Level 23 Warder
Silver-blue lines of glowing energy form a floor-to-ceiling box in the center of this ovoid-shaped chamber.Trap: The stasis vault is meant to keep its contents in and trespassers out, but its semivisible shell allows would-be looters to see within.Perception DC 29: The character spots the astral diamonds that serve as the anchors for the stasis vault, and can target those anchors.Arcana DC 16: The character senses the magic of the stasis vault’s walls. The check isn’t possible from more than 5 squares away. DC 24: After detecting the stasis vault or seeing it in action, the character identifi es it, and understands how it attacks and that it has anchors that must be disabled to breach it. DC 29: (trained only): The character can see the stasis vault walls and understands its weaknesses. Such a character knows where the anchors are and gains +2 on any countermeasure check.Trigger AWhen a creature tries to enter a stasis vault square without using a countermeasure, or ends its turn adjacent to but not inside the vault’s perimeter, the vault uses attack A. When a creature ties to teleport into the vault, it is shunted to the nearest square outside the vault, and the teleporting creature is attacked in that square.Attack AOpportunity Action Melee 1
Targets Triggering creatureAttack: +27 vs. FortitudeHit: 4d10 damage, and the target is dazed (save ends), pushed 3 squares, and knocked prone.Miss: Half damage, and the target is pushed 2 squares.Effect When the stasis vault attacks, the energy web become visible for a split second as a fl uctuating weave of silvery energy.Trigger BA creature enters or starts its turn within the vault.Attack BOpportunity Action Melee 1
Target: Triggering creatureAttack: +27 vs. WillHit: 2d10 damage, and the target is stunned until the start of its next turn.Miss: No damage, and the target is slowed and must succeed on a DC 24 Athletics check to move 1 square. For every 5 points by which the check result exceeds the DC, the character can move another square. (The character can still run, if the check allows enough movement.)Countermeasures Acrobatics DC 29: A successful check allows a character to move by any means through the stasis vault’s perimeter into its area without triggering trigger A.
Arcana DC 29: A character adjacent to an anchor point can disable it with a successful check. If half the anchor points are disabled, the vault collapses and all its effects end.
If a creature leaves the stasis vault with the last of the vault’s contents, the vault collapses and is destroyed. All its eff ects end.
Published in E1 Death's Reach, page(s) 31.