Doors in dungeons are much more than mere entrances and exits. Often they can be encounters all by themselves.
Dungeon doors come in three basic types: wooden,
stone, and
iron.
Table: Doors
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Break DC
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Door Type
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Typical Thickness
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Hardness
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Hit Points
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Stuck
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Locked
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Simple wooden |
1 in.
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5
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10 hp
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13
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15
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Good wooden |
1-1/2 in.
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5
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15 hp
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16
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18
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Strong wooden |
2 in.
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5
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20 hp
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23
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25
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Stone
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4 in.
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8
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60 hp
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28
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28
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Iron
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2 in.
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10
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60 hp
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28
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28
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Portcullis, wooden |
3 in
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5
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30 hp
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251
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251
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Portcullis, iron |
2 in.
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10
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60 hp
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251
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251
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Lock
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-
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15
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30 hp
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Hinge
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-
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10
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30 hp
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1 DC to lift. Use appropriate door figure for breaking. |
Wooden Doors: Constructed of thick planks nailed together, sometimes bound with
iron for strength (and to reduce swelling from dungeon dampness),
wooden doors are the most common type.
Wooden doors come in varying strengths: simple, good, and strong doors. Simple doors (break DC 13) are not meant to keep out motivated attackers. Good doors (break DC 16), while sturdy and long-lasting, are still not meant to take much punishment. Strong doors (break DC 23) are bound in
iron and are a sturdy barrier to those attempting to get past them.
Iron hinges fasten the door to its frame, and typically a circular pull-ring in the center is there to help open it. Sometimes, instead of a pull-ring, a door has an
iron pull-bar on one or both sides of the door to serve as a handle. In inhabited dungeons, these doors are usually well maintained (not stuck) and unlocked, although important areas are locked up if possible.
Stone: Carved from solid blocks of
stone, these heavy, unwieldy doors are often built so that they pivot when opened, although
dwarves and other skilled craftsfolk are able to fashion
hinges strong enough to hold up a
stone door.
Secret doors concealed within a
stone wall are usually
stone doors. Otherwise, such doors stand as tough barriers protecting something important beyond. Thus, they are often locked or barred.
Iron: Rusted but sturdy,
iron doors in a dungeon are hinged like
wooden doors. These doors are the toughest form of nonmagical door. They are usually locked or barred.
Locks, Bars, and Seals: Dungeon doors may be locked, trapped, reinforced, barred, magically sealed, or sometimes just stuck. All but the weakest characters can eventually knock down a door with a heavy tool such as a sledgehammer, and a number of spells and magic items give characters an easy way around a locked door.
Attempts to literally chop a door down with a slashing or bludgeoning weapon use the hardness and
hit points given in
Table: Doors. Often the easiest way to overcome a recalcitrant door is not by demolishing it but by breaking its
lock, bar, or
hinges. When assigning a DC to an attempt to knock a door down, use the following as guidelines:
DC 10 or Lower: a door just about anyone can break open.
DC 11-15: a door that a strong person could break with one try and an average person might be able to
break with one try.
DC 16-20: a door that almost anyone could break, given time.
DC 21-25: a door that only a strong or very strong person has a hope of breaking, probably not on the first try.
DC 26 or Higher: a door that only an exceptionally strong person has a hope of breaking.
For specific examples in applying these guidelines, see Table: Random Door Types.
Locks: Dungeon doors are often locked, and thus the
Open Lock skill comes in very handy.
Locks are usually built into the door, either on the edge opposite the
hinges or right in the middle of the door. Builtin
locks either control an
iron bar that juts out of the door and into the
wall of its frame, or else a sliding
iron bar or heavy wooden bar that rests behind the entire door. By contrast, padlocks are not built-in but usually
run through two rings, one on the door and the other on the
wall. More complex
locks, such as combination
locks and puzzle
locks, are usually built into the door itself. Because such keyless
locks are larger and more complex, they are typically only found in sturdy doors (strong wooden,
stone, or
iron doors).
The
Open Lock DC to pick a lock often falls into the range of 20 to 30, although
locks with lower or higher DCs can exist. A door can have more than one lock, each of which must be unlocked separately.
Locks are often trapped, usually with
poison needles that extend out to prick a
rogue's finger.
Breaking a
lock is sometimes quicker than breaking the whole door. If a PC wants to whack at a
lock with a weapon, treat the typical
lock as having hardness 15 and 30
hit points. A
lock can only be broken if it can be attacked separately from the door, which means that a built-in
lock is immune to this sort of treatment. In an occupied dungeon, every locked door should have a key somewhere.
A special door (see below for examples) might have a
lock with no key, instead requiring that the right combination of nearby levers must be manipulated or the right symbols must be pressed on a keypad in the correct sequence to open the door.
Stuck Doors: Dungeons are often damp, and sometimes doors get stuck, particularly
wooden doors. Assume that about 10% of
wooden doors and 5% of nonwooden doors are stuck. These numbers can be doubled (to 20% and 10%, respectively) for long-abandoned or neglected dungeons.
Barred Doors: When characters try to bash down a
barred door, it's the quality of the bar that matters, not the material the door is made of. It takes a DC 25 Strength check to break through a door with a wooden bar, and a DC 30 Strength check if the bar is made of
iron. Characters can attack the door and destroy it instead, leaving the bar hanging in the now-open doorway.
Magic Seals: In addition to
magic traps spells such as
arcane lock can discourage passage through a door. A door with an
arcane lock spell on it is considered locked even if it doesn't have a physical
lock. It takes a
knock spell, a
dispel magic spell, or a successful Strength check to get through such a door.
Hinges: Most doors have
hinges. Obviously, sliding doors do not. (They usually have tracks or grooves instead, allowing them to slide easily to one side.)
Standard Hinges: These
hinges are metal, joining one edge of the door to the doorframe or
wall. Remember that the door swings open toward the side with the
hinges. (So, if the
hinges are on the PCs' side, the door opens toward them; otherwise it opens away from them.) Adventurers can take the
hinges apart one at a time with successful
Disable Device checks (assuming the
hinges are on their side of the door, of course). Such a task has a DC of 20 because most
hinges are rusted or stuck. Breaking a hinge is difficult. Most have hardness 10 and 30
hit points. The break DC for a hinge is the same as for breaking down the door.
Nested Hinges: These
hinges are much more complex than ordinary
hinges, and are found only in areas of excellent construction. These
hinges are built into the
wall and allow the door to swing open in either direction. PCs can't get at the
hinges to fool with them unless they break through the doorframe or
wall. Nested
hinges are typically found on
stone doors but sometimes on wooden or
iron doors as well.
Pivots: Pivots aren't really
hinges at all, but simple knobs jutting from the top and bottom of the door that fit into holes in the doorframe, allowing the door to spin. The advantages of pivots is that they can't be dismantled like
hinges and they're simple to make. The disadvantage is that since the door pivots on its center of gravity (typically in the middle), nothing larger than half the door's width can fit through. Doors with pivots are usually
stone and are often quite wide to overcome this disadvantage. Another solution is to place the pivot toward one side and have the door be thicker at that end and thinner toward the other end so that it opens more like a normal door.
Secret doors in
walls often turn on pivots, since the lack of
hinges makes it easier to
hide the door's presence. Pivots also allow objects such as bookcases to be used as
secret doors.
Secret Doors: Disguised as a bare patch of
wall (or
floor, or ceiling), a bookcase, a fireplace, or a fountain, a
secret door leads to a secret passage or
room. Someone examining the area finds a
secret door, if one exists, on a successful
Search check (DC 20 for a typical
secret door to DC 30 for a well-hidden
secret door).
Elves have a chance to detect a
secret door just by casually looking at an area.
Many
secret doors require a special method of opening, such as a hidden button or pressure plate.
Secret doors can open like normal doors, or they may pivot, slide, sink, rise, or even lower like a drawbridge to permit access. Builders might put a
secret door down low near the
floor or high up in a
wall, making it difficult to find or reach. Wizards and sorcerers have a spell,
phase door, that allows them to create a magic
secret door that only they can use.
Magic Doors: Enchanted by the original builders, a door might speak to explorers, warning them away. It might be protected from harm, increasing its hardness or giving it more
hit points as well as an improved
saving throw bonus against
disintegrate and other similar spells. A
magic door might not lead into the space revealed beyond, but instead it might be a portal to a faraway place or even another plane of existence. Other
magic doors might require passwords or special keys to open them.
Portcullises: These special doors consist of
iron or thick, ironbound, wooden shafts that descend from a recess in the ceiling above an archway. Sometimes a
portcullis has crossbars that create a grid, sometimes not. Typically raised by means of a winch or a capstan, a
portcullis can be dropped quickly, and the shafts end in spikes to discourage anyone from standing underneath (or from attempting to dive under it as it drops). Once it is dropped, a
portcullis locks, unless it is so large that no normal person could lift it anyway. In any event, lifting a typical
portcullis requires a DC 25 Strength check.
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