Traps & Nifties
Zargon's Arsenal — Optional Hazards & Events
This page is designed with the Zargon player in mind — a collection of new traps and events to make the game more interesting. Feel free to modify any of these to suit your own needs.
01 Spore Puffer Mushroom
These bulbous mushrooms pop whenever a character steps on them. They cannot be disarmed, but can be destroyed by fire. There are three different species:
Poison Puffer The spores do 2 Body Points of Poison Gas damage to whoever steps on the mushroom, and 1 Body Point to anyone within a 2-space radius.
Noxious Puffer The spores cause whoever steps on the mushroom to lose 2 Combat Dice in both attack and defend. Anyone within a 2-space radius loses 1 Combat Die. Can only be cured by a Pure potion or Pure spell. Will never reduce a character below 1 die. Monsters in radius are affected but do not trigger mushrooms.
Sleep Puffer The spores cause whoever steps on the mushroom — and any character within a 2-space radius — to fall asleep. Defended by rolling 1D6 per Body Point; a 6 defends.
02 Acid Stream
A stream of acid shoots from a duct nearby and will either cause 2 Body Points of damage, or destroy any one non-magical piece of Body Armor.
03 Spring Blade
A tripwire causes a blade to swing down from the ceiling, dealing 2 Body Points of damage unless the victim immediately rolls a White Shield on 1 Combat Die. Once sprung, the trap is removed from the board.
04 Greek Fire Trap
The trap splashes the victim with a caustic, sticky, and highly flammable substance ignited by a spark. Deals 1D6 Body Points of damage — undefendable unless the victim carries flame-resistant armor or equipment. Greek Fire is essentially Napalm.
05 Sleeping Gas Trap
An invisible, nearly odorless spray of gas puts the victim — and anyone within a 2-space radius — into a deep sleep. Defended by rolling 1D8 per Body Point; an 8 awakens the character.
06 Magic Mirror
While searching the room, the Heroes come upon a magic mirror. The mirror creates Dopplegangers of either one party member or all members in the room — with the exact same stats, potions, and artifacts as the originals. This can be done two different ways depending on party strength.

Interesting questions to consider: With duplicate artifacts and potions, does everything work correctly? Do the Dopplegangers and their items remain if the mirror is broken?
07 Deadfall
Exactly like a pit trap, except the pit is filled with spikes. A Hero who falls in takes 1D8 Body Points of damage.
08 Steel Jaw Trap
Triggered when a Hero steps on the square it occupies. The trap clamps down on the victim's ankle, dealing 2 Body Points of damage. The victim is rooted to the spot until someone opens the trap on a successful Feat of Strength. The victim is then reduced to 1 Movement Die until healed.
09 Flooding Room
The doors slam shut and the room begins filling with water. It takes 3 rounds to fill completely — at that point, Heroes who cannot breathe underwater lose 2 Body Points per turn. Doors can be bashed open with a successful Feat of Strength, but water continues to flow and fills the dungeon beyond.

Zargon should place a reverse valve somewhere in the dungeon to allow the water to drain.
10 Ley Line Intersection
This room lies on the intersection of two or more natural lines of power. Any spells cast within may be cast at half the normal Manna cost.
11 Stench of Decay
This room is filled with rotting corpses and smells horrible. While inside, all characters except Undead lose 1 Combat Die in both Attack and Defend.
12 Winds of Justice
This narrow room has a slight breeze flowing through it. When the first Hero reaches the midpoint, every character killed so far on that board returns at once to take a final shot at the party. Returned characters are Undead, have no armor, and should have considerably reduced stats — Body Points, Attack, and Defend — at Zargon's discretion.
13 Pixies of Argayle
As characters enter the room, they sense a strange magical buzz. Suddenly everyone is surrounded by hundreds of tiny pixies defending their domain. While inside, all Attack and Defend rolls suffer −1 die, and all other throws suffer a −2 penalty.