Markhor's Guide to Traps:

Disease Traps

Main Poison Boomer Acid Razor Shocker Gas Mana Sucker Bolt
Shockwave Cursed Frogger Mime Shadowling Flea Teleporter Thief Fae Vykathi
Nerve Poison Naphtha Lightning Shrapnel Disease Poison Dart Laughing Gas Bouncer Poison Bolt

What it looks like...

Armed: While inspecting the <box> patiently, you see what appears to be a small, swollen animal bladder recessed inside the keyhole.
Set off! With a cautious hand, you attempt to undo the string tying the bladder to the locking mechanism only to be greeted with a loud "Poof" followed by a cloud of small particles that flow from the <box> and drift though the air, gagging you!
You are diseased!.
Set off by someone else: <Person> blinks rapidly and waves a hand in front of <his> face as a constant spray of tiny particles escapes from the <type> <box>! Almost instantly, small sores form on <his> skin!
Successfully disarmed: With a precise hand, you gently remove the string that holds the bladder shut from the locking mechanism, rendering it safe.
Disarmed (safe): You notice a some type of animal bladder and a disconnected string near the lock.
Notes: If you set one of these off, find a good Empath who can transfer and cure disease, and lie down in a room with a good deal of Life mana, and be patient. Disease is rather difficult for Empaths to heal. They will get a lot of transference practice from you. If left alone too long, the disease will cause body parts to rot, leading to nasty bleeders (all external, fortunately!) which could be fatal.
Glance: The stench of a rotting animal's bladder must mean... disease.

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