Set Traps
ACTIONBy setting a number of quickly built traps in the surrounding woods or in narrow alleys, the PCs can impede the attackers' movement and even injure some of them. Setting Traps requires a Survival (trained) check.
Critical Success At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs' choice becomes mired 1 and takes 1 point of damage.
Success At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs' choice becomes mired 1 or takes 1 point of damage.
Critical Failure The attempt to set traps not only fails, but one of them misfires spectacularly during setup: An attempt to rig a timber covered with spikes fails, smashing the PC against a building wall. That PC takes 5d6 piercing and 5d6 bludgeoning damage (DC 25 basic Reflex).