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Guard Teleport Traps

Two-Part Teleport Traps

Linked floor traps designed to catch instantly summoned NPC guards and relocate them into a locked top-floor closet.

Story so far

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.

Appearance

A two-part teleport rune linking a hidden hallway floor to a locked utility closet above.

Role

The traps are Carl's nonlethal answer to Astrid's instant reinforcements.

Relationships

Carl — He configures and deploys both halves.
Astrid — She may trigger one despite normally flying.
Desperado Club Guards — They are the primary teleport targets.
Summon Guard — The traps exploit the predictable arrival position.
Sources — 1 recorded facts, by chapter
Chapter 33
  • Linked floor traps designed to catch instantly summoned NPC guards and relocate them into a locked top-floor closet.
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