Sometimes a location in an adventure has secret doors that will never be discovered by the player characters using conventional means. This can be made easier for player characters who are actively searching in the correct area by giving them clues or by bestowing a bungling bonus, but if you need something a little more obvious, you could roll on this table...
Secret Door Status
Roll 1d12
1. Ajar.2. Ajar and secretly trapped.
3. Cracked open.
4. Cracked open and secretly trapped.
5. Locked and obviously cursed.
6. Locked and obviously trapped.
7. Locked and showing signs of attempted entry.
8. Locked and showing signs of successfully activated trap.
9. Magically sealed with prominently displayed riddle.
10. Shut and marked by previous intruder.
11. Shut and obviously cursed.
12. Shut and obviously trapped.
N.B.: This can be used when creating an adventure location (such as a dungeon), but it's especially useful when applied to published adventures that might abound with dead ends and bottlenecks caused by the injudicious use of secret doors. Just make them impossible to miss.
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