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Traps up to level 30 ?
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<blockquote data-quote="Celebrim" data-source="post: 3823310" data-attributes="member: 4937"><p>A magical sensor within a lead lined unhallowed room containing a dimensional anchor goes off if anyone gets within 30' of a certain container (in which is a widget that the characters needs. That sensor opens a trap door in the roof of the room, while simultaneously all exits in the room are shut with adamantine faced blocks of stone 10' wide. In the first moment, a Greater Dispelling trap goes off in the room. Simultaneously, the trap door opens onto a perfectly smooth vertical shaft 100' long which contains in its upper 50' antimagic field, and its lower 50' a disjunction field which severes magical spells (as the spell disjunction). The upper end of the shaft is connected to the plane of vacuum, and has a large razor sharp fan. These devices act to rapidly begin sucking the air from the room with superhurricane force - lifting up any object weighing less than 500 lbs and hurling it up the shaft unless a successful reflex check (to grab something) and climb check (to hold on) can be passed. An additional climb check is needed each round of the suction (which last 5 rounds until the room is emptied of air). Characters that can fly can subtract thier fly speed from the 120' per round that they would normally tumble in the direction of the fan/portal. Halfway up the shaft there is a constellation of spheres of anihilation which require a tumble check to evade (penalty based on size of character). If these are evaded, the character can try to grab the fan (reflex check + climb check to hang on), but if sucessful takes falling damage as of a fall of 120'. Whether successful or not, they further automatically suffer a +40 melee attack from the fan blades (6-72 damage, 19-20/x2 crit). A further climb check is required each round that the portal is open (5 rounds). Those sucked through find themselves on an airless plane. Those not sucked through, then must hang on or fall (120') plus must evade the spheres of anihilation on the way down and pass a second time through the disjunction field. </p><p></p><p>The room remains a vacuum until breached (explosively). This normally occurs after 6 hours. </p><p></p><p>In the first round after the trap goes off, a dozen highly advanced wraiths rise to torment the characters.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3823310, member: 4937"] A magical sensor within a lead lined unhallowed room containing a dimensional anchor goes off if anyone gets within 30' of a certain container (in which is a widget that the characters needs. That sensor opens a trap door in the roof of the room, while simultaneously all exits in the room are shut with adamantine faced blocks of stone 10' wide. In the first moment, a Greater Dispelling trap goes off in the room. Simultaneously, the trap door opens onto a perfectly smooth vertical shaft 100' long which contains in its upper 50' antimagic field, and its lower 50' a disjunction field which severes magical spells (as the spell disjunction). The upper end of the shaft is connected to the plane of vacuum, and has a large razor sharp fan. These devices act to rapidly begin sucking the air from the room with superhurricane force - lifting up any object weighing less than 500 lbs and hurling it up the shaft unless a successful reflex check (to grab something) and climb check (to hold on) can be passed. An additional climb check is needed each round of the suction (which last 5 rounds until the room is emptied of air). Characters that can fly can subtract thier fly speed from the 120' per round that they would normally tumble in the direction of the fan/portal. Halfway up the shaft there is a constellation of spheres of anihilation which require a tumble check to evade (penalty based on size of character). If these are evaded, the character can try to grab the fan (reflex check + climb check to hang on), but if sucessful takes falling damage as of a fall of 120'. Whether successful or not, they further automatically suffer a +40 melee attack from the fan blades (6-72 damage, 19-20/x2 crit). A further climb check is required each round that the portal is open (5 rounds). Those sucked through find themselves on an airless plane. Those not sucked through, then must hang on or fall (120') plus must evade the spheres of anihilation on the way down and pass a second time through the disjunction field. The room remains a vacuum until breached (explosively). This normally occurs after 6 hours. In the first round after the trap goes off, a dozen highly advanced wraiths rise to torment the characters. [/QUOTE]
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