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Advanced Dungeons & Dragons | - | Dragon #115 | - | Dragon magazine |
1. This is a standard false door.
2. This door is wizard locked by a
3rd to
18th-level magic-user.
3. This door gives off an electric shock
for 1-4 to 1-20 hp damage.
4. The door is invisible. Player characters
take 1 hp damage for walking into the
door (1-3 hp if running) and may have
some difficulty opening it.
5. The door is a permanent illusion at
the 12th- to 19th-level of ability.
6. This door is strongly magnetized;
weapons, armor, and other metallic objects
stick to the door. A strength roll of some
sort (requiring an open doors roll, a bend
bars/lift gates attempt, or a combined
minimum strength of 15 or more) is required
to pull objects from the door. Some
objects may already be stuck to the door
when encountered.
7. This warm door is red hot. Those who
are foolish enough to touch it take 1-6 to
1-20 hp damage.
8. This door is hinged at bottom, held
upright only by the door latch. Opening
the door releases it to fall and hit the floor
with a resounding thud (possibly squashing
someone). The noise alerts all within a
150? radius, incurring two additional wandering
monster checks. Player characters
have a 40% chance of noticing the difference
in the door?s makeup, 15% if it has
false side hinges. Anyone struck by the
door takes up to 2-12 hp damage (if the
door is of solid steel).
9. The character who touches this door
automatically trades places by teleportation
with the creature (DM?s choice) in the
cell-behind that door. A trapped character
remains so until some other unlucky soul
trades places with him.
10. The door is soaked with a thick,
clear acid. Those touching it take 1-4 to 1-
20 hp damage.
11. The good old poison-needle-in-thelock
trap is present (up to 1-20 hp damage,
with temporary reductions in attributes or
death also resulting).
12. This door simply disappears when
closed, gone forever.
13. A glass door has been glassteeled
(Players Handbook, page 90) here.
14. This is a heavy revolving door covered
with sharp spikes. Anyone who gets
caught in this one (10% chance per use)
takes 1-4 to 1-10 hp damage per round.
Characters must roll their dexterity or less
on a d20 to escape.
15. For all the listeners out there, here?s
a door that makes its own noises. What
the noises are is up to the DM, but I?m
sure that they won?t be the same as those
coming from what?s actually behind the
door! Suggestions for sounds: groans,
growls, melee. An ear seeker nest
wouldn?t be a bad idea, too.
16. This door is locked, and any weapon
that tries to open it by smashing it to
pieces shatters instead. Magic weapons
save vs. crushing blow, plus what ever ?to
hit? bonus they might have.
17. This door is locked and cannot be
opened or damaged. The only way to open
this door is to knock (politely) before entering.
18. This ancient door is so old and rotten
that any attempts to open it cause it to
collapse (letting the openers fall through).
The clatter of wood and metal bindings
merits an additional wandering monster
check.
19. This door opens easily, but as the
first character enters, the door slams in
his face (take 1 hp damage with a broken
nose).
20. Carved into the wood of this locked
door is a staring gargoyle. If the door is
forced or the lock is picked, the gargoyle
lets out a shrill scream, alerting all within
a 200? radius. At least two additional wandering
monster checks should be made.
21. No door here ? only a mirror. However,
this mirror opens like a door. Characters
have a 10% chance of discovering it if
they are actively searching for secret doors.
22. The character that touches this door
is teleported to the door?s other side.
23. The door revolves on a horizontal
bar set in its middle.
24. This short door is dwarf-, halfling-,
or gnome-sized. Man-sized characters may
have to shed armor and equipment to
squeeze through.
25. This door bursts into flames when
touched. The character who sets off this
trap takes 1-4 to l-8 hp damage. The door
continue to burn until it goes out (in 2
turns) or it is put out.
26. The door happens to be 5-10? above
the floor.
27. This door opens 5-10' above the floor
on the opposite side, by means of a dimension
door spell. Any character who doesn?t
look where he?s going falls and takes the
appropriate amount of falling damage.
28. Under the knob of this door is a
sticky contact poison. The characters have
a 10-30% chance of noticing the poison,
which has variable effects as the DM desires.
29. This tightly fitting door only opens in
toward its room. It has no knobs or handles
on the other side of the door, so when
closed, the only way to leave the room is
to smash the door.
30. There is a skeleton hanging on the
back of this door. It could possibly be
animated to attack, but that?s up to the
DM.
31. A continual light spell has been cast
on both sides of this door for the adventurers
-- convenience.
32. This door has a permanent silence,
10? radius spell cast upon it. Whatever
makes noise on one side of the door cannot
be heard on the other side.
33. The door frame of this door is hollow
and spring-loaded with bolts. When
the door is opened, these bolts shoot out
and automatically hit the first person to
walk through the doorway. The door
frame contains 1d10 + 10 bolts that do 1-
2 to l-6 hp damage each; they fire either
individually or all at once.
34. A password is required to open this
door. The password should be made accessible
to the player characters earlier in the
game adventure.
35. The door is covered with blood by
some awful creature that has marked its
territory.
36. When a character touches this door,
it gives off a repulsive rotting odor. Player
characters must save vs. spells or wretch
and vomit for 5-10 rounds.
37. This door is set upon an invisible
wall. Characters take damage (see #4
above) if they walk into the wall.
38. Door is very sticky, and those touching
it become stuck. A strength roll (see #6
above) is required to pull free.
39. No door here, just a curtain of complete
darkness that cannot be seen
through.
40. Door comes complete with an illusionary
backdrop, dispelled when someone
enters. Common backdrops include an
empty room, a bottomless pit, or enough
treasure to satisfy any dwarf.
41. To open this door, one must stick a
blade in the slot in the door as a makeshift
key. The required blade might have to be a
certain type of sword (e.g., broadsword,
magical sword, dagger, scimitar, etc.), or
maybe any sword does the trick.
42. This door can only be opened after a
missing part of the door (the doorknob,
gold leaf, ornament or some sort, etc.) is
replaced.
43. A Leomund?s trap has been cast on
this door that causes the player characters
to believe that something is just not right
with it. Of course, there is nothing wrong
with this door ? maybe.
44. This door does not swing open;
characters have to slide it up into the
ceiling.
45. A strange music plays when this
door is opened and stops when the door is
closed (I prefer weird flute music).
46. This wooden door is fireproof, and it
may also be resistant to acids and other
attacks.
47. This door is inscribed with a glyph of
warding that goes off when the door is
opened.
48. This door repels all metals. A character
must remove all armor, swords, and so
forth to open the door, but once this door
is opened, metal items may be carried
through normally.
49. This door is protected by a demon of
the DM's choice. There may be a protective
pentagram on the other side of the
door, if one can get to it.
50. The first person to open this door
simply cannot go through it. Some unusual
force (perhaps antipathy) holds him back.