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Doors_BXE_CR
Dungeons often have many doors, some secret and others obvious. Many are locked and many are stuck.
Locks must be picked by a character proficient with lock picks or opened by magic.
There is a base 2-in-6 chance of being able to force open a stuck door. Strength adjustments apply, but cannot take the success range above 5-in-6 or below 1-in-6.
A failed attempt to force open a door eliminates any possibility of surprise (see Encounters, p11) that the party may have against any monsters on the other side of the door.
Note that monsters resident to the dungeon are often able to pass through stuck doors unhindered.
Secret doors can only be spotted if characters are specifically looking for them.
See Searching.
Doors opened by adventurers (by whatever means) are likely to swing shut after they pass. To prevent this, doors may be held open using iron spikes or other wedges.
Likewise, players may wish to wedge doors shut, to hinder monsters' movement.
PCs have a 1-in-6 chance of detecting subtle sounds beyond a door. (Some types of adventurer may have an increased chance of success.)
The referee should always roll for the character listening so that the player never knows if the roll failed or if there simply is no sound behind the door.
This attempt may only be made one time at any door by a character. Note that some creatures, such as undead, do not any make noise.