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2.
3. Trap
d12
4. 5. Lightning bolt. As per the spell. 100 feet long, 5 feet wide, in direct line from door;
1 DC 18 Dexterity saving throw for half damage; 52 (15d6) electricity damage.
6. 7. Fireball. Fills current vault and the immediately preceding vault. DC 18 Dexterity
2 saving throw for half damage; 52 (15d6) electricity damage.
9. Acid-laced. he door is coated in an oily-sheen which is actually a nasty acid. Anyone
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touching the door suffers 22 (4d10) acid damage. The door also deals this damage to any
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Thieves’ Tools used to pick the lock.
10. 11. Adhesive door. Anyone or anything touching the door is immediately stuck to it. It
4 requires a DC 20 Strength check to pull free, which also inflicts 1d6 damage.
13. Fire door. When touched or the lock opened, the door lights on fire. Anyone within 5
12. feet of the door suffers 22 (4d10) fire damage. DC 14 Dexterity saving throw for half damage
5 (or a Constitution saving throw if you’re deliberately not moving away from the flames; e.g.,
if you’re picking the lock).
14. 15. Scourge ooze door. When the vault door opens, it reveals a scourge ooze door blocking
6 passage to the next room.
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17. Alarm. If trigged, an alarm spell notifies Zariel.
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18. 19. Morph spikes. When triggered, the surface of the door morphs to shoot out long,
8 needle-sharp spikes to a distance of 5 feet. +10 attack bonus, 55 (10d10) piercing damage.
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21. Hellwasps. A swarm of 2d4+6 hellwasps are released from the ceiling.
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22.
23. Roll twice on the Traps table.
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24.
11- 25. No trap.
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26.

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