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Quick, I need a CR 20 trap
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<blockquote data-quote="helium3" data-source="post: 2998430" data-attributes="member: 31301"><p>CR 20 Trap:</p><p></p><p>Consists of a 30' X 30' X 15' room with (12" thick, Hardness 8, 360 HP) iron walls coated by dried drippings of a pasty black substance. There are no light sources in this room.</p><p></p><p>A single medium sized iron door (4" thick, Hardness 8, 120 HP) in the middle of one of the walls. The door is locked with a precision lock (Open Locks DC 40).</p><p></p><p>The ceiling contains a single 5'X 5' opening topped with an iron grate (1" thick, Hardness 8, 30 HP). Hatch doors (4" thick, Hardness 8, 120 HP) that can be closed by steam powered gears are on either side of the opening. When closed, the hatches can be forced open with a DC 35 disable device check or a DC 30 strength check.</p><p></p><p>The floor consists of a large number of tightly fitting horizontal steel gears that turn against one another for no obvious purpose when viewed from the top. Underneath the floor is the main body of the trap mechanism which consists of; a reservoir of black lotus poison, a number of what look like frost covered ice trays made for arrowhead shaped ice-cubes and below that a some sort of coiled spring launching mechanism. </p><p></p><p>Wisps of warm steam constantly seep from between the gears, but the grate in the ceiling provides enough ventilation to keep the air in the room breathable, if a bit acrid smelling.</p><p></p><p>At the bottom of the room, beneath the gear floor and the trap mechanism is a thin layer of spent black lotus poison.</p><p></p><p>Trap Descriptions:</p><p></p><p>A visual sensor provides the trigger for the two traps that exist in this room. The trigger is of the "True Seeing & Darkvision" variety, so the lack of light does not prevent it from seeing the contents of the room. Additionally, invisibilty and illusions cannot be used to disguise the presence of creatures.</p><p></p><p>A spoken safe word prevents activation of the trap, but this safe word only works if spoken on the side of the iron door outside the room.</p><p></p><p>There are two traps in this room. The first is a modified dimensional lock that prevents all forms of dimensional travel into or out of the room once activated. The second is a frozen poison burst trap that does slashing damage and poisons the characters.</p><p></p><p>Modified Dimensional Lock: This spell functions just like dimensional lock but only lasts for one round/level instead of one day/level. The spell is centered at the center of the room. The CL is either 15 or the caster level of the highest spell caster available. This could be a lower level spell than the regular dimensional lock, but I'm going to leave it at eight. Remember, dimensional lock is subject to spell resistance. This trap resets at the end of its duration.</p><p></p><p>Frozen Poison Burst: This trap could probably be better described by a spell, but for the purposes of getting it to CR 20 I'm going to treat it like a mechanical trap. The trap works as follows. When any creature approaches within 10' of the iron door or the ceiling hatch the trap activates. The hatch in the ceiling closes and the coiled spring mechanism under the floor releases. Razor sharp shards of frozen black lotus extract shoot into the air from the ice tray looking things under the floor. The frozen poison shards briefly fill the entirety of the volume of the room and all creatures within it must make a reflex save (DC 30) or take 8d6 points of slashing damage. Additionally, all creatures in the room are poisoned with black lotus extract (Contact DC 20/3d6 Con/3d6 Con). </p><p></p><p>After the trap activates, the coiled spring mechanism resets and the ice trays are refilled from the poison reservoir and begin to refreeze. This is all accompanied by an increase in the amount of steam coming from between the gears that comprise the floor, causing visibility in the room to decrease to the point of being as if filled with a fog cloud spell. </p><p></p><p>Once the frozen poison burst trap has reset after one minute, the hatch in the ceiling opens and the steam exits through it, restoring visibility to the room.</p><p></p><p>Search DC 35, +2 CR</p><p>Disable Device DC 35, +2 CR</p><p>Reflex Save DC 30, +2 CR</p><p>Black Lotus Extract, +8 CR</p><p>Damage 8d6 Slashing, +4 CR</p></blockquote><p></p>
[QUOTE="helium3, post: 2998430, member: 31301"] CR 20 Trap: Consists of a 30' X 30' X 15' room with (12" thick, Hardness 8, 360 HP) iron walls coated by dried drippings of a pasty black substance. There are no light sources in this room. A single medium sized iron door (4" thick, Hardness 8, 120 HP) in the middle of one of the walls. The door is locked with a precision lock (Open Locks DC 40). The ceiling contains a single 5'X 5' opening topped with an iron grate (1" thick, Hardness 8, 30 HP). Hatch doors (4" thick, Hardness 8, 120 HP) that can be closed by steam powered gears are on either side of the opening. When closed, the hatches can be forced open with a DC 35 disable device check or a DC 30 strength check. The floor consists of a large number of tightly fitting horizontal steel gears that turn against one another for no obvious purpose when viewed from the top. Underneath the floor is the main body of the trap mechanism which consists of; a reservoir of black lotus poison, a number of what look like frost covered ice trays made for arrowhead shaped ice-cubes and below that a some sort of coiled spring launching mechanism. Wisps of warm steam constantly seep from between the gears, but the grate in the ceiling provides enough ventilation to keep the air in the room breathable, if a bit acrid smelling. At the bottom of the room, beneath the gear floor and the trap mechanism is a thin layer of spent black lotus poison. Trap Descriptions: A visual sensor provides the trigger for the two traps that exist in this room. The trigger is of the "True Seeing & Darkvision" variety, so the lack of light does not prevent it from seeing the contents of the room. Additionally, invisibilty and illusions cannot be used to disguise the presence of creatures. A spoken safe word prevents activation of the trap, but this safe word only works if spoken on the side of the iron door outside the room. There are two traps in this room. The first is a modified dimensional lock that prevents all forms of dimensional travel into or out of the room once activated. The second is a frozen poison burst trap that does slashing damage and poisons the characters. Modified Dimensional Lock: This spell functions just like dimensional lock but only lasts for one round/level instead of one day/level. The spell is centered at the center of the room. The CL is either 15 or the caster level of the highest spell caster available. This could be a lower level spell than the regular dimensional lock, but I'm going to leave it at eight. Remember, dimensional lock is subject to spell resistance. This trap resets at the end of its duration. Frozen Poison Burst: This trap could probably be better described by a spell, but for the purposes of getting it to CR 20 I'm going to treat it like a mechanical trap. The trap works as follows. When any creature approaches within 10' of the iron door or the ceiling hatch the trap activates. The hatch in the ceiling closes and the coiled spring mechanism under the floor releases. Razor sharp shards of frozen black lotus extract shoot into the air from the ice tray looking things under the floor. The frozen poison shards briefly fill the entirety of the volume of the room and all creatures within it must make a reflex save (DC 30) or take 8d6 points of slashing damage. Additionally, all creatures in the room are poisoned with black lotus extract (Contact DC 20/3d6 Con/3d6 Con). After the trap activates, the coiled spring mechanism resets and the ice trays are refilled from the poison reservoir and begin to refreeze. This is all accompanied by an increase in the amount of steam coming from between the gears that comprise the floor, causing visibility in the room to decrease to the point of being as if filled with a fog cloud spell. Once the frozen poison burst trap has reset after one minute, the hatch in the ceiling opens and the steam exits through it, restoring visibility to the room. Search DC 35, +2 CR Disable Device DC 35, +2 CR Reflex Save DC 30, +2 CR Black Lotus Extract, +8 CR Damage 8d6 Slashing, +4 CR [/QUOTE]
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