Linked floor traps designed to catch instantly summoned NPC guards and relocate them into a locked top-floor closet.
Carl lays the first half of multiple teleport traps throughout Astrid's expected ambush corridor. He plans to install their matching beacon halves in a concealed utility closet on the top floor.
The traps discriminate for NPC guards and also explicitly include fairies. Any guard summoned onto the hall should appear on a trigger, vanish again before understanding the scene, and reappear locked away.
Astrid normally flies and should not activate the floor devices. Adding her creature type protects against deliberate contact or an unexpected landing.
The setup avoids killing uninvolved club personnel and keeps the assassination secret if Astrid survives long enough to call help.
A two-part teleport rune linking a hidden hallway floor to a locked utility closet above.
The traps are Carl's nonlethal answer to Astrid's instant reinforcements.