Is The Door Locked?
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I’m currently a couple sessions into solo play through a dungeon that I’m generating with the Appendix A tables in the AD&D 1e DMG and playing through with OSE—this is something I’ll blog more about later—but I’ve discovered something missing that I want to add here for anyone to use.
Appendix A is a great set of tables with lots of variants for generating twisting passages and unique rooms. However, after generating several hundred feet of passages and seven rooms, it’s only generated one door, and when that happened, I realized there was no table for determining if the door was locked or stuck.
So, I’m going to fix that.
Here’s two simple tables to slot in with the rest of Appendix A. I’m sticking with d20 tables since that’s what’s used throughout Appendix A, even though more modern design would probably mix up the dice sizes more.
I’ll be testing these out in my own play, and I’d be interested to hear any comments for improvement.
Table II. A.: Door Status (d20)
1-5 - Locked 6-10 - Stuck 11-19 - Unlocked and not stuck 20 - Special*
*See Table II.B
Table II. B.: Special Doors (d20)
1 - Opens only to a gentle push. Otherwise stuck.
2 - Locked. Key is on a string around the neck of a wandering monster.
3 - Powerful waterfall flowing in front of open passageway
4 - Mimic door in front of a normal door
5 - Large brass ear in the center. It opens to music.
6 - Shimmering glass eye in the center. It only opens in darkness.
7 - Door is a stone construct scrunched to block the passage. It moves if tickled.
8 - Coin slot next to door takes 5 gp to open for one person, and slams closed after. Increases by d6 gp each subsequent person.
9 - Wall of flames blocks open passage.
10 - Metal door falls forward as soon as it is touched, trapping anyone who doesn’t move quickly enough.
11 - Door of iron bars. Key hangs from hook visible just out of reach on the other side.
12 - Door is 10 ft. up the wall with no stairs.
13 - Metal dragon head on door requires blood to open. Will bite at anything stuck inside to draw blood.
14 - Illusionary door hides pit trap on other side.
15 - Door only opens if you aren’t looking directly at it. Slams shut when you look.
16 - Door speaks haughtily and demands a gift to open. Anything will work so long as you are deferential.
17 - Actually the rear end of a large monster pressed against the wall of the next chamber.
18 - Curtain of metal beads that jangle loudly together when touched.
19 - Outstreched metal hand in center of door. Only opens if high-fived.
20 - Portcullis raises and drops suddenly in a regular pattern. Enough time to dash under if timed correctly.