Explosive Crystal Spheres Trap CR 1
Type magical Perception DC 26; Disable Device DC 26
Trigger proximity; Reset none
Effect Atk +10 melee; bull rush (1d20+5) plus 4d6 sonic
An exit to the chamber lies at the opposite side of the circle on the inner wall. It seals with another screw plug identical to the one in area 19 and opens to a smaller curved passage which doubles back and ends at yet another screw plug.
In various positions throughout the passage hover six 2-foot-diameter, glyph-graven, crystalline spheres positioned approximately 45 degrees apart relative to area 21; determine the first one’s current position with a 1d8 roll (1 = north, 2 = northwest, and so on) and position the others clockwise from there. Each sphere weighs 20 pounds and is rolled along by the motive force effect. When a living creature comes within 20 feet of a sphere, it suddenly rockets towards them, slamming into its target and knocking them backward as if making a bull rush attack. Treat the force of the sphere’s bull rush as if it has a Strength of 20. The spheres shatter on impact, dealing 4d6 sonic damage. A silence spell neutralizes any sphere in its area so it can be disabled or destroyed harmlessly; a successful dispel magic destroys a sphere (make a separate check against each sphere in the area dispel). Drazmorg’s team set off two of these traps before hurrying along to the center of the Vault.
The Motive Force: Powerful magic creates a stream of invisible force that pushes gently at everything in this corridor. Moving clockwise is considered difficult terrain as characters must push against this force; moving clockwise has no penalty or bonus. Loose objects under 30 lbs. slowly slide counter-clockwise at the rate of 5 feet per round.