| 1 | Steam-Scalder | A burst of hot steam deals 2d6 fire damage in a 15ft cone. |
| 2 | Gear-Grinder | Rotating gears in the floor attempt to crush feet (1d10 damage). |
| 3 | Piston-Ram | A massive piston hits the target, knocking them back 20ft. |
| 4 | Spring-Blade | A hidden blade pops out (1d8 damage, poison if from Kigum). |
| 5 | Oil-Slick | A floor tile releases grease; DC 13 Dex save or fall prone. |
| 6 | Bolt-Launcher | Fires 1d4 crossbow bolts at the target (+5 to hit). |
| 7 | Falling-Anvil | A literal Steamfort anvil falls from the ceiling (4d6 damage). |
| 8 | Whirling-Saws | Saws emerge from the walls, moving along tracks. |
| 9 | Magnet-Floor | Pulls metal armor/weapons down, halving movement speed. |
| 10 | Net-Dropper | A heavy weighted net falls, restraining the target. |
| 11 | Acid-Spigot | Sprays industrial acid (1d10 damage per round). |
| 12 | Conveyor-Belt | Unexpectedly moves the target toward a pit or hazard. |
| 13 | Scrap-Avalanche | A pile of junk falls, burying the target (DC 12 Str to escape). |
| 14 | Needle-Prick | A tiny needle deals 1 damage but injects a paralyzing toxin. |
| 15 | Hammer-Swing | A massive forge-hammer swings from the side. |
| 16 | Smoke-Bomb | Obscures a 20ft radius with thick, black soot. |
| 17 | Chain-Lasso | A hook on a chain grabs the target and pulls them upward. |
| 18 | Floor-Spikes | Classic iron spikes emerge from the ground. |
| 19 | Clockwork-Bomb | A ticking device that explodes after 1d4 rounds. |
| 20 | The Grinder | A room that slowly shrinks, crushing everything inside. |