Sphere of Crushing Doom
CMPX · Tier 2 · Deadly
Trigger
This trap activates as soon as the door leading to the jester's coffin is opened. A magic portal opens at the northern end of the hallway and disgorges an enormous steel sphere, which hurtles down the slope. When it reaches the bottom of the slope, a second portal briefly appears and teleports the sphere back to the top of the slope to begin the process again.
Countermeasures
The trap can be neutralized either by stopping the sphere or preventing it from teleporting.
- Stop the Sphere.
Stopping the sphere is the easiest way to disrupt the trap. A wall of force can do so easily, as can any object placed in its path that has enough hit points to absorb damage from the sphere without being destroyed.
- Disrupt the Portals.
Either portal can be neutralized with three successful DC 20 Intelligence () checks, but the process of analyzing a portal to disrupt it takes time. Faint runes in the ceiling and floor at both ends of the hallway are involved in the functioning of the portals. A creature must first use an action to examine a set of runes, then use a subsequent action to attempt to vandalize the runes. Each successful check reduces the sphere's damage by 11 (), as the disrupted sphere loses speed moving through the failing portal.
Alternatively, a set of runes can be disabled with three successful castings of (DC 19) targeting any of the runes in the set.
If the southern portal is destroyed, the sphere slams into the south wall and comes to a halt. It blocks the door to the tomb, but the characters can escape.