====== SPIDER WEB TRAPS ====== ===== Overview ===== Spider Web Traps are a cunning and resourceful invention of the [[drop-outs|Drop Outs]] on [[the_planet_voi_700_d|VOI 700 D's]] [[dark_side|Dark Side.]] Designed to capture prey and unsuspecting intruders, these traps are nearly invisible, extremely sticky, and effective in the harsh and unrelenting environment. They are not only a testament to the Drop Outs' ingenuity but also a significant hazard for anyone wandering into their territory unprepared. ===== Description ===== ==== Appearance: ==== Spider Web Traps are made of fine, nearly translucent strands woven into nets approximately 2.5 meters wide and 2.5 meters tall. They are strung between rocky outcroppings, natural formations, or even between structures in Drop Out campsites. Under most lighting conditions, the strands are invisible, detectable only by subtle reflections when illuminated by a bright or focused light source. ==== Material: ==== The sticky strands are crafted from a resin-like substance derived from [[bero_hiki|Bero Hiki Worms]], which the Drop Outs mix with plant fibers and heat-treat for strength and durability. ==== Strength: ==== The adhesive properties of the traps are so strong that even larger creatures like [[korozo|Korozo]] predators struggle to break free. [[the_humans|Exohumans]] or [[the_natives_tribes_of_voi_700_d|Natives]] caught in the trap find themselves effectively immobilized without external help. ===== Uses by the Drop Outs ===== * **Prey Capture:** The Drop Outs use these traps to catch small game, providing a steady food source. * **Defensive Perimeter:** The traps are positioned strategically around campsites, creating a silent alarm system. * **Bone Bells:** Hollowed-out bone bells are attached to the webs. When a trap is disturbed, vibrations resonate through the bones, creating a soft, almost imperceptible chime audible only to those familiar with its sound. * **Ambush and Robbery:** Drop Outs sometimes lure unwary travelers into areas riddled with traps, using them to immobilize victims before robbing or capturing them. ===== Mechanics for Gameplay ===== ==== Detection ==== Players must succeed on a Perception Check (DC 17) to notice a Spider Web Trap before encountering it. * **Success:** Players spot the trap in time to avoid it. * **Failure:** Players or creatures blunder into the trap, triggering its effects. ==== Escape Attempt ==== A creature caught in a Spider Web Trap must make a Strength Check (DC 18) to free themselves. * **Success:** The creature breaks free, though with difficulty. * **Failure:** The creature remains stuck, unable to move or act effectively. ==== Cutting Free ==== * Trapped creatures can be freed by others using bladed weapons or tools. Cutting through the web requires 1d4 rounds and a Weapon Attack Roll (DC 15) to avoid accidentally harming the trapped creature. ==== Fire Interaction ==== Fire can easily burn through the web, but doing so carries a risk. * **Damage:** The trapped creature takes 1d6 fire damage as the resin burns intensely before disintegrating. ===== Tactical Advice for Dungeon Masters ===== * **Environmental Hazard:** Spider Web Traps can be used to create high-stakes survival scenarios, forcing players to think creatively about how to navigate the environment. * **Combat Encounters:** During battles near Drop Out campsites, traps can serve as obstacles or tactical tools for the Drop Outs, funneling players into disadvantageous positions. * **Moral Dilemmas:** Discovering a victim trapped in one of these webs—possibly left to die—offers opportunities for players to wrestle with the decision to help or move on. * **Loot and Discovery:** Players who successfully dismantle a Spider Web Trap may recover its resin strands, which can be repurposed into sticky grenades or other creative tools. ===== Related Pages and Further Information ===== * [[dark_side|Dark Side]] * [[ralar_region|Region Ralar]] * [[outlaws|Outlaws]] * [[drop-outs|Drop Outs]]