Doors
| Dicey Dangers, Core Rule | Game by Joel Hills |
| Core Rule Book | |
|---|---|
Doors
Anytime a Hero come across a door roll on this table below to determine how it is locked.
| Roll 1d6 | Door Type |
|---|---|
| 1 or 2 or 3 | Standard Door |
| 4 | Stuck Door |
| 5 | Locked Doors |
| 6 | Magic Locked Door |
Locked Doors
Doors that have been locked shut by a machanical device a Reflex or Luck Skill Check would be needed to open them.
Magic Locked Doors
Door that have been magicly locked shut, A spell or a Mind Skill Check would be needed to open them.
Stuck Doors
Doors that may have swelled in position can not be opened by mormal means, a Body or Luck Skill Check would be needed to open them.
Living Dungeon and Doors
The inhabitants of most of the dungeons like to keep doors closed, its less breezy and keeps the Heroes on their toes. Heroes will discover this if they try to backtrack a dungeon exploration and discover doors that once opened are now closed shut. Wedging doors open is the only way to be sure the doors stay open for a clean getaway by the Heroes.
Wedging Doors
Heroes add 1
to wedge a door.
You can quickly wedge doors open/closed using a Spike and a Hammer, wedged doors will always stay wedged.
A Door Spiker henchman carries this gear and can wedge a door without the Hero needing to spend their own Spike and Hammer it still costs the same 1
.
| Spike | - | - | Bag - 1 Use |
Secret Doors
Some doors are hidden, built flush into the wall or disguised entirely. A Hero may spend 1
to search a room for a secret door make a Luck Skill Check (1 success needed). On a success, any secret door in the room is found. A failed search can be tried again, at the cost of another
.
Listenng at Doors
Before opening a door, a Hero may press an ear to it and listen make a Mind Skill Check (1 success needed) to puzzle out what's making any sound on the other side. On a success, the Hero learns whether something is waiting beyond the door before committing to open it.