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Calthropstu
2021-02-13, 05:55 PM
1: A phasmadaemon spends weeks casting permanent illusion spells to create a fake fortress. Hiding in the fake fortress is 4 derghodaemons and the phasmadaemon.

2: A tower has numerous illusions placed everwhere, concealing the fact that the entire tower is actually dangling from 4 massive invisible pillars. Each floor is wound around a base designed to be dropped individually. In the pit is a series of permanent prismatic spheres. The trigger to drop is in the floor above.

3: You wake up in your room. Something is amiss. You hear nothing. In the middle of the room is a rock resting on top of a piece of paper. The room is silenced. (The rock is actually the focus of 2 spells. One is silence, the other trap the soul. If you grab the rock, your soul leaves your body instantly, no save.)

Zaile
2021-02-13, 06:43 PM
1: A phasmadaemon spends weeks casting permanent illusion spells to create a fake fortress. Hiding in the fake fortress is 4 derghodaemons and the phasmadaemon.

2: A tower has numerous illusions placed everywhere, concealing the fact that the entire tower is actually dangling from 4 massive invisible pillars. Each floor is wound around a base designed to be dropped individually. In the pit is a series of permanent prismatic spheres. The trigger to drop is in the floor above.

3: You wake up in your room. Something is amiss. You hear nothing. In the middle of the room is a rock resting on top of a piece of paper. The room is silenced. (The rock is actually the focus of 2 spells. One is silence, the other trap the soul. If you grab the rock, your soul leaves your body instantly, no save.)

First, I love all these ideas. You are particularly evil with #3. Good work!

1: Phasma is CR 17 and Derghods are CR 12. Depending on how you plan to use the illusions in the fortress, how much of a maze it is, how many traps, how many of the 5 you will encounter at once, etc. It could range from CR 12 (one Derg at a time) to 20+ depending on all the factors.

2: Does the drop happen as soon as one creature advances? Like if there are 4 at the ladder from floor 1 to floor 2, as soon as the first one crosses the threshold does floor 1 (and the 3 others waiting) drop into the pit? A pit more than 200 feet will max fall damage at 20d6, add prismatic spheres on top of that (means a 18th level + caster set this up) and you are looking at an epic-level trap. Feather fall? Nah, deal with rainbow domes of death. Falling happens in less than a standard action, so unless all the PCs had swift fly, the ones that don't are likely dead. This however is nullified if the PCs have access to flight items like capes and the level drop leaves the ceilings open.

3: This is a deadly trap. Playing strict rules on identifying magic effects, you are looking at no check for anyone without Spellcraft and most PCs will think the paper is important, so try to lift the rock. Silence is DC 22 to identify (less since the effect is obvious), but Trap the Soul is 28. This is a trap by a minimum 15th Wizard or 16th level sorcerer. A 50/50 shot is +18 to spellcraft, so assuming +2 (k. arcana 5) +5 Int and another +1 from whatever, that leaves 10 ranks, so absolute minimum character level for 50/50 is a 7th level caster with generous stats or items. Add in the insta-death multiplier and this is a mind-teens CR.

When making traps, always consider the level/CR of the creature needed to create it. A 15+ arcane caster is going to be a very powerful monster (Wyrm/Great Wyrm dragons) or humanoid with lots of resources, guards, minions, etc.

Calthropstu
2021-02-13, 07:17 PM
First, I love all these ideas. You are particularly evil with #3. Good work!

1: Phasma is CR 17 and Derghods are CR 12. Depending on how you plan to use the illusions in the fortress, how much of a maze it is, how many traps, how many of the 5 you will encounter at once, etc. It could range from CR 12 (one Derg at a time) to 20+ depending on all the factors.

2: Does the drop happen as soon as one creature advances? Like if there are 4 at the ladder from floor 1 to floor 2, as soon as the first one crosses the threshold does floor 1 (and the 3 others waiting) drop into the pit? A pit more than 200 feet will max fall damage at 20d6, add prismatic spheres on top of that (means a 18th level + caster set this up) and you are looking at an epic-level trap. Feather fall? Nah, deal with rainbow domes of death. Falling happens in less than a standard action, so unless all the PCs had swift fly, the ones that don't are likely dead. This however is nullified if the PCs have access to flight items like capes and the level drop leaves the ceilings open.

3: This is a deadly trap. Playing strict rules on identifying magic effects, you are looking at no check for anyone without Spellcraft and most PCs will think the paper is important, so try to lift the rock. Silence is DC 22 to identify (less since the effect is obvious), but Trap the Soul is 28. This is a trap by a minimum 15th Wizard or 16th level sorcerer. A 50/50 shot is +18 to spellcraft, so assuming +2 (k. arcana 5) +5 Int and another +1 from whatever, that leaves 10 ranks, so absolute minimum character level for 50/50 is a 7th level caster with generous stats or items. Add in the insta-death multiplier and this is a mind-teens CR.

When making traps, always consider the level/CR of the creature needed to create it. A 15+ arcane caster is going to be a very powerful monster (Wyrm/Great Wyrm dragons) or humanoid with lots of resources, guards, minions, etc.

For #2 the entire level falls, including the ceiling. There's no windows, merely a lever in the floor above with a peep hole covered by a illusion. I made this one for a lvl 20 party going after someone with a book containing the true names of 100,000 powerful extra planar entities. The trap can only be sprung manually by either 1: pulling the lever or 2: disintigrating the central pillar on any level. It applied to the entire tower, each level could be broken away.