DOORS


I have seen that is often boring when you don't have much to do in a room. If you just have to pass it through, it can be useful if the door has some caracteristics that will make it different from the others. In this way you (DM) will not have to tell the warriors "This is the usual wooden door not locked" too often.
You can determine some or all of this characteristics. Throw dice accordingly. Characteristics are: Of course this does not apply to doors which have a purpose (like doors with keys hidden somewhere else) in the game. Futhermore magic doors are not considered.
IT IS BETTER TO DETERMINE CHARACTERISTICS IN ADVANCE!!!!!!!

MATERIAL [D66]

11-16 WOOD. The door is made of wood. If you want you can also see the type:
11 Oak
12 Walnut
13 Ash
14 Pine
15 Fir
16 Choose or invent it yourself
21 Wood with iron hinges
22 Rotten wood. Even if locked, it can be opened with a kick.
23 Very rotten wood. The other room can be seen, if illuminated.
24 Wood with a small window with bars.
25 Branches or trunks. The door is very primitive.
26 Wood with carvings. Throw another D6:
1,2 Carvings are just images, but of no use
3 Carvings are writings, but not comprehensible
4 There are writings about what is behind the door
5 Just a malediction for the warriors
6 Not carvings, but woodworms
31 Stone door
32 Granite door
33 Marble door
34 Stone door with a window
35 Granite or Marble with carvings. See 36
36 Stone with carvings. Throw another D6:
1,2 Carvings are just images, but of no use
3 Carvings are writings, but not comprehensible
4 There are writings about what is behind the door
5 Just a malediction for the warriors
6 Not carvings, but just dirt
41-46 METAL The door is metallic. You can also see the type:
41 Iron
42 Bronze
43 Lattice with iron bars or just bars. The other room can be seen
44 Rusty iron
45 Silver
46 Gold
51 Glass or crystal door. The other side can be seen
52 Ice door. Only for cold places
53 Bone door. The door is made with human bones
54 Book door. The door is made with books
55 Coal door
56 Leather or fur door. The door is made with leather or fur of some animal
61-62 There has never been a door
63 No door, but something remains. To see which kind of door it was throw another D66
64 No door. To see which kind of door it was throw another D66.
65-66 Choose your door.

OPENING [D6]

1-3 Normal door. With hinges on one side
4 Double door. Two door with hinges on each jamb
5 Sliding door. When appliable
6 Vertically sliding door. When appliable there's a rope or chain to lift the door

LOCKING [D12]

2 The door is locked with spikes on the other side. Cannot be opened. Only if there are other ways to reach the room
3 The door is half-closed
4 The door is open
5 The door is not locked
6 Door locked without key. Can be opened with a strength test. Apply a malus depending on the material. You can also have te warriors make a toughness test to see if they hurt themselves
7 The door is not locked
8 Door locked without key. Can be opened hitting it. Determine Wounds depending on the material
9 The door is not locked
10 Door locked with key in it on this side. Can be opened easily
11 Door sticked. Like 6, but with a lower malus
12 Door locked with key on the other side. To open it warriors have to make something slide under the door and then push the key out. If the door has a window warriors can try to get the key using a hook or a rope.
On a D6: if the result is 3+, they get the key otherwise they have to hit it or push it open (see 6 or 8)

TRAPS [D12]

Give always a chance to the warriors if they try to examine the door. Make them try an initiative test (with maluses).
2 Falling rock trap. The warrior who opens it is suddenly hit by a big rock which causes 3D6 wounds
3 Spiked pit. A spiked pit opens under the warrior's feet. The warrior falls inside and gets 2D6 wounds. Spikes can also be coated in venom
4 Blade. A blade comes out from the jambs. The warriors on each square near the door suffers 2D6 wounds
5 Alarm. Monsters on the other side are warned and will ambush
6-8 No trap
9-10Creak. The door creaks warning monsters on the oather side. Warriors can open the door fast to avoid this
11 Falling door. If warriors open the door, it will fall on the other side buring the monsters (or the warriors on the other side)
12 Fire. When the door is opened, flames will hit all warriors in the room, causing 2D6 with no deductions.

There are almost 12000 combinations. On a 30 doors adventure you can play 400 different adventures and never have the same door twice!