Bellwright's Alley Snare
The alley has been rigged to turn pursuit into panic. A hidden release line snaps shutters open, a barrel rack drops, and hooked cords whip across the passage to snare legs and shoulders. The setup is meant to split a formation, slow rescuers, and leave a single target exposed in the open long enough for the killers waiting above to strike.
Bellwright's Alley Snare
Defenses
Detection
“A web of black cord, hanging fishhooks, creaking shutters, and a hinged barrel rack spans the alley at ankle and chest height. In lantern light it looks like ordinary clutter until it moves, rattling with the sound of dry bones and splashing gutter water.”
Standard Engagement
A creature other than the creator or an accomplice enters the trapped section of the alley or manipulates the release line.
On its initiative, if any creature is in the trapped section of the alley, the hazard lashes once with its snapline and then drops the barrel rack if it has not already fallen. The hazard can target only one creature with the lash per round, but the blocked passage and difficult terrain remain until removed.
The hazard resets in 10 minutes if not fully dismantled, as long as the release line, counterweight, and barrel rack remain intact. If reset, it re-arms silently and remains concealed until discovered again.
The first time each round a creature enters a trapped square or starts its turn there, the hazard makes a release attack against that creature. On a hit, the creature takes 2d10 bludgeoning damage and 1d6 slashing damage, is knocked prone, and becomes entangled until it Escapes or the hazard is disabled.
After the initial lash, the barrel rack slams down in a 10-foot line across the alley, creating difficult terrain and blocking movement through that space until removed. Creatures in the line must attempt a DC 25 Reflex save. On a failure they take 3d8 bludgeoning damage and are pushed 5 feet to the nearest open space; on a critical failure they take double damage and are pinned in place, immobilized until they spend an action to Escape.
If a creature critically fails a save against this hazard, loose lamp oil bursts from a shattered jug, splashing a 5-foot square. That square becomes slick difficult terrain and a creature that enters it or starts its turn there must succeed at a DC 25 Acrobatics or Reflex check, or fall prone.
The trapped alley section is a 10-foot by 20-foot zone chosen by the hazard's creator. Creatures in that zone have their movement hindered by clutter and the alley's narrowness. Any creature that tries to Rush through the zone must first succeed at a DC 25 Reflex save or trigger the lash.
If the hazard takes 14 or more damage from a single attack, the exposed mechanism is jolted. The next routine attack this round is made with a penalty of 2, but a critical hit against the mechanism automatically triggers the hazard's routine against the attacker.
Creatures that are Large or larger can force through the barrel rack with a successful DC 27 Athletics check, treating the passage as difficult terrain for the rest of the round even on a success.
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