Page 103 - Dungeon Master's Guide
P. 103

CATACOMBS




















































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            D OORS
            Dungeon doorways might be set within plain arches   for setting the DCs and assigning statistics to doors and
           and lintels. They might be festooned with carvings of   other objects.
           gargoyles or leering faces or engraved with sigils that   Barred Doors. A barred door is similar to a locked
           reveal clues as to what lies beyond.
                                                             door, except that there's no lock to pick, and the door
             Stuck Doors. Dungeon doors often become stuck   can be opened normally from the barred side by using
           when not used frequently. Opening a stuck door requires   an action to lift the bar from its braces.
           a successful Strength check. Chapter 8, "Running the
           Game," provides guidelines for setting the DC.    SECRET DOORS
            Locked Doors. Characters who don't have the key   A secret door is crafted to blend into the wall that
           ro a locked door can pick the lock with a successful   surrounds it. Sometimes faint cracks in the wall or scuff
          Dexterity check (doing so requires thieves' tools and   marks on the floor betray the secret door's presence.
          proficiency in their use). They can also force the door   Detecting a Secret Door. Use the characters'
          with a successful Strength check, smash the door to   passive Wisdom (Perception) scores to determine
          pieces by dealing enough damage to it, or use a knock   whether anyone in the party notices a secret door
          spell or similar magic. Chapter 8 provides guidelines   without actively searching for it.  Characters can also
                                                            find a secret door by actively searching the location
                                                            where the door is hidden and succeeding on a Wisdom


                                                                        CHAPTER 5  j ADVENTURE  ENVfRONMENTS
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