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

