice by the messaging whether or not you have been successful for certain.  

Successes:
Guaranteed success: *scritch scritch* If that had been any easier, you could have done it blindfolded.

Set off by picking Always
Set off using 407 Yes
Set off using 408 No, but you lose the scarab
Set off by bashing Yes
Safe after set off Yes

Disarming it:

Peering closely into the lock, you spy a miniature sky blue 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: 

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.

Picking without disarming it:

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.

After its manually disarmed: 

The lock appears to be free of all obstructions.

After its magically disarmed:

Looking closely at the lock, you spy a miniature glaes scarab wedged into the lock mechanism. The scarab is surrounded by crimson glow.

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Glimmering Opalescent Scarab (NEW)
Range:
80+
Properties:
Unknown
Specifics:
This trap attacks with a CS based spell, appears to be either Dark Catalyst, Elemental Blast, Spike Thorn, Boil Earth, and possibly more.  Once the scarab is made safe, rubbing it will cast spells.  So far spirit defense (103), spirit shield (202) and blur (503)  are the only ones I've seen, but there could be others.  They appear to be good for two rubs, and the same scarab may have two different spells.
NOTE: Once it's on the ground, you'll need even more skill to make it safe to pick up, then you can DISARM it on the ground, and it'll be safe to pick up.  Having skill in scroll reading makes disarming them on the ground easier, and you'll notice by the messaging whether or not you have been successful for certain.

Successes:
Guaranteed success: *scritch scritch* If that had been any easier, you could have done it blindfolded.

Set off by picking Yes
Set off using 407 Yes
Set off using 408 No
Set off by bashing Yes
Safe after set off No

Disarming it:

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.

After its manually disarmed:

The lock appears to be free of all obstructions.

After its magically disarmed:

Looking closely at the lock, you spy a glimmering opalescent scarab wedged into the lock mechanism. The scarab is surrounded by crimson glow.

How not to disarm one:

A glimmering opalescent scarab releases a radiant burst of energy towards Unlucky!

Dozens of long thorns suddenly grow out from the ground underneath Unlucky! Several of the thorns jab into him!
... hits for 19 points of damage!
... 40 points of damage!
Strike punctures thigh and shatters femur!
Unlucky screams and falls to the ground grasping his mangled left leg!
He is stunned!
... hits for 14 points of damage!
... 35 points of damage!
Strike through both ears, Unlucky is quite dead!

* Unlucky drops dead at your feet!

Chittering noisily, the opalescent scarab rapidly wings out of sight!

* Unlucky just bit the dust!

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Onyx Scarab (NEW)
Range:
80+
Properties:
A nasty little bite will get you just right.  Better be prepared to lose a bit of your health, and perhaps a bit of wealth as it finishes you off and heads toward your customers.  (You actually don't get fined if they kill others, but it's definitely not good for business)
Specifics:
This trap attacks people by literally getting under their skin.  It will burrow itself inside you and jump around, sucking your blood until you're dead.  Once it finishes you, it's on to the next unlucky person until it either runs out of people, gets full, or someone manages to kill it.  
NOTE that others can see what part of your body it is in, and if they remove that part, the scarab will leave you.  Also, while they're on the ground they may be killed by normal attacking.
NOTE: Once it's on the ground, you'll need even more skill to make it safe to pick up, then you can DISARM it on the ground, and it'll be safe to pick up.  Having skill in scroll reading makes disarming them on the ground easier, and you'll notice by the messaging whether or not you have been successful for certain.  

Successes:
Guaranteed success: *scritch scritch* If that had been any easier, you could have done it blindfolded.

Set off by picking Yes
Set off using 407 Yes
Set off using 408 No
Set off by bashing Yes
Safe after set off No

Disarming it:

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:

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.

After its manually disarmed:

The lock appears to be free of all obstructions.

After its magically disarmed:

Looking closely at the lock, you spy a tiny onyx scarab wedged into the lock mechanism. The scarab is surrounded by crimson glow.


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Etched Translucent Scarab (NEW)
Range:
80+
Properties: 
Specifics:
This trap attacks with a CS based spell, apparently Evil Eye.  Once the scarab is made safe, rubbing it will cast spells.  So far eye spy (707) is the only one I've seen, but there could be others.  They appear to be good for two rubs.
NOTE: Once it's on the ground, you'll need even more skill to make it safe to pick up, then you can DISARM it on the ground, and it'll be safe to pick up.  Having skill in scroll reading makes disarming them on the ground easier, and you'll notice by the messaging whether or not you have been successful for certain.  

Successes:
Guaranteed success: *scritch scritch* If that had been any easier, you could have done it blindfolded.

Set off by picking Yes
Set off using 407 Yes
Set off using 408 No
Set off by bashing Yes
Safe after set off No

Disarming it:

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 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.

After its manually disarmed:

The lock appears to be free of all obstructions.

After its magically disarmed:

Looking closely at the lock, you spy a tiny translucent scarab wedged into the lock mechanism. The scarab is surrounded by crimson glow.


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Blood Red Scarab (NEW)
Range:
80+
Properties:
This trap attacks by sucking the blood right out of you.  If you're lucky, it won't take enough to kill you outright, but it just might.
Specifics:
NOTE
: Once it's on the ground, you'll need even more skill to make it safe to pick up, then you can DISARM it on the ground, and it'll be safe to pick up.  Having skill in scroll reading makes disarming them on the ground easier, and you'll notice by the messaging whether or not you have been successful for certain.  

Successes:
Guaranteed success: *scritch scritch* If that had been any easier, you could have done it blindfolded.

Set off by picking Yes
Set off using 407 Yes
Set off using 408 No
Set off by bashing Yes
Safe after set off No

Disarming it:

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:

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.

After its manually disarmed:

The lock appears to be free of all obstructions.

After its magically disarmed:

Looking closely at the lock, you spy a miniature blood red scarab wedged into the lock mechanism. The scarab is surrounded by crimson glow.


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Scale (NEW)
Range:
At least 250-500
Properties:
Forget to disarm this before opening, and you'll find your chest with several new openings...as will the rest of the area.
Specifics:
This trap will explode if set off, hitting not only the person opening it, but anyone else in the room.  The trap only goes off when the box is actually opened, and actually must be unlocked BEFORE being disarmed.  IMPORTANT NOTE: if you unlock the box then fail to disarm it, letting the customer open it, YOU will be charged with any damage that occurs as a result.

Set off by picking No
Set off using 407 ?
Set off using 408 Sometimes
Set off by bashing ?
Safe after set off No more box after set off

Disarming it:

At first glance, the fel coffer 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.

Disarming it again:

Despite heavy scrutiny, you can see no way to pry off any of the scales, nor any particular reason to. With a modicum of caution, they should present no danger. Nothing else about the trunk suggests that it is trapped.

After unlocking...

You carefully open the lid of the tanik trunk 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 trunk itself.

You figure that if you had a dagger, you could probably cut the cord.

With a dagger...

You carefully open the lid of the tanik trunk 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 trunk itself.

You gently slide your dagger into the space under the lid and slice through the cord. That oughta do it.

After its manually disarmed...

Peering in through the crack between the lid and the casing, you see what appears to be a thin cord dangling from the case. It looks to have been sliced through.

After its magically disarmed (But not unlocked):

A crimson glow seeps between the lid and the casing of the chest.

After its magically disarmed (and unlocked):

Peering through the crack of the chest's slightly ajar lid, you see a thin cord surrounded by a crimson glow.

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Spore (NEW)
Range:
130?
Properties:
Forget to disarm this before opening, and you'll find a rather nasty vapor.
Specifics:
This trap will explode if set off, hitting not only the person opening it, but anyone else in the room.  It causes your lungs to fill with poison along with others, no cure is known at this time.

Set off by picking Yes
Set off using 407 Yes
Set off using 408 No
Set off by bashing ?
Safe after set off No

Disarming it:

Peering into the chest'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:

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.

Setting it off:

 As you attempt to plug the tube, you tear the thin membrane covering it!

 With a barely audible puff, a thick cloud of greyish-green spores billows forth from a scratched fel box and quickly spreads through the area! You get a heavy lungful of the caustic gas! Acid burns your neck! Acid burns your chest from the inside!
   ... 15 points of damage!
   Nasty burn eats the skin away from the spine!
   You are stunned for 1 round!

 The heavy granules quickly sink to the ground as the cloud disperses.

After its manually disarmed...

Peering into the chest'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.

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Dark Crystal (Updated)
Range: 50-210
Properties: Set this little thing off, and say bye-bye to the box, since you'll never see it again.
Specifics: When set off, a void opens in the ground, eating the box and taking it off your hands.

Set off by picking Yes
Set off using 407 Yes
Set off using 408 No
Set off by bashing Yes
Safe after set off No more box after set off

Disarming it:

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: (Updated)

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.

After its manually disarmed:

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.

After its magically disarmed:

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, however, parts of the mechanism have a deep red glow about them.

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Sulphur (Updated)
Range: 130-400
Properties: Miss, and kiss your rear goodbye.  Hope you have some empaths handy.
Specifics: When set off, this trap will completely incinerate you.  You'll end up with rank three wounds all over, except your legs, which you get rank two hits.  You're very dead either way.

Set off by picking Always
Set off using 407 Always
Set off using 408 Always
Set off by bashing Yes
Safe after set off Yes

Disarming it:

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: (Updated)

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.

After its manually disarmed:

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.

When set off: (The perils of research)

* Jerrec was just incinerated!

You settle into the difficult task of picking the lock.
You make an excellent attempt (d100=91).
You struggle with the trunk. As you do, you get a sense that the trunk has an extremely difficult lock (-540 thief-lingo difficulty ranking). Then...CLICK! It opens!
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 14 mins...

* Jerrec just bit the dust!

After its set off:

You carefully begin to examine the trunk 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.

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Glyph (No change)
Range: 40-610
Properties: Just a bit of magic, set this off, and prepare for a little trip.
Specifics: This trap is simply a magic spell, only way to get rid of it is to manually disarm it, and afterwards, it still can't be magically opened.  Being trained in scroll reading affects how large the trap appears to you, so the better you can read scrolls, the smaller the trap you have to deal with.

Set off by picking Always
Set off using 407 No, useless
Set off using 408 No, useless
Set off by bashing Yes
Safe after set off No

Disarming it:

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:

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.

After its manually disarmed:

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.

When set off:

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 box about to try and pick the lock...something goes wrong but...

Suddenly you see yourself lean towards a locked box 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 box 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, south, east, west, northeast, northwest, southeast, southwest, up, down.

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Rod (Updated)
Range: 90-360
Properties: Snap, crackle, pop...set this off and get quite a shock!
Specifics: These traps can be picked through with some luck, but if you miss, there's a good chance you'll end up dead.  Same goes for magically opening or disarming them.  The shock is likely to kill you, unless you're lucky.

Set off by picking Yes, but can be picked through
Set off using 407 Yes
Set off using 408 Sometimes
Set off by bashing Yes
Safe after set off No

Disarming it:

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: (Updated)

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.

After its manually disarmed:

Looking closely into the keyhole, you notice a pair of small metal rods that have been bent in opposite directions of each other.

After its magically disarmed:

Looking closely into the keyhole, you notice a pair of small metal rods that have a slight reddish glow about them.

When set off: (With the worst result)

Having discovered a trap on the coffer you begin to carefully attempt to disarm it...

There is a tiny flash from the keyhole and suddenly your entire body jerks from a massive electrical shock...
... 50 points of damage!
Surprisingly large electrical arc destroys neck and moves up around head making a flashy halo. Rather classical death occurs.
Your senses are no longer as sharp.

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Red Vial (Firey Goo) (Updated)
Range: 30-170
Properties: When set off, this will set you on fire.  Better stop, drop and roll, or you're toast.
Specifics: The trap actually hurls a glob of fire at you.  If you're standing up, someone will need to PUSH you over, then ROLL you around.  They'll end up burning your hands, and your clothes will smolder, but everyone ends up alive.  Otherwise, you painfully roast to death.

Set off by picking Yes
Set off using 407 No
Set off using 408 Yes
Set off by bashing Yes
Safe after set off

Disarming it:

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: (NEW)

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.

After its manually disarmed:

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.

After its magically disarmed:

Looking closely into the keyhole of the lock, you spy a small vial of liquid and a tiny hammer device which has a red glow about it.

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Spring (No changes)
Range: 30-180
Properties:
When set off, causes the box to spring open, and spray acid in your face.
Specifics: Not only does this hurl acid in your face, but it also gives you scars on the head and neck, making it near impossible to continue until you get healed.

Set off by picking Yes
Set off using 407 No
Set off using 408 No
Set off by bashing Yes
Safe after set off Yes

Disarming it:

After carefully examining the lock, you move on to the hinges of the box. Just as you were to pass the box off as safe, you notice what appears to be the ends of springs incorporated with the hinges. Seems rather odd to have a box designed to spring open when it is unlocked.

A successful disarm:

With a little force applied to the springs, you manage to pop them inside the box.

After its manually disarmed:

You discover no traps.

After its magically disarmed:

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Gas Cloud (Updated)
Range: 30-160
Properties: Set this one off, and it'll get a little cloudy.  As long as you're good at jumping around, you'll be fine...just hope everyone else is as talented as you.
Specifics:
 Setting this one off won't hurt you immediately.  The end result is just a gas cloud that'll shock, so if someone dispells it, or everyone runs away, no harm done.

Set off by picking Yes, but can be picked through
Set off using 407 No
Set off using 408 No
Set off by bashing Yes
Safe after set off Yes

Disarming it:

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: (Updated)

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.

After its manually disarmed:

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.

After its magically disarmed:

Looking closely into the keyhole of the lock, you spy a small vial of liquid and a tiny hammer device which has a red glow about it.

When set off:

Uh oh! You hear what sounds like a vial being shattered from inside the lock mechanism. You jump back from the strongbox 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.

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Jaws (Updated)
Range: 20-80
Properties: 
Specifics:
 

Set off by picking Yes, but can be picked through
Set off using 407
Set off using 408
Set off by bashing No
Safe after set off Yes

Disarming it:

You notice a discolored oval ring around the outside of the box which makes you suspicious. Your suspicions are confirmed when you look inside the keyhole and notice the spring-loaded jaws pressed flush against the box walls.

A successful disarm:

Using the pair of metal grips, you manage to pull out the two pins that hold the upper and lower jaw pieces together.

After its manually disarmed:

You notice a discolored oval ring around the outside of the box which makes you suspicious. Your suspicions are confirmed when you look inside the keyhole and notice the spring-loaded jaws pressed flush against the box walls, but the pins that hold the jaws together have been pushed out.

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Boomer
Range: 90-270
Properties: 
Specifics:
 

Set off by picking Always
Set off using 407 Yes
Set off using 408 No
Set off by bashing Yes
Safe after set off No more box after set off

Disarming it:

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 strongbox.

A successful disarm:

With great care you dab a little bit of wet mud on the white substance where the striking arm would touch it. This should be enough to keep it from igniting.

After its manually disarmed:

A little mud has been dabbed on the connecting point of the striking arm and the white substance to prevent it from igniting the strongbox when it is unlocked.

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Sphere
Range: ?
Properties: 
Specifics:
 Basically casts a spell, appears to be major elemental wave (435)
Types: 
Frost/Ice Covered Sphere - Ice e-wave
Emerald Sphere - 

Set off by picking Always
Set off using 407 Yes
Set off using 408 No
Set off by bashing
Safe after set off Either no lock or no box

Disarming it:

Examining the chest, you locate a miniature emerald sphere held in a metal bracket towards the back of the lock mechanism. The spherical crystal pulses occasionally with a deep viridian light and a faint hiss. A thin coating of some caustic substance glimmers on its surface. It appears that were the tumblers to be activated, the gem would be caught amongst them.

Examining the chest, you locate a small icy blue sphere held in a metal bracket towards the back of the lock mechanism. The spherical crystal is coated with a light layer of frost and lends an intense chill to the air around it. It appears that were the tumblers to be activated, the gem would be caught amongst them.

Disarming it (again):

No matter how you try, your fingers are just too big to get back there to the gem. You'll need some sort of thin, rigid implement like a lockpick.

A successful disarm:

With utmost care, you slip your golden golvern 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.

After its manually 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.

Setting it off (when lucky):

Suddenly, you hear a sound like shattered crystal and a bright emerald light flashes from the lock mechanism! A wave of emerald ethereal ripples moves outward from an enruned fel box.

You are buffeted by the emerald ethereal waves, but remain standing.

Setting it off (not so lucky):

Suddenly, you hear a sound like shattered crystal and a bright wavering light flashes from the lock mechanism! A wave of formless black ripples moves outward from a rotting fel strongbox.
CuriousRogue1 is buffeted by the formless black waves, and is knocked to the ground.
 ... 35 points of damage!
 Bones in left arm shatter violently leaving behind a bloody stump!
 She is stunned!
PersonWho'sBoxWeTook is buffeted by the formless black waves, and is knocked to the ground.
 ... 30 points of damage!
 Upper and lower leg shatter as they decompress!
 She is stunned!
You are buffeted by the formless black waves, and knocked to the ground.
You are pinned in place, unable to move.
Roundtime: 18 sec.
 ... 20 points of damage!
 Elbow shatters under sudden decompression!
 You are stunned for 2 rounds!
CuriousRogue2 is buffeted by the formless black waves, and is knocked to the ground.
CuriousRogue3 is buffeted by the formless black waves, and is knocked to the ground.
FoolhardyRogue is buffeted by the formless black waves, and is knocked to the ground.
 ... 50 points of damage!
 Right leg explodes into thousands of pieces!
 He is stunned!

The fel strongbox is ripped into shreds by the blast!

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