Rolling Sphere
When a pressure plate concealed on the ground registers 20 or more pounds of weight, a trapdoor opens in the wall or ceiling and releases a Huge stone sphere that rolls directly towards the adventurers.
Hold It! An adventurer can make an Athletics check to stop the sphere from rolling after the trap is triggered. This allows the rest of the party to get away, but the PC holding it up suffers a level of fatigue .
Trap. This trap can be detected by a passive Perception of 18. If the trap is not detected, it automatically triggers a critical failure.
- An Engineering check can adequately obstruct the sphere before the trap is triggered, and a thieves’ tools check can disarm the trap before triggering it.
Potential Outcomes
Critical Failure: Adventurers make a Dexterity saving throw or take 55 (10d10) bludgeoning damage and are knocked prone .
Failure: Adventurers make a Dexterity saving throw or take 28 (5d10) bludgeoning damage and are knocked prone .
Success: The adventurers manage to avoid or disarm the trap.
Critical Success: The adventurers avoid or disarm the trap but have the option to leave the trap active for someone else to deal with.