Alarm trap (heist target) is a recurring hazard-type mechanism the party has encountered during infiltration and dungeon-delving operations across the campaign. The first known encounter came during a break-in in Absalom [S35 01:49:24]. Venris, as a trained thief, automatically detected the device before anyone could blunder into it. The alarm carried a high chance of triggering, but Venris attempted to disable it using Thievery and his infiltrator/Kale key; the party extracted invisibly and the alarm was never raised. A distinct but mechanically analogous trap surfaced much later in an octagonal pyramid chamber [S60 00:33:17]. This version was far more exotic: a blood-red cone of light emanated from a tiny crystal embedded at the apex of the ceiling, set to trigger on organic matter or life energy (not vision or light) passing through its circle. Disabling it by hand required a master-level Thievery check. Rather than risk the roll, the party improvised a low-tech solution — gluing a small leather scrap over the centimeter-wide emitter hole — and neutralized the threat entirely. As of [S60], the alarm trap functions in the campaign as a recurring stealth obstacle that rewards detection skills and creative problem-solving over brute force. Both encounters were resolved without triggering an alarm, though the later version's higher technical difficulty pushed the party toward lateral thinking rather than direct disable attempts.
No open hook is currently recorded.
No open hooks are currently recorded.
No player-visible relationships are currently recorded.