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1. Zariel’s half of Bellandi’s Pact is located here.

(Remember that infernal contracts can only


be destroyed if you have both parts, so the PCs won’t be able to just go on a contract-destroying
spree. At least, not easily.)
2. Fractal Vault Doors: The base DC for opening each fractal vault door is 25. Each vault door
is also a little bit unique, featuring both a trick and a trap. Determine tricks and traps randomly
using the tables below. All traps require a DC 18 Wisdom (Perception) or Intelligence
(Investigation) to locate, and an appropriate DC 20 check to disable.
3.

4.
5. Trick
d12
6.
7. Multiple locks. There are 1d4+1 locks instead of just one.
1
9. Illusion-hidden lock. The lock is hidden as per a silent image spell, requiring a DC 18
8.
Intelligence (Investigation) check to locate. Unless dispelled, the illusion imposes
2
disadvantage on attempts to pick the lock.
10.
11. Arcane locked. In addition to the lock, the door is also affected by an arcane lock spell.
3
13. Animated lock. The lock is an animated object that will bite (+10 to hit, 1d4 damage) or
12.
demand the answer to a riddle or refuse to open its mouth or (falsely) claim to be a
4
polymorphed paladin or engage in similar antics.
14.
15. Really tough lock. +5 DC.
5
16. 17. Motile lock. The lock drifts across the surface of the vault door. The DC to open the
6 lock is +2.
18.
19. Light averse. The lock only appears if the vault is in darkness.
7
20. 21. Personal touch. The lock only appears if someone touches the door. (Touching the door
8 will trigger the door’s trap, if any, unless it has been disabled.)
22. 23. Door above. The vault door is on the ceiling instead of the far wall, making it more
9 difficult to access.
24.
25. Roll twice on the Traps table.
10
26.
27. Roll twice on the Tricks table.
11
28.
29. No trick.
12 30.

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