Warded Doors
Trap
Level 17 Warder
XP 1600

An arcane glyph set in the door blasts you with its power.

Trap: Each of the four doors at the bottom of the chasm is trapped with a greater glyph of warding.Perception     DC 20: A character notices the faint outline of an arcane
glyph pulsing within the Devourer’s mouth.
Arcana     DC 20: A character identifies a glyph of warding. This provides a +2 bonus to Thievery checks made to disable that particular glyph.Trigger       When a creature tries to open a door or pick its lock, the door’s glyph activates and explodes.
Attack * Acid, Fire, Necrotic, or PoisonImmediate Reaction      Close burst 3
Target: Each creature in burstAttack: +20 vs. ReflexHit: Each door features a different glyph.
    Red: 6d8 fire damage, and ongoing 5 fire damage (save ends).
    Yellow: 6d8 acid damage, and the target gains vulnerable 5 to all damage (save ends, -5 penalty to saving throws against this effect).
    Green: 6d8 poison damage, and the target is slowed (save ends, -5 penalty to saving throws against this effect).
    Gray: 6d8 necrotic damage, and the target loses a healing surge.
Special       The characters receive 400 XP for each of the glyphs they either activate or disable. The full award of 1,600 XP applies only if they affect each of the four glyphs before they exit this location.
Countermeasures     A character adjacent to one of the doors can make a DC 28 Thievery check to disable its glyph.

Published in Tomb of Horrors, page(s) 69.