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Hazards

Breeg's Traps

Level 3

commonMechanicalTrap

The forest floor here is salted with steel jaws, hidden under leaf litter and waiting for an ankle. Breeg sets these traps wherever prey might wander, and there are enough scattered across the hex to catch an unwary party again and again.

A creature can spot them with DC 20 Stealth, and clear them with DC 17 Survival (made as an individual hexploration activity) to locate and disarm all the traps by hand.

In play

Clamp Shut [Reaction] — a bear trap snaps shut at +14 for 2d10+7 piercing.

Reset There are enough traps in this hex that this hazard can be triggered up to 5 times before all the traps are used up.

Level 3 · Complexity Simple

Stealth DC 20

Disable Survival DC 17 — to locate and disarm all the traps by hand.

Trigger Anyone Travels or Reconnoiters this hex

Effect If the characters are Traveling, one of them (determined randomly) steps in a trap. If the characters are Reconnoitering, 1d4 of them (determined randomly) step in a trap. When a creature steps in a trap, the trap makes a bear trap Strike against the creature.

Reset There are enough traps in this hex that this hazard can be triggered up to 5 times before all the traps are used up.