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<blockquote data-quote="Celebrim" data-source="post: 775393" data-attributes="member: 4937"><p>CR 21+ Traps:</p><p></p><p>1) Traps that gate in monsters with higher than CR 20. (CR as equivalent monster), or which set off a inconveincing trap AND alert a guardian of appropriate level. For instance, power word stun plus covers the party in blood plus releases an 18 HD paragon direwolf.</p><p></p><p>2) Pit traps which have a implosive component which sucks nearby objects into them, for example, drains in rooms filled with water, valves that open on to vacuums, magnets that attract anything metal toward them with great force. The idea here is that mere flight or other means to thwart gravity are not good enough to escape the trap.</p><p></p><p>3) Traps that release spells of higher than 9th level; epic spells, empowered 9th level spells, etc., and which are chained together or have some synergistic effect with the environment. For instance, prysmatic curtain cutting off egress from a room combined with greater dispelling on the area combined with heigtened power word stun combined with a maximized empowered sonic admixtured firestorm.</p><p></p><p>4) Mechanical traps that are aware constructs and can therefore respond to players attempts to thwart them.</p><p></p><p>5) Drowning/Entombment traps which feature poison, acid, lava, negative planar essence, or other dangerous substance rapidly filling an area.</p><p></p><p>6) Traps whose effects are persistant and cumulative. For instance, a poison gas that requires a saving throw every round it is breathed and for two additional rounds after it is escaped for every round you spend breathing it. If the DC also goes up according to exposure time... </p><p> Or a trap which sets off a lesser trap, every round, for instance, meteor storms the area every round that the PC's are in it indefinately, or a blade barrier summoned every round, or even merely a deeper darkness replenished every round in a room with some other hazard.</p><p> Or a cursed item of seemingly harmless or even beneficial nature, the possession of which involves a saving throw every day it is carried.</p><p></p><p>DC's and consequences should be appropriate to a campaign of such level.</p><p></p><p>Virtually any trap can be cranked up from the levels rated for a CR 10 trap.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 775393, member: 4937"] CR 21+ Traps: 1) Traps that gate in monsters with higher than CR 20. (CR as equivalent monster), or which set off a inconveincing trap AND alert a guardian of appropriate level. For instance, power word stun plus covers the party in blood plus releases an 18 HD paragon direwolf. 2) Pit traps which have a implosive component which sucks nearby objects into them, for example, drains in rooms filled with water, valves that open on to vacuums, magnets that attract anything metal toward them with great force. The idea here is that mere flight or other means to thwart gravity are not good enough to escape the trap. 3) Traps that release spells of higher than 9th level; epic spells, empowered 9th level spells, etc., and which are chained together or have some synergistic effect with the environment. For instance, prysmatic curtain cutting off egress from a room combined with greater dispelling on the area combined with heigtened power word stun combined with a maximized empowered sonic admixtured firestorm. 4) Mechanical traps that are aware constructs and can therefore respond to players attempts to thwart them. 5) Drowning/Entombment traps which feature poison, acid, lava, negative planar essence, or other dangerous substance rapidly filling an area. 6) Traps whose effects are persistant and cumulative. For instance, a poison gas that requires a saving throw every round it is breathed and for two additional rounds after it is escaped for every round you spend breathing it. If the DC also goes up according to exposure time... Or a trap which sets off a lesser trap, every round, for instance, meteor storms the area every round that the PC's are in it indefinately, or a blade barrier summoned every round, or even merely a deeper darkness replenished every round in a room with some other hazard. Or a cursed item of seemingly harmless or even beneficial nature, the possession of which involves a saving throw every day it is carried. DC's and consequences should be appropriate to a campaign of such level. Virtually any trap can be cranked up from the levels rated for a CR 10 trap. [/QUOTE]
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