TEXT: Fifth Edition Compatible
  From Dreadful Dungeons
  Doors
  The Dungeon Door Handbook
  Deadly Dungeon 
  Version 1.03
  
  Dreadful Dungeons
  Deadly Dungeon Doors
  Proof Readers: Jeff Stevens, Ken Carcas 
  Artists: Glen Cooper & Neil Jary 
  Cover Illustration: Shutterstock.com                                 
  Feedback/Playtesting from: Adam Burchett, Joseph Antonie, Jeff Stevens, Trav Cramb, Jesse Dalton Robert-
  Edwards, James Baxter, Steve Barr, Jak McCoy, Peter Silver, David Richey, Thomas Engel, Seth Keown, Frito Garza 
  Jr., Goraxe Meridian, Aaron Ash, Mertynas, Zelvys, Cory Ravn Green, James Glassbrook, Richard Penwarden, Anne 
  Thornton, Rob Wunderlich, Joost Souffriau, Jak McCoy, Matt Quevillon, Matt Taylor, Curt Simcox.  
  Deadly Dungeon Door Competition Winners: Joseph Michael Stash III & Paul Brown. 
  Credits
  Written by: Glen Cooper
  Table of Contents
  Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  3  
  Chapter 1 - The Past and Future. . . . . . . . . . . . . . . . . . 4 
      Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 
      5e Rules - A Quick Glance  . . . . . . . . . . . . . . . . . . . 4 
      Damage Severity . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 
      Skill Checks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 
      Toughness is New AC . . . . . . . . . . . . . . . . . . . . . . . 5 
      Toughness is Hit Points . . . . . . . . . . . . . . . . . . . . . . 5 
      How to Use this Resource. . . . . . . . . . . . . . . . . . . . .6 
  Chapter 2 - Random Dungeon Doors. . . . . . . . . . . . . . 7 
      Complete Mayhem. . . . . . . . . . . . . . . . . . . . . . . . . . 7 
      Dungeon Door Materials  . . . . . . . . . . . . . . . . . . . .  8  
      Dungeon Door Types . . . . . . . . . . . . . . . . . . . . . . . . 9                
      Secret Dungeon Doors . . . . . . . . . . . . . . . . . . . . . . .11 
      Hidden Dungeon Doors . . . . . . . . . . . . . . . . . . . . .  12 
      Locked Dungeon Doors  . . . . . . . . . . . .  . . . . . . . . 13 
      Trapped Dungeon Doors . . . . . . . . . . . . . . . . . . . .  14 
      Dungeon Door Oddities . . . . . . . . . . . . . . . . . . . . . 20 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s 
  Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other 
  countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue 
  Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, 
  Middlesex, UB11 1ET, UK.
  All other original material in this work is copyright [2017] by Glen Cooper and published under the Community 
  Content Agreement for Dungeon Masters Guild
   Chapter 3 - ‘Doors Happen’ Tables. . . . . . . . . . . . . . .22 
      Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 
      Death Trap Dungeon . . . . . . . . . . . . . . . . . . . . . . . .23 
      Mines Dungeon . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 
      Tomb Dungeon . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 
      Treasure Vault Dungeon . . . . . . . . . . . . . . . . . . . . . 27 
      The Volcano Dungeon . . . . . . . . . . . . . . . . . . . . . . .28 
  Appendix A - Random Door Flowchart . . . . . . . . . . . 29 
  Appendix B - Door Record Sheet I. . . . . . . . . . . . . . . 32 
  Appendix C - Door Record Sheet II . . . . . . . . . . . . . . 33 
  Appendix D - Glossary . . . . . . . . . . . . . . . . . . . . . . . . 34 
  Appendix E - Legendary Deadly Dungeon Doors . . . 39 
  Appendix F - Worked Example. . . . . . . . . . . . . . . . . . 54 
  Appendix G - Trap Check List . . . . . . . . . . . . . . . . . . 55 
  Appendix H - Monsters. . . . . . . . . . . . . . . . . . . . . . . . 56 
  Appendix K - Addendums & Revisions . . . . . . . . . . . 60
  Version 1.03
  
  Page �3
  Hi! I’m excited to present to you my very ﬁrst 5th Edition Dungeon Master’s handbook 
  and Player’s guide. From the feedback already received, I know you are going to enjoy 
  owning this supplement for many years to come.
  Why did I write a guide on dungeon doors?
  I guess I can track the idea back to a D&D session I was running, when our group of 
  intelligent players fell foul of a rather nondescript and quite harmless door… this was 
  right after defeating a troll and sneaking up on a fortiﬁed castle. The whole encounter 
  seemed to be unbalanced and ridiculous - although very stressful at the time, we 
  laughed about it afterwards. No one died, praise Sune! 
  Afterwards, I sketched out the offending door so that my players could see how 
  ridiculous the encounter was and I suddenly found a hidden talent for drawing doors. I 
  continued drawing more doors and eventually began creating backstories and rules for 
  them. The rest, as we say, is history.
  When I ﬁnally decided to write this supplement for us to enjoy I carried out A LOT of 
  research on the current rules for opening doors, disarming door traps and of course 
  random roll tables for their generation. I didn’t want to change much of what was already 
  out there - just tweak it and provide an explanation of some of the lesser known rulings. 
  I found that it was a long and drawn out process skipping around the Dungeon Masters 
  Guide. Also, I knew the information would be of great interest to certain players 
  (thieves).
  Finally, my intention was to get this whole process started with an offering which you 
  could ﬁnd a use for and inspire you to take use doors as encounters. I have heard many 
  horror stories where DM’s have pushed players beyond their limits and now consider 
  doors to be a royal pain in the bottom. 
  Eventually, with your feedback, ideas, and 
  additions, this PDF will grow and evolve into a 
  much needed and valuable resource.
  Please enjoy and be inspired by this resource.  
  See you in the dungeon soon!
  Glen Cooper (Dreadful Dungeons)
  FOREWORD
  Version 1.03
  
  Page �4
  This is our introduction to a sightly new way of 
  thinking about dungeon doors in 5th Edition 
  Dungeons & Dragons. 
  The DMG does have rules for breaking, opening, 
  and disarming trapped doors, but the rules are 
  found in several different chapters. We have 
  nothing against the DMG. It’s a GREAT book! 
  However, if you have a dungeon door fetish like 
  us… then it leaves too much to the imagination.
  First, let us recap what we already know about 
  dungeon doors from the DMG, with our notes 
  attached. It won’t take long, here goes.
  INTRODUCTION
  Chapter 1 - THE PAST AND FUTURE
  f it doesn’t open, it’s 
  not your door”
  - Unknown
  I
  For these we can ﬁnd details in the dungeon 
  features section of the DMG on pages 
  103-104. 
  This part covers skill checks for locked 
  doors (lock picking), barging through stuck 
  doors by use of Strength (Athletics) checks 
  with a Difﬁculty Class (DC) as found in 
  Chapter 8, “Running the Game”. 
  Secret doors and concealed doors are vey 
  similar, but the latter involves rummaging 
  about in a room and moving furniture to 
  expose the hidden portal. The former 
  involves detecting a door via a Wisdom 
  (Perception) check with an appropriate DC 
  set by the DM, OR perhaps the person who 
  wrote the adventure modules you are 
  running. Again turn to Chapter 8 for DCs. 
  Once a secret door is discovered then a 
  new skill check is used, this time Intelligence 
  (Investigation) to determine if they can ﬁgure 
  out how to open it without having to break it 
  through. 
  Thus, bringing us on to the ﬁnal part - Traps. 
  First of all, there is a rather useful Random 
  Traps generator on page 297 of the DMG. It 
  covers all the common parts of a dungeon; 
  walls, ﬂoor, ceiling, chests and of course 
  doors. But the situations are all merged into 
  one. The tables allow for the random 
  generation of the trigger for a trap, the 
  severity of the damage and ﬁnally the ‘Trap 
  Effects’.. which is of course the real crowd 
  pleaser. Inside all of theses tables you can 
  cobble together a trapped door by carefully 
  choosing your options. Once you have the 
  damage severity (Setback/Dangerous or 
  Deadly), then you need to turn back to page 
  120 of the DMG for saving throw DCs and 
  actual damage done in good old d10s. 
  Our supplement uses most of these rules 
  but then builds upon them. You’re welcome.
  5e RULES - A QUICK GLANCE
  First of all, there is a random dungeon door table in 
  the DMG on page 291. It’s basic, but very quick 
  and easy to roll a random door on the ﬂy. No 
  trapped doors though. So, stop looking for them.
  Now if you want to determine the toughness or 
  Armour Class of a door, you will need to turn to 
  page 246 for a table of basic objects. These 
  include wood, bone, stone, iron, etc. Now to ﬁnd 
  how many hit points, turn to next page and hey 
  presto - you have a standard set of hit points for 
  each door determined by its size (tiny/small/
  medium/large). A normal, resilient (medium) 
  wooden door would have an AC of 15 and Hit 
  Points of 18(4d8). Not rocket science, but just a bit 
  awkward jumping around to ﬁnd all this out.
  We now have the basic door but what of secret 
  doors, concealed doors, portcullises, locks, 
  reinforced bars or traps?
  
  Page �5
  DAMAGE SEVERITY
  Well, you can rest assured that we have used as 
  much of the 5th Edition system as possible. 
  HOWEVER, we did some things to the Armor 
  Class and the Hit Point situation which we hope 
  you’ll love.
  With regards to how dangerous each door is, this 
  mechanic all hinges on the amount of damage 
  which can be dealt to an adventuring party in a 
  single turn.
  All you do is select the level of the party as a 
  whole, and then choose or roll randomly on how 
  severe the damage will be - will it be a Setback? 
  Or Dangerous? Or will it be Deadly? You simply 
  cross reference the severity with the level of the 
  adventuring party.  'Et voila', you have the damage 
  dice needed. We kept that mechanic. We like that 
  mechanic. Here’s that mechanic again:
  DAMAGE SEVERITY
  1d20
  1st - 4th LEVEL
  1-9
  Setback - 1d10
  10-17
  Dangerous - 2d10
  18-20
  Deadly - 4d10
  A door’s Difﬁculty Class (DC) is used to determine 
  if a secret door can be spotted, or a lock can be 
  picked, or perhaps even how easy is it to escape a 
  trap once it’s set off. There are many saving throws 
  and skill checks which need determining so that 
  you can negotiate your way past a challenging 
  door situation. 
  Our dungeon door supplement doesn’t mess with 
  the original mechanic. It merely helps you by giving 
  you a DC value for a given situation and door. 
  We have covered all the skill check explanations, 
  and saves in the Glossary Section in Appendix 
  D. 
  Think you’re getting the hang of this now… so lets 
  move on to our biggest offering which we have for 
  dungeon doors. This is Toughness. 
  We love Armor Class, hence why we 
  reference it so much, but Toughness is the 
  new AC when we speak in door terminology. 
  Or Doorminology. No? 
  This is how it works. Every door has been 
  built in a certain way from particular 
  materials (mostly from one simple material). 
  Some doors are weaker than others, some 
  have been damaged and other were poorly 
  constructed. When you roll a door’s 
  Toughness this number represents its AC 
  for hitting it. Toughness also represents its 
  resistance to being barged open if it is 
  heavy, big or just jammed closed. For the 
  latter, simply use the door’s Toughness as 
  the DC to force it open. Found a gold door? 
  Unlucky! A full list of materials can be found 
  in the Glossary Section in Appendix D.
  If you roll to hit a door and you miss, you 
  only bounce off the surface or frame, doing 
  cosmetic damage: scratches, scuffs, small 
  dents.
  TOUGHNESS IS THE NEW AC
  TOUGHNESS IS HIT POINTS
  Told you this was going to be easy. Yes, a 
  door has a base Toughness which may be 
  augmented up or down by its special 
  construction. This is determined during the 
  random generation of the door. The 
  Toughness ﬁgure which you ﬁnally land 
  upon is its Hit Points too.
  This means a toughened door is heavy, 
  robust and hard to ‘kill’. Seriously… why did 
  we even bother writing a supplement? We 
  could have just Tweeted that. 
  SKILL CHECKS
  
  Page �6
  HOW TO USE THIS RESOURCE
  Before you obtained your copy of Deadly Dungeon 
  Doors (DDD) you may not have given doors a lot 
  thought. In truth, maybe all this talk about doors 
  scared you and your players a little?
  It is not our intention to inundate you with lots of 
  new mechanics to worry about, or present a 
  plethora of new ways to kill unprepared 
  adventurers… even though that all sounds lovely. 
  The intention of this resource book is to inspire you 
  all. We want to awaken your mind to imaginative 
  encounters involving doors. 
  Imagine, you’re an adventurer slowly making your 
  way up a set of dusty stone steps to a giant ivory 
  door. It is engraved with runes around a central 
  door handle, and menacing scratches are etched 
  deep into it’s surface. You know that behind the 
  door is what you came here looking for. The end 
  game, the treasure room.
  Here are a few scenario ideas on how to best 
  make use of DDD.
  THE FINAL ROOM 
  Even though there are many random door types 
  which can be generated in tables later, by deciding 
  that a door encounter will involve a trap and lock 
  reduces down the options signiﬁcantly for you.
  Prior to game night, roll on the Door Materials 
  table, or perhaps choose an exotic one ;). Then roll 
  once on locks and once on traps. After randomly 
  rolling the Difﬁculty Class of the doors attributes 
  (unlock, spot, disarm etc), if you’re feeling a bit 
  frisky add a Door Oddity from Chapter 3 Table G. 
  There you have it, your end of dungeon door just 
  got interesting. 
  RANDOM MAYHEM
  Ah yeah, my favourite. This takes time and you 
  should roll each door as part of your preparation 
  for a dungeon adventure. If you have 20 doors to 
  roll then you will need a good hour and a half to do 
  this. You will get faster though, trust us.
  Of course the result will be a dungeon 
  madder than a box of Bullywugs. Doors of 
  all sizes, types and materials bundled into 
  one death trap dungeon. 
  THEMED DUNGEONS
  What if you have a particular dungeon 
  theme in mind and wish to control what 
  materials make up the doors? If you have a 
  Dwarven Mines idea for a dungeon, then 
  simply make sure that 60-80% of all your 
  dungeon doors are of a particular material 
  and size. Or you could roll on the pre-
  generated dungeon doors in Chapter 2. 
  PRE-GENERATED DOORS
  There are already a few tables to pre-
  generate your doors for a particular theme 
  of dungeon. You may wish to create more of 
  your own tables from the random tables 
  provided. Perhaps you have a dungeon 
  adventure which requires only silver doors? 
  Then all you need do is create a table of 
  random doors which are ready and waiting 
  for you on game night.
  If you do decide to create your  themed 
  dungeon tables please send them into us 
  and we’ll publish them if they are cool!
  IMPROVISE
  In the middle of a dungeon room encounter, 
  the adventurers collapse a portion of the 
  room, and now they are stuck! 
  You can easily pick up Chapter 3 and roll a 
  secret/hidden door as they begin to search 
  for a way out. The tables will talk you 
  through it’s creation in no time at all.
  Finally, you can have a lot of fun with rolling 
  doors on the ﬂy. One suggestion was to 
  have an encounter with a Thieves Guild, 
  who pit parties of adventures against one 
  another in a time trial. They have a corridor 
  each with 5 doors between them and 
  freedom. All randomly rolled on the ﬂy of 
  course ;)
  Please send to us your ideas and comments 
  to @DreadfulDungeon
  
  Page �7
  This section is for more advanced dungeon 
  creators. Using the following tables in conjunction 
  with the Random Dungeon Door Flowchart in 
  Appendix A and the Worked Example in 
  Appendix F, a dungeon designer can create over 
  6 million combinations of doors.
  They will range from the mundane to the 
  fantastical and beyond… but together they make 
  no sense at all.
  So please combine the following tables with your 
  natural dungeon designers sensibility. If you wish 
  to use them to create a new terror in the dark for 
  an evenings roleplaying, then perhaps try using the 
  themed and pre-generated doors in Chapter 3 
  ﬁrst.
  We have received feedback that the random 
  generator contained  here is the source of much 
  fun and inspiration. After rolling hundreds of doors 
  ourselves we agree fully with the feedback. Rolling 
  several doors deﬁnitely does inspire us to keep on 
  rolling. 
  COMPLETE MAYHEM 
  Chapter 2 - RANDOM DUNGEON DOORS
  nyone wanna play 
  Dungeons & Dragons for 
  the next quadrillion years?”
  - Gary Gygax
  A
  IT’S YOUR GAME
  Finally, before you print off a few of the 
  Dungeon Door Record Sheets in 
  Appendix B & C, please remember that 
  you can reject rolls or chose the results to 
  suit your needs when designing a new 
  dungeon adventure. Be ﬂexible. 
  Also, don’t forget to share some of your 
  insidious creations with us on Twitter 
  @DreadfulDungeon. We will look at them 
  with our dungeon designer’s goggles on 
  and add the very best, funniest or most 
  deadly to this supplement on regular 
  supplement updates.
  Remember to refer to the Glossary 
  Section in Appendix D for more in depth 
  explanations of terms and rulings. 
  You are going to enjoy what happens 
  next… so get a nice cup of hot cocoa, your 
  favourite pen and begin rolling your d20’s. 
  Dungeon Doors just got nasty again…
  
  Page �8
  A2. EXOTIC DOOR MATERIAL TABLE
  1d20
  Door Material
  1-6
  Gold/Silver/Platinum (roll on door 
  strength table, .min Toughness 15, min 
  jammed DC20, DC10 STRENGTH 
  check to open)
  7-12
  Mithral (roll on door strength table and 
  +5 to Toughness, min 20 Toughness)
  13-17
  Adamantine (roll on door strength table 
  and +10 to Toughness, min 25 
  Toughness)
  18-20
  Crystal (roll on door strength table and 
  -5 to Toughness, max 20 Toughness)
  A1. DUNGEON DOOR MATERIAL TABLE
  1d20
  Door Material
  1-2
  Bone/Ivory (max Toughness = 15)
  3-12
  Wood (max Toughness = 20)
  13-15
  Stone (min Toughness = 10)
  16-18
  Iron (min Toughness = 10)
  19
  Exotic (roll on Exotic Door Material table 
  A2)
  20
  Deadly Dungeon Door (roll on Deadly 
  Dungeon Door table in Appendix E)
  A - DUNGEON DOOR MATERIALS
  he doors will be 
  opened to those bold 
  enough to knock.”
  - Unknown
  T
  A3. DUNGEON DOOR TOUGHNESS TABLE
  1d20
  Door Toughness
  1-3
  Weak/Fragile (Toughness = 10)
  4-12
  Regular/Undamaged (Toughness = 15)
  13-16
  Strong/Robust (Toughness = 20)
  17-20
  Armoured/Toughened (Toughness = 25)
  A4. DUNGEON DOOR SIZE TABLE
  1d20
  Door Size
  1-4
  Small 
  5-15
  Regular
  16-18
  Large (+5 Toughness, DC10 STR check 
  to open)
  19-20
  Huge/Giant (+10 Toughness, DC15 
  STR check to open)
  
  Page �9
  B. DUNGEON DOOR TYPES
  e keep moving forward, 
  opening new doors, and 
  doing new things, because 
  we're curious and curiosity 
  keeps leading us down 
  new paths”
  - Walt Disney
  W
  B1. BONE/IVORY DUNGEON DOORS
  1d20
  Door Properties/Type
  1-10
  Regular Door
  11-13
  Locked (roll on table E1)
  14-16
  Trapped (roll on table F1)
  17-18
  Trapped & Locked (roll on table E1 & 
  F1)
  19-20
  **Special (roll on table B9)
  B2. WOODEN DUNGEON DOORS
  1d20
  Door Properties/Type
  1-10
  Regular Door
  11-13
  Jammed (use Toughness as DC for 
  STRENGTH check)
  14
  Barred (+3 Toughness unless removed)
  15
  Locked (roll on table E1)
  16
  Barred & Locked (+3 Toughness unless 
  removed, roll on table E1)
  17
  Trapped (roll on table F1)
  18
  Barred & Trapped (+3 Toughness 
  unless removed, roll on table F1)
  19
  Trapped & Locked (roll on table E1 & 
  F1)
  20
  **Special (roll on table B9)
  B3. STONE DUNGEON DOORS
  1d20
  Door Properties/Type
  1-10
  Regular Door
  11-13
  Jammed (use Toughness as DC for 
  STRENGTH check)
  14
  Barred (+3 Toughness unless removed)
  15
  Locked (roll on table E1)
  16
  Barred & Locked (+3 Toughness unless 
  removed, roll on table E1)
  17
  Trapped (roll on table F1)
  18
  Barred & Trapped (+3 Toughness 
  unless removed, roll on table F1)
  19
  Trapped & Locked (roll on table E1 & 
  F1)
  20
  **Special (roll on table B9)
  B4. IRON DUNGEON DOORS
  1d20
  Door Properties/Type
  1-10
  Regular Door
  11-13
  Jammed (use Toughness as DC for 
  STRENGTH check)
  14
  Barred (+3 Toughness unless removed)
  15
  Locked (roll on table E1)
  16
  Barred & Locked (+3 Toughness unless 
  removed, roll on table E1)
  17
  Trapped (roll on table F1)
  18
  Barred & Trapped (+3 Toughness 
  unless removed, roll on table F1)
  19
  Trapped & Locked (roll on table E1 & 
  F1)
  20
  **Special (roll on table B9)
  
  Page �10
  B5. GOLD/SILVER/PLATINUM 
  DUNGEON DOORS
  1d20
  Door Properties/Type
  1-10
  Regular Door
  11
  Barred (+3 Toughness unless removed)
  12
  Locked (roll on table E1)
  13
  Barred & Locked (+3 Toughness unless 
  removed, roll on table E1)
  14
  Trapped (roll on table F1)
  15
  Barred & Trapped (+3 Toughness 
  unless removed, roll on table F1)
  16
  Trapped & Locked (roll on table E1 & 
  F1)
  17-20
  **Special (roll on table B9)
  B6. MITHRAL DOORS
  1d20
  Door Properties/Type
  1-10
  Regular Door
  11
  Barred (+3 Toughness unless removed)
  12
  Locked (roll on table E1)
  13
  Barred & Locked (+3 Toughness unless 
  removed, roll on table E1)
  14
  Trapped (roll on table F1)
  15
  Barred & Trapped (+3 Toughness 
  unless removed, roll on table F1)
  16
  Trapped & Locked (roll on table E1 & 
  F1)
  17-20
  **Special (roll on table B9)
  B7. ADAMANTINE DOORS
  1d20
  Door Properties/Type
  1-10
  Regular Door
  11
  Barred (+3 Toughness unless removed)
  12
  Locked (roll on table E1)
  13
  Barred & Locked (+3 Toughness unless 
  removed, roll on table E1)
  14
  Trapped (roll on table F1)
  15
  Barred & Trapped (+3 Toughness 
  unless removed, roll on table F1)
  16
  Trapped & Locked (roll on table E1 & 
  F1)
  17-20
  **Special (roll on table B9)
  B8. CRYSTAL DUNGEON DOORS
  1d20
  Door Properties/Type
  1-10
  Regular Door
  11-12
  Locked (roll on table E1)
  13-14
  Trapped (roll on table F1)
  15-16
  Trapped & Locked (roll on table E1 & 
  F1)
  17-20
  **Special (roll on table B9)
  B9. **SPECIAL DOORS
  1d20
  Door Properties/Type
  1-2
  Sliding door or Portcullis (made from 
  iron or stone, Toughness is Strength DC 
  for sliding/lifting)
  3-4
  Locked Sliding or Portcullis (made from 
  iron or stone, roll on random Strength 
  Table for DC of sliding/lifting, roll on 
  table E1)
  5-6
  False Door (regular size, cannot break 
  through, Spot DC10)
  7
  Trapped False Door (regular size, 
  cannot break through, roll on table F1)
  8-9
  Hidden Door (roll on Hidden Door table 
  D1)
  10
  Locked Hidden Door (roll on Hidden 
  Door table D1, roll on locks table E1)
  11
  Trapped Hidden Door (roll on Hidden 
  Door table D1, roll on traps table F1)
  12-14
  Secret Door (roll on table C1)
  15-16
  Locked Secret Door (roll on table C1, 
  roll on locks table E1)
  17-18
  Trapped Secret Door (roll on table C1, 
  roll on traps table F1)
  19-20
  Mimic (see Appendix H: Monsters)
  
  Page �11
  C. SECRET DUNGEON DOORS
  till round the corner 
  there may wait, A new 
  road or a secret gate.” 
  - J. R. R. Tolkien
  S
  C1. SPOT DC
  1d20
  Spotting DC
  1-2
  The door is obvious (DC13)
  3-5
  Easy (DC14)
  6-10
  Moderate (DC15)
  11-14
  Well Hidden (DC18)
  15-18
  Hard (DC20)
  19
  Very Hard (DC25)
  20
  Nearly Impossible (DC30)
  C2. OPEN DC
  1d20
  Opening DC
  1-2
  Very Easy (DC5)
  3-6
  Easy (DC10)
  7-10
  Moderate (DC15)
  11-16
  Hard (DC20)
  17-18
  Very Hard (DC25)
  19-20
  Nearly Impossible (DC30)
  SECRET DOORS ‘THE DEFINITION’
  Secret doors are disguised to look like the 
  wall/ﬂoor/ceiling of the room in which they 
  are found. These doors need to be spotted 
  in order to ﬁnd them. 
  
  Page �12
  D. HIDDEN DUNGEON DOORS
  verything we see hides 
  another thing, we always 
  want to see what is 
  hidden by what we see.” 
  - Rene Magritte
  E
  D1. SPOT DC
  1d20
  Spotting DC
  1-3
  Moderate (DC15)
  4-15
  Hard (DC20)
  16-17
  Very Hard (DC25)
  18-20
  Nearly Impossible (DC30)
  D2. FURNITURE HIDDEN BEHIND
  1d20
  Furniture
  1-2
  Behind or under a rug/tapestry/curtain 
  on the wall.
  3-4
  Behind or under a large wardrobe/
  cupboard.
  5-6
  Behind a mirror/painting.
  7-8
  Behind or under a bookcase/throne/
  table
  9-10
  Buried behind or under a slight cave in/
  ceiling collapse.
  11-12
  Disguised by an illusionary segment of 
  the wall.
  13-14
  Behind a statue or suit of armour.
  15-16
  Behind a weapon rack.
  17-18
  Under or behind some garbage/litter.
  19-20
  Behind or under a stack of barrels. 
  Version 1.02
  HIDDEN DOORS ‘THE DEFINITION’
  Hidden doors are doors obscured by 
  another object in a room/corridor. Once the 
  object is moved then the position of the 
  door becomes obvious. 
  
  Page �13
  E. LOCKED DUNGEON DOORS
  n unlocked door means that, 
  occasionally, you might get a 
  devil come in, but a locked 
  door means you have 
  thousands of angels just 
  walk by.” 
  - Ian MacKaye
  A
  E1. LOCK TYPE
  1d20
  Lock Properties/Type
  1-10
  Sliding bolt with iron padlock 
  (Toughness 15)
  11-12
  Rim lock (Toughness 20)
  13-14
  Mortice lock (Toughness 25)
  15-16
  Sliding bolt on opposite side (same 
  toughness as door, +10 to Spot DC)
  17
  Rim lock on opposite side (same 
  toughness as door, +5 to Spot DC)
  18-19
  Arcane Lock (+10 to the Toughness of 
  Door, can be dispelled with DC15, If 
  Arcane Lock is rolled again then re-roll 
  unless the door has multiple locks. In 
  which case, apply Arcane Lock to the 
  door again.)
  20
  Multiple locks (extra locks are always 
  sliding bolts with iron padlocks, re-roll 
  on the table to determine the ﬁrst lock 
  once again. If multiple locks are rolled 
  again, then add another sliding bolt with 
  iron padlock and roll again).
  E2. SPOT DC
  1d20
  Spotting DC
  1-10
  Lock is obvious (N/A)
  11-14
  Very Easy (DC5)
  15-16
  Easy (DC10)
  17
  Moderate (DC15)
  18
  Hard (DC20)
  19
  Very Hard (DC25)
  20
  Nearly Impossible (DC30)
  E3. UNLOCK DC
  1d20
  Lock Picking DC
  1
  Very Easy (DC5)
  2-3
  Easy (DC10)
  4-10
  Moderate (DC15)
  11-16
  Hard (DC20)
  17-18
  Very Hard (DC25)
  19-20
  Nearly Impossible (DC30)
  
  Page �14
  F. TRAPPED DUNGEON DOORS
  hort cuts make 
  long delays.” 
  - J. R. R. Tolkien
  S
  F2. SPOT DC
  1d20
  Trap Spotting DC
  1-2
  Trap is obvious (N/A)
  3-6
  Very Easy (DC5)
  7-10
  Easy (DC10)
  11-14
  Moderate (DC15)
  15-18
  Hard (DC20)
  19
  Very Hard (DC25)
  20
  Nearly Impossible (DC30)
  F3. DISARM DC
  1d20
  Trap Disarming DC
  1-2
  Very Easy (DC5)
  3-6
  Easy (DC10)
  7-10
  Moderate (DC15)
  11-16
  Hard (DC20)
  17-18
  Very Hard (DC25)
  19-20
  Nearly Impossible (DC30)
  F4.1 DAMAGE SEVERITY
  1d20
  1st - 4th LEVEL
  1-9
  Setback - 1d10
  10-17
  Dangerous - 2d10
  18-20
  Deadly - 4d10
  F4.2 DAMAGE SEVERITY
  1d20
  5th - 10th LEVEL
  1-9
  Setback - 2d10
  10-17
  Dangerous - 4d10
  18-20
  Deadly - 10d10
  F4.3 DAMAGE SEVERITY
  1d20
  11th - 16th LEVEL
  1-9
  Setback - 4d10
  10-17
  Dangerous - 10d10
  18-20
  Deadly - 18d10
  F4.4 DAMAGE SEVERITY
  1d20
  17th - 20th LEVEL
  1-9
  Setback - 10d10
  10-17
  Dangerous - 18d10
  18-20
  Deadly - 24d10
  F5.1 SAVE DC & ATTACK BONUS
  1d20
  Damage Severity - Setback
  1-6
  DC10, Attack Bonus +3
  7-12
  DC10, Attack Bonus +4
  13-17
  DC11, Attack Bonus +4
  18-20
  DC11, Attack Bonus +5
  F5.2 SAVE DC & ATTACK BONUS
  1d20
  Damage Severity - Dangerous
  1-6
  DC12, Attack Bonus +6
  7-12
  DC13, Attack Bonus +7
  13-17
  DC14, Attack Bonus +7
  18-20
  DC15, Attack Bonus +8
  F5.3 SAVE DC & ATTACK BONUS
  1d20
  Damage Severity - Deadly
  1-6
  DC16, Attack Bonus +9
  7-11
  DC17, Attack Bonus +10
  12-15
  DC18, Attack Bonus +11
  16-18
  DC19, Attack Bonus +11
  19-20
  DC20, Attack Bonus +12
  
  Page �15
  F1. TRAP TYPE
  1d20
  Trap Properties/Type
  1
  Poison Darts - (mechanical trap) use Spot DC WISDOM (Perception) to detect holes which ﬁre 
  a swarm of darts from the walls or alcove. Anyone within a 15ft radius of the door will be 
  attacked by 1d4 darts.  Each dart must roll to hit on a d20 using their attack bonus. Each dart 
  causes 1d4 piercing damage adding the Damage Class damage dice also (as a poison attack). 
  A passed CONSTITUTION save using the Save DC will halve the damage. If the trap is spotted 
  and then INTELLIGENCE (Investigation) check is made using Disarm DC, then a PC will ﬁnd 
  that the trap is triggered by a pressure plate (20lbs of weight sets it off). The trap can be 
  disarmed by blocking all the holes using  wax or some other substitute (no check needed), OR 
  by spiking the pressure plate (DEXTERITY check using Disarm DC). A failed check activates 
  the trap.
  2
  Explosive Fireball - (magic trap) use Spot DC WISDOM (Perception) to detect strange runes 
  inscribed around the stem of the door handle and/or scorch marks around the door frame and 
  on the threshold. Anyone within a 20ft radius of the door will be hit by a ﬁreball exploding from 
  the centre of the door, should it be triggered. It causes the damage as stated in Damage Class 
  PLUS any creature within 5ft of the door will be blown back 10ft if they fail a STRENGTH 
  (Athletics) save. Being blown back 10ft results in 1d6 bludgeoning damage as they hit the ﬂoor/
  wall. A DEXTERITY (Acrobatics) save will prevent them from being knocked prone. A 
  DEXTERITY (Acrobatics) save with Save DC will halve the overall damage of the trap. If a trap 
  is spotted and then INTELLIGENCE (Arcana) check is passed using Disarm DC, then a PC will 
  ﬁnd that the trap is triggered by moving the handle/latch one particular way. The trap can only be 
  temporarily disarmed by using a dispel magic spell, OR by moving the door handle/latch the 
  opposite way. Disarming the trap lasts for 1d10 minutes.
  3
  Lightning Bolt - (magic trap) use Spot DC WISDOM (Perception) to detect 3 white ceramic tiles 
  hidden in the door frame design, plus soot marks on the grout of each tile. Should the trap be 
  triggered by simply touching the door handle a trio of lightening bolts converge on the creature 
  standing closest to the door but no further than 10ft away. It causes the damage as stated in the 
  Damage Class. Damage is doubled for anyone wearing metal chain, splint or plate armour  A 
  passed DEXTERITY (Acrobatics) save with Save DC will halve the damage. If the trap is 
  spotted then INTELLIGENCE (Arcana) check is made using Disarm DC, then a PC will ﬁnd that 
  the trap is probably triggered by touching the handle. The trap can only be temporarily disarmed 
  by using a dispel magic spell, OR by opening the door from a distance with say ‘mage hand’ or 
  something similar. Disarming the trap lasts for 1d10 minutes.
  4
  Pit Fall - (mechanical trap) use Spot DC WISDOM (Perception) to a slightly out of level 
  threshold for the door. Stamping on the threshold (trap door) will reveal a hollow sound and a 
  cavity beneath. The depth of the pitfall will directly coincide with the Damage Class. 1d10 = 18ft, 
  2d10 = 36ft, 4d10 = 72ft, 10d10 = 72ft + spikes. A passed DEXTERITY save using the Save DC 
  will halt their fall by bracing themselves against opposite walls (advantage for huge creatures 
  and disadvantage for small creatures) after sliding 1d10ft past the ﬂoor level. Then a 
  STRENGTH (Athletics) check is required each 10ft to climb out of the pit. Failing a STRENGTH 
  check will make the creature to slip a further 1d10ft downwards and force another DEXTERITY 
  save or they will drop the rest of the distance to the bottom of the pit. If the trap is spotted and 
  then INTELLIGENCE (Investigation) check is made using Disarm DC, then a PC will ﬁnd that 
  the trap is triggered by a pressure plate (20lbs of weight sets it off). The trap can be disarmed by 
  spiking the pressure plate in 2 separate locations (DEXTERITY check using Disarm DC). A 
  failed check sets it off and anyone standing on the plate will fall in as before.
  5
  Poison Needle - (mechanical trap) use Spot DC INTELLIGENCE (Investigation) to reveal that 
  the locking/opening mechanism has been adjusted to make space for a needle trap. Anyone 
  attempting to open the door via the handle/latch/lock will be stabbed by a 3 inch long poisoned 
  needle. The needle causes 1 piercing damage added to the Damage Class (as a poison). A 
  passed CONSTITUTION save using the Save DC will halve the poison damage. If the trap is 
  spotted then a DEXTERITY check using Disarm DC is required to open the door/lock without 
  setting off the needle trap. Failing to remove the needle in time will set off the trap. 
  
  Page �16
  F1. TRAP TYPE
  1d20
  Trap Properties/Type
  6
  Flame Thrower - (magic trap) use Spot DC WISDOM (Perception) to detect scorch marks 
  around the mouth of 2 of the many small painted faces on the door. Anyone within a 30ft cone of 
  the door will be hit by a ﬂamethrower jetting from the 2 faces, should it be triggered. It causes 
  the damage as stated in Damage Class. A passed DEXTERITY (Acrobatics) save with Save DC 
  will halve the damage. If the trap is spotted and then INTELLIGENCE (Arcana) check is made 
  using Disarm DC, then a PC will ﬁnd that the trap is triggered by a pressure plate in the ﬂoor 
  (20lbs of weight sets it off). The trap can be disarmed by spiking the pressure plate in 1 location 
  (DEXTERITY check using Disarm DC) OR casting dispel magic (Disarm DC). A failed check 
  sets it off and anyone standing on the plate and within the 30ft cone will automatically be hit by 
  the ﬂames. If the trap is disarmed by dispel magic, this lasts for 10 minutes. 
  7
  Acid Spray - (mechanical trap) use Spot DC WISDOM (Perception) to detect an elongated hole, 
  halfway up the door pointed towards anyone who approaches it. The hole is encircled with a 
  metal rim. The door is also slightly discoloured below the hole and in various places - like splash 
  marks. The ﬂoor is worn away on the threshold. Anyone within a 10ft cone of the door will be hit 
  by a spluttering jet of strong acid, should the trap be triggered. It causes the damage as stated 
  in Damage Class. A passed DEXTERITY (Acrobatics) save with Save DC will halve the damage. 
  The damage will continue into the next turn if their clothes/armour are not partially removed in 
  time. On the second turn, a successful DEXTERITY save will allow the PC to remove the 
  affected items enough to only take half damage (this may be quarter damage if they already 
  succeeded on the ﬁrst DEX save). This trap permanently reduces the AC of any non-magical 
  armour by -2 until the armour is repaired. If a trap is spotted and then INTELLIGENCE 
  (Investigation) check is made using Disarm DC, then a PC will ﬁnd that the trap is triggered by a 
  pressure plate in the ﬂoor (20lbs of weight sets it off). The trap can be disarmed by spiking the 
  pressure plate (DEXTERITY check using Disarm DC). A failed check sets it off and anyone 
  standing on the plate and within the 10ft cone will automatically be hit by the acid spewing forth. 
  The trap can be disarmed for 3 turns by plugging the hole with something which does not 
  corrode too quickly (like metal or stone).
  8
  Cone of Cold - (magic trap) use Spot DC WISDOM (Perception) to detect tiny little cold 
  fractures around a series of small white gems set into the door. If activated, anyone within a 30ft. 
  cone of the door will be hit by a subzero blast of cold air emanating from the white gems. It 
  causes the damage as stated in Damage Class PLUS the creatures speed is reduced to half for 
  3 turns as their clothes, armour and skin are partly frozen. Any undrawn non-magical weapons 
  will require thawing out for at least 3 turns before they can be drawn from their scabbards or 
  sleeves. A passed CONSTITUTION save with Save DC will halve the cold damage. If a trap is 
  spotted and then INTELLIGENCE (Arcana) check is made using Disarm DC, then a PC will ﬁnd 
  that the trap is triggered by a pressure plate in the ﬂoor (20lbs of weight sets it off). The trap can 
  be disarmed by spiking the pressure plate in a single location (DEXTERITY check using Disarm 
  DC) OR casting dispel magic (using Disarm DC). A failed check sets it off and anyone standing 
  on the plate and within the 30ft cone will automatically be hit by the icy blast. If the trap is 
  disarmed by dispel magic, this lasts for 10 minutes. Special note: If a creature is hit twice with a 
  cone of cold and fails the CONSTITUTION save twice in a row, then a 3rd CONSTITUTION 
  save is required to avoid being turned into a solid block of ice. They are immediately 
  unconscious, and they will begin suffocating until thawed out by some manner of heat or magic.
  9
  Sleep Gas Cloud - (mechanical trap) use Spot DC WISDOM (Perception) to detect the smell of 
  ammonia. On the ﬂoor are raised brass bulges the size of large ﬁsts, which if you fell on them 
  they probably would make a big dent in your head. Anyone within a 20ft radius of the door will 
  be hit by a gaseous cloud of ammonia, if the trap is triggered. Roll the Damage Class damage 
  dice as usual. Any creature within the 20ft radius which has less hit points than the dice rolled 
  will automatically fall asleep for 1 minute and take 1d6 bludgeoning damage as they helplessly 
  collapse onto the brass bulges on the ﬂoor. If a trap is spotted and then INTELLIGENCE 
  (Investigation) check is made using Disarm DC, then a PC will ﬁnd that the trap is triggered by a 
  pressure plate in the ﬂoor (20lbs of weight sets it off). The trap can be disarmed by spiking the 
  pressure plate (DEXTERITY check using Disarm DC). A failed check sets it off and anyone 
  standing on the plate and within the 20ft radius will automatically be hit by the cloud of gas. A 
  creature who covers their mouth or holds their breath can survive the cloud of sleep gas with a 
  successful CONSTITUTION save. 
  
  Page �17
  F1. TRAP TYPE
  1d20
  Trap Properties/Type
  10
  Poison Gas Cloud - (mechanical trap) use Spot DC WISDOM (Perception) to detect a pair of 
  hidden vents, one either side of the door. Anyone within a 20ft radius of the door will be hit by a 
  cloud of poisonous gas, if the trap is triggered. Roll the Damage Class dice as usual but halve 
  this damage on a successful CONSTITUTION save. If trap is spotted and then INTELLIGENCE 
  (Investigation) check is made using Disarm DC, then a PC will ﬁnd that the trap is triggered by a 
  trip wire across the door. The trap can be disarmed by cutting the wire (DEXTERITY check 
  using Disarm DC). A failed check sets it off and anyone standing within the 20ft radius will 
  automatically be hit by the cloud of gas. A creature who covers their mouth or holds their breath 
  can survive the cloud of sleep gas with a successful CONSTITUTION save.
  11
  Collapsing Roof / Falling Block - (mechanical trap) use Spot DC WISDOM (Perception) to 
  detect a slight depression in the ﬂoor, plenty of cracks and a slight discolouration to the ceiling. 
  Anyone standing in front of the door will be hit and possibly crushed by a block falling or part of 
  the ceiling collapsing, if the trap is triggered. Roll the Damage Class dice as usual but halve this 
  damage on a successful DEXTERITY save. If trap is spotted and then INTELLIGENCE 
  (Investigation) check is made using Disarm DC, then a PC will ﬁnd that the trap is triggered by a 
  pressure plate in the ﬂoor (20lbs of weight sets it off). The trap can be disarmed by spiking the 
  pressure plate (DEXTERITY check using Disarm DC). A failed check sets it off and anyone 
  standing directly on the plate will suffer the damage as described above. Special Note: IF a 
  creature fails their DEXTERITY save by more than 10 or roll a natural 1, then they need to save 
  versus STRENGTH to avoid being pinned by the blocks and will suffer half damage each and 
  every turn until they escape by successfully passing a STRENGTH (Athletics) check. This check 
  can be assisted (advantage) if friends choose to help move the biggest block(s).
  12
  Psychic Blast - (magic trap) use Spot DC WISDOM (Perception) to detect strange runes 
  inscribed around the stem of the door handle/latch and a very low humming sound. Should the 
  trap be triggered by simply touching the door handle/latch a painful blast of psychic energy 
  enters their mind. A passed INTELLIGENCE save with Save DC will halve the damage. If the 
  trap is spotted then INTELLIGENCE (Arcana) check is made using Disarm DC, then a PC will 
  ﬁnd that the trap is probably triggered by touching the handle/latch. The trap can only be 
  temporarily disarmed by using a dispel magic spell, OR by opening the door from a distance. IF 
  however, a PC uses magic, with say ‘mage hand’ or something similar the psychic blast will still 
  travel into the mind of the PC opening the door. Disarming the trap lasts for 1d10 minutes.
  13
  Guillotine / Scythe Blade - (mechanical trap) use Spot DC WISDOM (Perception) to detect a 
  razor thin slot above the door and a chopped and worn groove on the bottom door frame. If the 
  trap is set off, a super fast blade of steel springs down from the frame to slash into anything 
  below it for the Damage Class damage. First check to see if it hits using the to hit bonus.  A 
  passed DEXTERITY save using the Save DC will halve the damage. If trap is spotted and then 
  INTELLIGENCE (Investigation) check is made using Disarm DC, then a PC will ﬁnd that the trap 
  is triggered by a trip wire across the door. The trap can be disarmed by cutting the wire 
  (DEXTERITY check using Disarm DC). A failed check sets it off and anyone passing through the 
  door will get hit. 
  14
  Steel Maw - (mechanical trap) use Spot DC WISDOM (Perception) to detect a slightly lower 
  ﬂoor threshold, a joint along the centre of the door. Anyone standing in front of the door when it 
  is opened will automatically be attacked as it folds down the centre long ways and attempts to 
  grapple and crush the creature. Roll ﬁrst to see if it hits using the attack bonus. If it hits, then roll 
  the Damage Class dice as usual but halve this damage on a successful STRENGTH save 
  (disadvantage for small creatures and advantage for large creatures) . A second successful 
  STRENGTH save will enable the creature to free itself with no more damage. This save can be 
  assisted by 2 other creatures pulling the jaws away in opposite directions. If the 2nd 
  STRENGTH save is unsuccessful then the creature suffers half damage again and has another 
  opportunity to escape next turn. If trap is was spotted and then INTELLIGENCE (Investigation) 
  check is made using Disarm DC, then a PC will ﬁnd that the trap is triggered by swinging open 
  the door. The trap can be disarmed by jamming the mechanism on both the door hinges using a 
  pair of iron spikes (DEXTERITY check using Disarm DC). A failed check sets it off and anyone 
  standing directly in front of the door suffers the damage as described above. If the door grapples 
  2 creatures at once, they count as one large creature. 
  
  Page �18
  F1. TRAP TYPE
  1d20
  Trap Properties/Type
  15
  Rune of Confusion - (magic trap) use Spot DC WISDOM (Perception) to detect strange runes 
  inscribed around the frame of the door which are part hidden into the ornate stonework. Should 
  the trap be triggered by simply walking through the door with eye open then the trap’s rune 
  begins to effect the creature(s) in 1d4 rounds. A passed CHARISMA save with Save DC will 
  resist the runes effects and they will immediately feel that something had just invaded their mind 
  for a moment before dispersing.  If the trap is spotted then INTELLIGENCE (Arcana) check is 
  made using Disarm DC, then a PC will ﬁnd that the trap is triggered by walking through the door, 
  but they will not know that by closing their eyes the effects will be dispelled for that creature. The 
  trap can also be temporarily disarmed by using a dispel magic spell, OR closing the door and 
  casting Arcane Lock. Disarming or Arcane Locking the door lasts for 1d10 minutes before it 
  resets. If a creature fails it’s CHARISMA saving throw, then roll 1d8: 1-4 the creature does 
  nothing and stands still, dribbling or looking vacantly into the distance, 5-6 the creature takes no 
  action but uses all it’s movement to move in a random direction, 7-8 the creature makes one 
  melee attack against a random (closest) creature or does nothing if no creature is within reach.
  16
  Rune of Fear - (magic trap) use Spot DC WISDOM (Perception) to detect strange runes 
  inscribed around the frame of the door which are part hidden into the ornate stonework. The trap 
  can be triggered by simply standing 10ft in front of the door. A passed WISDOM save with Save 
  DC will resist the runes effects. If the trap is spotted then INTELLIGENCE (Arcana) check is 
  made using Disarm DC, then a PC will ﬁnd that the trap is triggered by being in close proximity 
  to the door. The trap can only be temporarily disarmed by using a dispel magic spell, OR closing 
  the door and casting Arcane Lock. Disarming or Arcane Locking the door lasts for 1d10 minutes 
  before it resets. If a creature fails it’s WISDOM save, it will immediately be fearful of the door. 
  They will not move towards the door until they successfully make the saving throw, EVEN if the 
  alternative is harm from another creature or encounter in the same room. The only other way to 
  undo the effects of the fear rune is that if another source of fear forces the creature to run away 
  from it through the door. 
  17
  Teleporter Crystal - (magic trap) No perception check is needed here. A huge golden coloured 
  crystal (parent crystal) adorns the centre of the door that match many other crystals of the same 
  colour which are embedded into the door threshold (ﬂoor). The trap can be triggered by simply 
  walking onto the threshold in front of the door, any creatures who do this, will automatically 
  disappear - no save. A passed INTELLIGENCE save with Save DC will guide the body of the 
  teleported creature back to the same point of teleportation in 1d10 minutes. A failed save will 
  send them immediately to one of a random set of locations (set by DM) or perhaps a 
  predetermined location. Returning to the same door again is impossible without the parent door 
  crystal.  If the trap is spotted then INTELLIGENCE (Arcana) check is made using Disarm DC, 
  then a PC will ﬁnd that the trap is triggered by being in close proximity to the door - 5ft. The trap 
  can only be temporarily disarmed by using a dispel magic spell. Disarming the trap lasts for 
  1d10 minutes before it resets.
  18
  Magic Missile Trap - (magic trap) No perception check is needed here. The door is decorated 
  with as many arrow heads as d10’s in the Damage Class of the trap. The arrow heads point out 
  of the door and into the room. The trap can be triggered by touching the door handle/latch. 
  When activated each arrow head ﬁres a magic missile at the occupants of the room. It will 
  spread the missiles evenly amongst all the rooms occupants, but any odd missiles left over will 
  all hit ONE creature at random. A passed DEXTERITY save will reduce the damage by a half by 
  offering up a less critical part of the body to take the missile. If the trap is spotted then an 
  INTELLIGENCE (Arcana) check is made using Disarm DC, then a PC will ﬁnd that the trap is 
  triggered by touching the door. The trap can only be temporarily disarmed by using a dispel 
  magic spell. Disarming the trap lasts for 1d10 minutes before it resets. Also a creature with the 
  shield spell will automatically catch any missiles ﬁred at it as a reaction. 
  
  Page �19
  F1. TRAP TYPE
  1d20
  Trap Properties/Type
  19
  Electriﬁed Floor-tile / door-handle - (magic trap) use Spot DC WISDOM (Perception) to detect 
  the metal nature of the threshold and scorch marks around the door handle/latch. The trap is 
  triggered by standing on the metal threshold and touching the handle/latch a the same time. 
  Should the trap be triggered then a powerful shock passes through the creature. Use the 
  Damage Class damage and the creature is immediately stuck to the handle/latch. Each turn that 
  the creature is ‘stuck’ to the handle/latch another Damage Class damage is passed through the 
  creature.  A passed CONSTITUTION save with Save DC will halve the damage (disadvantaged 
  if wearing metal armour).  A passed DEXTERITY save will enable the creature to avoid being 
  stuck by pulling back from the latch/handle before it fully takes hold BUT they will automatically 
  drop one item they may have in their free hand… perhaps lock picks? A potion? Or a weapon? If 
  the trap is spotted then INTELLIGENCE (Arcana) check is made using Disarm DC, then a PC 
  will ﬁnd that the trap is probably triggered by touching the handle/latch whilst standing on the 
  ﬂoor plate. The trap can only be temporarily disarmed by using a dispel magic spell, OR by 
  opening the door from a distance. Disarming the trap by magic lasts for 1d10 minutes. Opening 
  the door severs the traps trigger too. If a creature is electriﬁed, then by removing them from the 
  door will halt the damage, but anyone grabbing the electriﬁed creature risks being stuck 
  themselves. Use the same saves as before. 2 creatures will share the damage equally each 
  turn. The sticking effects of the electrocution can be broken using a STRENGTH check using 
  the Disarm DC. 
  20
  Sonic Attack - (magic trap) use Spot DC WISDOM (Perception) to detect small fragments of 
  glass laying on the ﬂoor in the vicinity of the door plus the odd damp patch. The trap will be 
  triggered by opening the door. Once triggered a high pitched squeal will become audible to all 
  those within 60ft of the door. A passed DEXTERITY save with Save DC will allow creatures to 
  quickly cover their ears with their hands (dropping a single loosely held item of their choosing to 
  do so), this will halve the Damage Class damage. In addition, a passed CONSTITUTION save 
  will also halve the damage (creatures which have advantage to perception checks by using their 
  ears, are deafened for 1d4 minutes). The sonic blast will continue to sound so long as the door 
  is left open.  If the trap is spotted then INTELLIGENCE (Arcana) check is made using Disarm 
  DC, then a PC will ﬁnd that the trap is triggered by opening it. The trap can only be temporarily 
  disarmed by using a dispel magic spell, OR closing the door. Disarming or closing the door lasts 
  for 1d10 minutes before it resets. If the sonic blast is allowed to continue for a 3 turns, then any 
  non-magical glass or crystal items must save versus shattering using an unmodiﬁed roll against 
  the trap save roll. 
  
  Page �20
  G. DUNGEON DOOR ODDITIES
  ature hath framed 
  strange fellows in her 
  time.” 
  - William Shakespeare
  N
  G1. STRANGE PROPERTIES
  1d20
  Number of Properties
  1-14
  None
  15-17
  Roll once on oddity table
  18-19
  Roll twice on oddity table
  20
  Roll 3 times on oddity table
  27-28
  Door slightly too short for frame, and 
  provides a half inch gap at the bottom.
  29-30
  Broken throwing axe embedded into the now 
  split wooden door frame.
  31-32
  Has a lock (roll for one) but it is unlocked. 
  Scrape marks on the lock.
  33-34
  A hastily painted face is on the front of the 
  door (Roll 1d6: 1-2. A dragon, 3. A goblin, 4. 
  A beholder, 5. An orc, 6. A demon)
  35-36
  Knock-Knock is engraved in (1d6: 1-Elvish, 
  2-Dwarvish, 3-Arcane, 4-Thieves Cant, 5-
  Druidic, 6-Abyssal) onto the door.
  37-38
  A chain with a broken manacle hangs down 
  from the wall to the right of the door.
  39-40
  Cob webs cover the door…
  41-42
  Door is spiked closed from this side (remove 
  or DC25 to barge open).
  43-44
  Peephole (able to roll a ‘sight’ perception 
  check to next room with a disadvantage).
  45-56
  Knocker (see Knockers Table G3)
  57-58
  Doorknob falls off as it is touched (see 15-16 
  on this Table).
  59-60
  Thing(s) nailed/attached to the door/door 
  frame (1d6: 1-small animal pelts, 2- trinket 
  (roll on Trinkets p.160 PHB), 3- iron bucket, 
  4-dead ﬂowers, 5-broken ﬂute, 6-mirror)
  G2. STRANGE PROPERTIES
  1d100
  Oddity Type
  1-2
  Slightly damp / condensation / wet
  3-4
  Rusty / tarnished / mouldy / minor fractures / 
  pock marks
  5-6
  Recently repaired
  7-8
  Odd colour / painted / stained / mottled / 
  cloudy
  9-10
  Grooves / Claw marks / Scratches
  11-12
  Charred marks / soot / melted patches
  13-14
  A faint glow / minor magic signature
  15-16
  Door handle/latch and frame made of a 
  particular material (roll on materials table)
  17-18
  Door is split in 2 in the middle horizontally. 
  Each with it’s own properties! Stop here 
  immediately and roll a brand new door to be 
  the top half of the door. 
  19-20
  Door is slightly a jar. Then closes shut as 
  they approach to within 10ft. 
  21-22
  Has a slightly higher than usual threshold. 
  (DEX save with DC10 to run into and out of 
  room via this door)
  23-24
  Missing it’s latch/handle. Needs breaking 
  down or picking with DC10.
  25-26
  Cracked right through it. -5 Toughness.
  Version 1.02
  
  Page �21
  G2. STRANGE PROPERTIES (CONT.)
  1d100 Oddity Type
  61-62
  A brass bell (ringing it alerts inhabitants of 
  next room that PC’s are coming).
  63-64
  Iron chain which hangs down beside the 
  door (use it to open door upwards like a 
  portcullis). 
  65-66
  1d4 Unlocked sliding door bolts/latches.
  67-68
  Door is decorated with an open curtain 
  either side (1d4: 1-blue, 2-red, 3-yellow, 4-
  green).
  69-70
  Sticky. The door is covered with a sticky 
  residue (light items will stick to it - like lock 
  picks and daggers. Dexterity/Strength DC5 
  to remove).
  71-72
  Door is hinged at the bottom (to avoid falling 
  through it when opening, pass a Dexterity 
  Save DC15, or land prone 5ft on the other 
  side of the door as the PC trips up).
  73-74
  Door has silence cast on it (it makes no 
  sound, not even if they break it through. It 
  can be dispelled with DC10).
  75-76
  Door has many (1d10) magnetic studs in it 
  (any light metal items are immediately 
  attracted to it. Spot DC25, Dexterity/
  Strength DC10 hold onto or to remove 
  anything loose which is attracted to it).
  78-80
  Green ooze dripping down from the top (this 
  is acid and easily avoidable. If touched then 
  take 1d4 Acid Damage). 
  81-82
  The door has 1d4 lighted torches on the wall 
  next to it. Easily removable. 
  83-84
  The door frame is wooden and 1d4 rotten 
  arrows are sticking out of it. 
  85-86
  The door has tiny vents/holes in it (Spot DC 
  10). 
  87-88
  Door is spiked closed from the other side 
  (remove or DC25 to barge open, Spot 
  DC15).
  89-90
  Door or wooden frame is smouldering and 
  blackened. Warm to the touch.
  91-92
  Knocker (see Knockers Table G3)
  93-94
  Door handle is a carved dragon.
  95-96
  Door handle is a carved ogre hand.
  97-98
  1d4 bones of a human are nailed to  it.
  99-00
  1d4 bones of a dwarf are nailed to  it.
  G3. DOOR KNOCKERS
  1d20
  Knocker Type
  1-11
  Iron ring with a heavy ball to strike another 
  metal plate. Knocking will alert anything in 
  the next room. 
  12-13
  A black dragon’s head door knocker. It is 
  sticky with acid (1d4 acid damage if 
  touched). The acid will eat away at anything 
  which touches it unless it is dowsed in water 
  to dilute it in 1d4 rounds. 
  14-15
  A knocker in the shape of a ﬁst, rapping the 
  door. Made from a hollow crystal. It will 
  shatter if used and cause 1d4 piercing 
  damage to bare skin. Lightly tapping will do 
  nothing. 
  16
  A bronze genie’s lamp hangs by it’s spout. If 
  anyone knocks the lamp against the door 
  have all PC’s roll a Wisdom Save. To the 
  lowest scoring PC whisper to them “Your 
  wish, has been granted…”. That’s it. The 
  effect can be dispelled with DC15. 
  17
  A gold leaf (worth 60gps) hinges from the 
  door. Knocking it will immediately begin the 
  growth of vines and roots from the cracks in 
  the walls, ﬂoor and ceiling. The surfaces are 
  now rough terrain. After 1d4 turns the vines 
  will grow around the door and jam it shut 
  with a Strength check DC20 required to 
  open it.
  18
  Invisible door knocker. Dispel will reveal it 
  for 1d10 turns. If the PC’s knock it, then it 
  will heal that PC for 1d10 hit points. Once 
  healing has been cast, it disappears for a 
  day. Spot DC20 whilst opening the door will 
  reveal a slight unbalancing. A heavy swing 
  will generate an audible slam sound. The 
  knocker will remain until a creature uses it. 
  19
  A marble angel’s face. This is an animated 
  door knocker. If a PC opens the door and is 
  evil or chaotic in alignment, then it will 
  begin rapping itself many times every few 
  seconds for 1d10 minutes. Alerting the next 
  room of their presence. If a good or lawful 
  PC uses the knocker then it will cast bless 
  on them for the next hour (once per day). 
  20
  Magical. This silver knocker looks like an old 
  bearded half-elf. Knocking on it 2 times in 
  quick succession will unlock all of the doors 
  locks. Knocking 3 times (1 extra time), will 
  disarm any magical traps. Taking it from the 
  door will remove all it’s powers, but it is 
  worth 40gp.
  Version 1.02
  
  Page �22
  Designing dungeons can be a long and tortuous 
  process. We have found some cool tables in the 
  DMG which begin on page 73, ‘Dungeon Goals’. 
  There is some great content there which could 
  easily inspire you to begin building your very own 
  dungeon.
  Next up, if you turn to page 99-101, you will ﬁnd 
  some fantastic little random dungeon design 
  tables. They deal with questions like; Who created 
  the dungeon? What alignment were they? What 
  was their class? And the purpose for the 
  dungeon’s creation and its history.
  If you are just starting out as a DM in Dungeons & 
  Dragons then we whole heartedly recommend you 
  roll a few dungeon’s goals for inspiration. Also this 
  process helps for the next part of this dungeon 
  door supplement. 
  INTRODUCTION
  Chapter 3 - ‘DOORS HAPPEN’ TABLES
  f anyone locked me in a 
  dungeon, there'd be 
  screams.” 
  - Terry Pratchett
  I
  Example: Your adventuring party discover 
  the nature of and origin of a strange 
  dungeon nearby - a tomb built to preserve 
  the remains of all the heroes slain by a 
  lawful evil Lich who was once a local forest 
  Druid. He still presides over his tomb, slowly 
  ﬁlling the dark space deep underground with 
  more dead bodies of treasure hunting 
  adventurers.
  We created the above dungeon backstory 
  based completely on rolls made from tables 
  found in the DMG. We can now select the 
  Tomb ‘theme’ on table 2.3 and use the pre-
  generated doors there.
  In Chapter 2 we presented a scratch built 
  dungeon door system. But quite often the 
  doors generated do not make much 
  thematic sense. Plus designing each and 
  every door can take a while. So we have put 
  together 5 dungeon themed tables with pre-
  generated doors for speedy use.
  Our dungeon themes include:
  1. Death Trap Dungeon (tables 2.1 & 2.2)
  2. The Mines (tables 2.3 & 2.4)
  3. The Tomb (tables 2.5 & 2.6)
  4. Treasure Vault (tables 2.7 & 2.8)
  5. The Volcano (tables 2.9 & 3.0)
  
  Page �23
  News of the now famous deadly dungeon ﬁlters 
  through the adventurer’s rumour mill in the big 
  city. It becomes a matter of pride amongst the 
  ‘green horns’ to ﬁnd the entrance and defeat the 
  dungeon. Veterans know better though.
  “No one ever returns. No maps exist. Death 
  awaits the ill-prepared.”
  THE DEATH TRAP DUNGEON
  2.1 DUNGEON DOOR TYPE AND 
  PROPERTIES
  1d20
  DOOR TYPE
  1-8
  Standard Dungeon Door - Wooden, 
  undamaged (Toughness 15), regular size, no 
  traps, not locked.
  9
  Falling Block Trap!  Wooden, undamaged 
  (Toughness 15), regular size, Falling Block 
  trap (see table F1), Spot DC15, Disarm 
  DC25, Damage Severity - Deadly, Save DC 
  17)
  10
  Locked!  Wooden, strong (Toughness 20), 
  regular size, Rim lock on opposite side of 
  door (Toughness 20), Spot DC15, Unlock 
  DC20, Cobwebs over the door…
  11
  False Door and Electriﬁed. Cannot be 
  broken through, Iron, strong (Toughness 25), 
  large size (Strength check with DC10 to 
  realise it is false), Electriﬁed trap (see table 
  F1), Spot DC20, Disarm DC30, Damage 
  Severity - Deadly, Save DC 18)
  12
  Barred & Locked. Stone, undamaged 
  (Toughness 18), regular size, Sliding bolt with 
  iron padlock (Toughness 15), Spot DC10, 
  Unlock DC5, Claw marks over the door…
  13
  Small, jammed, wooden door. Wooden, 
  undamaged (Toughness 15), small size, 
  Jammed shut (Strength check DC15), 
  Missing handle (break down door or pick with 
  DC15), sliding bolt on other side of door 
  (unlocked).
  14
  Trapped & Locked. Iron, weak (Toughness 
  15), large size (Strength check with DC10 to 
  realise it is false), Sliding bolt (Toughness 15), 
  Spot (obvious), Unlock DC20, Rune of 
  Confusion (see table F1), Spot DC20, Disarm 
  DC15, Damage Severity - Deadly, Save 
  DC16), Scratch marks, Knock-Knock in 
  Thieves Cant is engraved into the iron door. 
  15
  Trapped, Barred Door. Wooden, undamaged 
  (Toughness 18), regular size, Barred, Poison 
  Gas Cloud (see table F1), Spot DC10, Disarm 
  DC5, Damage Severity - Deadly, Save DC 
  16, 
  2.1 DUNGEON DOOR TYPE AND 
  PROPERTIES (CONT)
  1d20
  DOOR TYPE
  16
  Trapped and Locked Adamantine Door 
  - Adamantine, undamaged (Toughness 
  35), regular size, Sliding bolt (Toughness 
  15), Spot (obvious), Unlock DC20, Arcane 
  lock, Sliding bolt (Toughness 25), Spot 
  DC5, Unlock DC15, Cone of Cold trap 
  (see table F1), Spot DC5, Disarm DC15, 
  Damage Severity - Deadly, Save DC20, 
  charred marks all over it (see table G2).
  17
  Trapped and Locked Mithral Door - 
  Mithral, undamaged (Toughness 20), 
  regular size, Rim lock (Toughness 20), 
  Spot (obvious), Unlock DC10, Steel Maw 
  trap (see table F1), Spot DC20, Disarm 
  DC20, Damage Severity - Deadly, Save 
  DC16 (Atk +9).
  18
  Small Wooden Door - Wooden, 
  undamaged (Toughness 18), small size, 
  Barred, recently repaired, slightly ajar (see 
  table G2). 
  19
  Pit Fall, Iron Door Trap - Iron, 
  undamaged (Toughness 15), regular size, 
  Pit Fall trap (see table F1), Spot DC10, 
  Disarm DC30, Damage Severity - Deadly, 
  Save DC17, door slightly too short 
  providing half inch gap at bottom.
  20
  Locked Bone Door - Bone, undamaged 
  (Toughness 15), regular size, sliding bolt 
  on opposite side of door (Toughness 15), 
  Spot (obvious), Unlock DC25, slightly wet, 
  red, fractured. 
  Design Notes:
  • All traps are automatically ‘deadly’. 
  
  Page �24
  2.2 SPECIAL DUNGEON DOOR TYPE AND 
  PROPERTIES 
  1d20
  SPECIAL DOOR TYPE
  1-4
  Door Behind a Throne - Wooden, 
  undamaged (toughness 15), regular size, 
  hidden behind throne, Spot DC20, rim lock 
  (toughness 20), Spot (obvious), Unlock 
  DC15, mouldy. 
  5-8
  Stone Portcullis - Stone, undamaged 
  (toughness 15), regular size, portcullis 
  (Strength check DC25), unlocked sliding 
  bolt, has a faint green glow and faint aura 
  of magic. 
  9-12
  Small Wooden Door - Wooden, 
  undamaged (Toughness 18), small size, 
  Barred, recently repaired, slightly ajar (see 
  table G2). 
  13-16
  Secret Bone door with Trap - Bone, 
  undamaged (toughness 15), large 
  (strength check DC10 to open), secret 
  door, Spot DC20, Open DC10, Lightning 
  Bolt trap (see table F1), Spot DC20, 
  Disarm DC10, Damage Severity - Deadly, 
  Save DC16, Attack Bonus +9, cracked 
  right through it. 
  17-20
  Split Door - Door 1 (top) Iron, undamaged 
  (toughness 15), regular size, Mimic (see 
  Appendix H: Monsters). Door 2 (bottom), 
  Iron, weak (toughness 13), barred, rim lock 
  on opposite side of door (toughness 13), 
  Spot DC5, Unlock DC20, cob webs cover 
  door.
  
  Page �25
  In the Underdark, a Dwarvern mine twists back 
  and forth, driving its way deep into the 
  mountainside. The rooms are damp and 
  fashioned from the same stone taken from the 
  many hard-worked rock faces. 
  THE MINES DUNGEON
  2.3 DUNGEON DOOR TYPE AND 
  PROPERTIES
  1d20
  DOOR TYPE
  1-8
  Standard Dungeon Door - Stone, 
  undamaged (Toughness 15), regular size, no 
  traps, not locked.
  9
  Jammed Large Stone Door - Stone, strong 
  (toughness 25), large, jammed,(Strength 
  check DC25 to open), soot marks. 
  10
  Trapped Golden Door - Gold (Strength 
  check DC10 to open), undamaged 
  (toughness 15), regular size, Psychic Blast 
  trap (see table F1), Spot DC25, Disarm 
  DC10, Damage Severity - Dangerous, Save 
  DC12, +6 Attack. 
  11
  Small Bone Locked Door - Bone, strong 
  (toughness 20), small size, sliding bolt 
  (toughness 15), Spot DC5, Unlock DC25, 
  magical aura, broken throwing axe in wooden 
  frame, missing its door handle (Unlock DC10)
  12
  Wooden Trapped Door - Wood, undamaged 
  (toughness 18), regular size, barred, sleep 
  gas cloud trap (see table F.1), Spot DC10, 
  Disarm DC30, Damage Severity - Dangerous, 
  Save DC15, Attack +8, has hastily painted 
  goblin face on it.
  13
  Trapped Iron Door - Iron, strong (toughness 
  23), regular size, barred, Acid Spray trap (see 
  table F1), Spot DC10, Disarm DC10, Damage 
  Severity - Setback, Save DC10, +3 Attack, 
  cob webs across door, rusty. 
  14
  Small Locked Iron Door - Iron, strong 
  (toughness 33), small size, barred, Arcane 
  (Dispel DC15).
  15
  Trapped Stone Door - Stone, Armoured 
  (toughness 25), regular size, Guillotine trap 
  (see table F1), Spot DC15, Disarm DC20, 
  Damage Severity - Dangerous, Save DC12, 
  +6 Attack, handle and frame made from iron. 
  16
  Large Locked Wooden Door - Wood, 
  undamaged (toughness 23), large size, 
  barred, rim lock on opposite side of door 
  (toughness 23), Spot DC10, Unlock DC15, 
  half inch gap at bottom of frame.
  2.3 DUNGEON DOOR TYPE AND 
  PROPERTIES (CONT)
  1d20
  DOOR TYPE
  17
  Trapped Giant Wooden Door - Wood, 
  strong (toughness 30), giant (DC15 
  Strength check to open), sliding bolt 
  (toughness 15), Spot (obvious), Unlock 
  DC15, Magic Missile trap (see table F1), 
  Spot DC10, Disarm DC15, Damage 
  Severity - Setback, Save DC10, +3 Attack. 
  18
  Yellow Wooden Door - Wood, 
  undamaged (toughness 15), regular size, 
  Jammed (DC10 strength check to open), 
  stained yellow, unlocked sliding bolt on 
  opposite side of door.
  19
  Large Trapped Iron Door - Iron, strong 
  (toughness 25), large size (Strength DC10 
  check to open), sonic attack trap (see 
  table F1), Spot DC25, Disarm DC15, 
  Damage Severity - Setback, Save DC10, 
  Attack +4.
  20
  Crystal Wooden Door - Crystal, 
  undamaged (toughness 13), regular size, 
  barred, Explosive Fireball trap (see table 
  F1), Spot DC20, Disarm DC10, Damage 
  Severity - Setback, Save DC11, +5 Attack.
  2.4 SPECIAL DUNGEON DOOR TYPE AND 
  PROPERTIES 
  1d20
  SPECIAL DOOR TYPE
  1-4
  Locked Iron Door - Iron, undamaged 
  (toughness 15), regular size, Secret Door, 
  Spot DC15, Open DC15, sliding bolt 
  (toughness 15), Spot (obvious), Unlock 
  DC15.
  5-8
  Wood Mimic - Wood, armoured 
  (toughness 25), small size,  Mimic (see 
  Appendix H: Monsters). 
  9-12
  Iron Portcullis - Iron, undamaged 
  (toughness 15), regular size, Portcullis 
  (Strength check DC15 to lift), a chain with 
  a broken manacle hangs down from the 
  wall to the right of the door.
  13-16
  False Stone Door - Stone, undamaged 
  (toughness 20),large size, False Door 
  (cannot be broken through), handle and 
  frame made from crystal.
  17-20
  Secret Trapped Wood Door - Wood, 
  armoured (toughness 25), regular size, 
  Secret Door, Spot DC30, Open DC20, 
  Teleporter Crystal (see table F1), Spot 
  DC10, Disarm DC30, Damage Severity - 
  Setback, Save DC10, Attack +3.
  
  Page �26
  A short journey away from a busy metropolis, a 
  cold and dusty tomb has attracted tomb robbers 
  for years. Its maze like complex of rooms is 
  guarded by strange beasts. Doors of bone and 
  iron keep them trapped inside for all of eternity.
  THE TOMB DUNGEON
  2.5 DUNGEON DOOR TYPE AND 
  PROPERTIES
  1d20
  DOOR TYPE
  1-5
  Standard Dungeon Door - Bone, 
  undamaged (Toughness 15), regular size, no 
  traps, not locked.
  6-10
  Standard Dungeon Door II - Iron, 
  undamaged (Toughness 15), regular size, no 
  traps, not locked.
  11
  Trapped Bone Door - Bone, undamaged 
  (Toughness 15), regular size, Poison Darts 
  trap (see table F1), Spot DC5, Disarm DC20, 
  Damage Severity - Deadly, Save DC20, +12 
  Attack.
  12
  Large Bone Locked Door - Bone, 
  undamaged (Toughness 20), large size 
  (Strength DC10 check to open), rim lock 
  (Toughness 20), Spot (obvious), Unlock 
  DC20, higher than usual threshold (see table 
  G2)
  13
  Iron Locked Door - Iron, strong (Toughness 
  18), regular size, barred, sliding bolt 
  (Toughness 15), Spot (obvious), Unlock 
  DC15, cracked right through it. 
  14
  Stone Door - Stone, armoured (Toughness 
  28), regular size, barred, charred marks, 
  condensation. 
  15
  Trapped Wood Door - Wood, strong 
  (Toughness 25), large size (Strength DC10 
  check to open), sliding bolt on reverse side of 
  door (Toughness 25), Spot DC20, Unlock 
  DC20. Falling Block trap (see table F1), Spot 
  DC10, Disarm DC20, Damage Severity - 
  Setback, Save DC10, Attack +4.
  16
  Trapped Adamantine Door - Adamantine, 
  undamaged (Toughness 25), regular size, 
  Flame Thrower trap, Spot DC10, Disarm 
  DC25, Damage Severity - Setback, Save 
  DC11, Attack +4.
  17
  Small Iron Door - Iron, undamaged 
  (Toughness 15), small size, jammed (Strength 
  DC15 to open), unlocked sliding bolt with 
  padlock. 
  2.5 DUNGEON DOOR TYPE AND 
  PROPERTIES (CONT)
  1d20
  DOOR TYPE
  18
  Locked Bone Door - Bone, undamaged 
  (‘toughness 15), regular size, Lock 1 - 
  Sliding lock (toughness 15), Spot 
  (obvious), Unlock DC15, Lock 2 - Sliding 
  lock (Toughness 15), Spot DC5, Unlock 
  DC20, hastily painted on face of a demon 
  in blood. 
  19
  Large Trapped Locked Bone Door - 
  Bone, undamaged (Toughness 20), large 
  size (Strength DC10 to open), Sliding bolt 
  on opposite side of door (Toughness 20), 
  Spot DC15, Unlock DC15, Acid Spray 
  trap, Spot DC20, Disarm DC10, Damage 
  Severity - Dangerous, Save DC12, Attack 
  +6.
  20
  Large Stone Door - Stone, undamaged 
  (Toughness 15), Large size, Jammed 
  (Strength DC15 to open), soot marks, 
  missing its door knob (requires Unlocking 
  DC10). 
  2.6 SPECIAL DUNGEON DOOR TYPE AND 
  PROPERTIES 
  1d20
  SPECIAL DOOR TYPE
  1-4
  Skin of Sin  - See Legendary Deadly 
  Dungeon Doors in Appendix E!
  5-8
  Split Door (table G2). Door 1 (upper) - 
  Stone, undamaged (Toughness 15), 
  regular size, false door (cannot break 
  through), Spot DC10. Door 2 (lower) - 
  Stone, weak (Toughness 10), regular size, 
  sliding lock and padlock (Toughness 15), 
  Spot DC5, Unlock DC20. 
  9-12
  Hidden Bone Door - Bone,  undamaged 
  (Toughness 15), regular size, hidden door, 
  Spot DC20, behind bookcase/throne/table.
  13-16
  Secret Mithral Door - Mithral, undamaged 
  (Toughness 15), regular size, Secret door, 
  Spot DC15, Open DC20, Psychic Blast 
  trap, Spot DC5, Disarm DC5, Damage 
  Severity - Deadly, Save DC18, Attack +11. 
  17-20
  Hidden Trapped Iron Door - Iron, 
  undamaged (Toughness 15), regular size, 
  hidden door, Spot DC25, behind rug/
  tapestry/curtain, Poison Darts trap, Spot 
  DC15, Disarm DC20, Damage Severity - 
  Dangerous, Save DC13, Attack +7.
  
  Page �27
  Rumours of a dungeon packed to the rafters with 
  fantastic treasures has reached the town. Many 
  have tried to plunder it’s vaults, but very few ever 
  return to conﬁrm its existence. Time to get those 
  lock picks clean again. Let’s go adventuring. 
  THE TREASURE VAULT DUNGEON
  2.7 DUNGEON DOOR TYPE AND 
  PROPERTIES
  1d20
  DOOR TYPE
  1-7
  Standard Dungeon Door - Iron, strong 
  (Toughness 20), regular size, no traps, not 
  locked.
  8-10
  Standard Dungeon Door II - Wood, strong 
  (Toughness 20), regular size, no traps, not 
  locked.
  11
  Small Trapped Locked Iron Door - Iron, 
  Strong (Toughness 20), small size, Sliding 
  bolt and padlock, Spot DC20, Unlock DC10, 
  Sliding bolt and padlock, Spot (obvious), 
  Unlock DC5, Flame Thrower trap, Spot DC5, 
  Disarm DC20, Damage Severity - Dangerous, 
  Save DC15, Attack +7.
  12
  Large Trapped Locked Iron Door - Iron, 
  Strong (Toughness 25), large size (Strength 
  DC10 to open), Rim lock (toughness 20), 
  Spot (obvious), Unlock DC20, Cone of Cold 
  trap (see table F1), Spot DC20, Disarm 
  DC10, Damage Severity - Setback, Save 
  DC13, Attack +7. 
  13
  Large Trapped Wood Door - Wooden, 
  Strong (Toughness 25), large size (Strength 
  DC10 to open), sliding bolt and padlock 
  (Toughness 15), Spot DC10, Unlock DC15, 
  Lightning Bolt trap, Spot DC15, Disarm DC15, 
  Damage Severity - Dangerous, Save DC15, 
  +8 Attack. 
  14
  Locked Wood Door - Wooden, Strong 
  (Toughness 20), regular size, Sliding bolt and 
  padlock (Toughness 15), Spot (obvious), 
  Unlock DC10, damp, Knock-knock engraved 
  in Elvish. 
  15
  Giant Barred Iron Door - Iron, Strong 
  (Toughness 33), giant size (Strength DC15 to 
  open), barred, missing it’s handle (needs 
  unlocking DC10), charred marks. 
  16
  Trapped Wood Door - Wooden, Strong 
  (Toughness 20), regular size, Steel Maw trap 
  (see table F1), Spot (obvious), Disarm DC15, 
  Damage Severity - Deadly, Save DC19, 
  Attack +11.
  2.7 DUNGEON DOOR TYPE AND 
  PROPERTIES (CONT)
  1d20
  DOOR TYPE
  17
  Arcane Locked Stone Door - Stone, 
  Strong (Toughness 33), regular size, 
  barred, Arcane Lock (DC15 to dispel). 
  18
  Barred Wood Door - Wooden, Strong 
  (Toughness 23), regular size, Barred.
  19
  Giant Trapped Silver Door - Silver, 
  Strong (Toughness 33), giant size 
  (Strength DC15 to open), Barred, 
  Teleporter Crystal trap, Spot DC20, 
  Disarm DC30, Damage Severity - Deadly, 
  Save DC17, Attack +10. 
  20
  Trapped Gold Door - Gold (Strength 
  DC10 check to open), Armoured 
  (Toughness 25), regular size, Sonic Attack 
  trap (see table F1), Spot DC5, Disarm 
  DC20, Damage Severity - Deadly, Save 
  DC18, Attack +11.
  2.8 SPECIAL DUNGEON DOOR TYPE AND 
  PROPERTIES 
  1d20
  SPECIAL DOOR TYPE
  1-4
  False Iron Door - Iron, Armoured 
  (Toughness 25), regular size, False door 
  (cannot be broken through, Spot DC10), 
  Rusty. 
  5-8
  Secret Wooden Door - Wood, Strong 
  (Toughness 20), regular size,   Secret 
  Door, Spot DC15, Open DC10, recently 
  repaired. 
  9-12
  Sliding Stone Door - Stone, Strong 
  (Toughness 15), regular size,  Sliding Door 
  (Strength DC20 for sliding), cracked right 
  through it.
  13-16
  Platinum Portcullis - Platinum, Strong 
  (Toughness 20), regular size, Portcullis 
  (Strength DC20 to lift), slightly short door 
  with half inch gap at bottom. 
  17-20
  Iron Door Mimic - Iron, Armoured 
  (Toughness 25), regular size, Mimic (see 
  Appendix H: Monsters), door handle and 
  frame made from wood. 
  Design Notes:
  • All doors are strong (Toughness 20) 
  or tougher. 
  
  Page �28
  A ﬁre giant has recently tightened her grip over 
  the local towns and villages. She plans to own all 
  their wealth. So the villagers and townsfolk have 
  gathered together what little they have left to hire 
  a band of adventures to foil her plans. 
  THE VOLCANO DUNGEON
  2.9 DUNGEON DOOR TYPE AND 
  PROPERTIES
  1d20
  DOOR TYPE
  1-7
  Standard Dungeon Door - Stone, 
  undamaged (Toughness 20), large size 
  (Strength DC10 to open), no traps, not 
  locked.
  8-10
  Standard Locked Dungeon Door - Stone, 
  undamaged (Toughness 20), large size, 
  Sliding bolt and padlock (Toughness 15), Spot 
  (obvious), Unlock DC10.
  11
  Locked Wooden Door - Wooden, 
  undamaged (Toughness 18), regular size, 
  barred, Arcane lock (+10 Toughness, DC15 to 
  dispel), Sliding bolt and padlock (Toughness 
  15), Spot (obvious), Unlock DC30. 
  12
  Giant Trapped Iron Door - Iron, Undamaged 
  (Toughness 25), giant size (Strength DC15 to 
  open), Explosive Fireball trap (see table F1), 
  Spot (obvious), Disarm DC5, Damage 
  Severity - Deadly, Save DC16, Attack +9. 
  13
  The Door of Doh’s Reach  - See Legendary 
  Deadly Dungeon Doors in Appendix E!
  14
  Jammed Stone Door - Stone, undamaged 
  (Toughness 15), regular size, Jammed 
  (Strength DC15 to open).
  15
  Iron Door - Iron, undamaged (Toughness 
  15), regular size, melted patches, scratched 
  unlocked sliding bolt lock on opposite side of 
  door, Spot DC10, Unlock DC20 (when 
  locked).  
  16
  Giant Crystal Door - Crystal, undamaged 
  (Toughness 20), giant size (Strength DC15 to 
  open), charred marks, minor fractures. 
  17
  Giant Crystal Door - Crystal, strong 
  (Toughness 25), giant size (Strength DC15 to 
  open), Falling block trap (see table F1), Spot 
  DC25, Disarm DC25, Damage Severity - 
  Dangerous, Save DC12, Attack +6.
  2.9 DUNGEON DOOR TYPE AND 
  PROPERTIES (CONT)
  1d20
  DOOR TYPE
  18
  Giant Armoured Wood Door - Wooden, 
  Armoured (Toughness 33), giant size 
  (Strength DC15 to open), Barred, Sliding 
  bolt and padlock (Toughness 15), Spot 
  DC5, Unlock DC15.
  19
  Giant Trapped Stone Door - Stone, 
  Strong (Toughness 30), giant size 
  (Strength DC15 to open), recently 
  repaired. 
  20
  Wooden Door - Wooden, undamaged 
  (Toughness 15), large size (Strength 
  DC10 check to open), Broken throwing 
  axe embedded into the now split wooden 
  door frame.
  3.0 SPECIAL DUNGEON DOOR TYPE AND 
  PROPERTIES 
  1d20
  SPECIAL DOOR TYPE
  1-4
  Large Locked Secret Wooden Door - 
  Wood, undamaged (Toughness 20), large 
  size (Strength DC10 check to open), 
  Secret door, Spot DC20, Open DC15.
  5-8
  Hidden Ivory Door - Ivory, undamaged 
  (Toughness 15), regular size, Hidden Door, 
  Spot DC25, hidden behind a tapestry on 
  the wall. 
  9-12
  The Sun Journey Door  - See Legendary 
  Deadly Dungeon Doors in Appendix E!
  13-16
  False Stone Door - Stone, undamaged 
  (Toughness 15), regular size, False Door 
  (cannot break through, Spot DC10), Pock 
  marks, Has a slightly higher than usual 
  threshold, Painted blue. 
  17-20
  Hidden Iron Door - Iron, Armoured 
  (Toughness 25), regular size, Hidden Door, 
  Spot DC20, hidden behind a bookcase, 
  melted patches. 
  Design Notes:
  • All standard doors are large.
  • +5 to rolls for size of doors elsewhere 
  - Table A4.
  
  HELLISHLY CREEPY ONE-SHOT
  IS IT GAME NIGHT
  Dreadful Dungeons
  ADVENTURES
  YET?
  FIND US @DreadfulDungeon
     
  
  Page �29
  A1 - Door Material
  Is it an Exotic Door?
  A2 - Exotic Door Material
  A3 - Roll Door Strength
  A4 - Roll Door Size
  B1/B8 - Roll Door Type
  ***Special Door?
  B9 - Special Door Type
  FLOWCHART 
  START
  Y
  Y
  N
  N
  APPENDIX A - RANDOM DOOR FLOWCHART
  
  Page �30
  C - Secret Door?
  D - Hidden Door?
  C1- Spot DC
  D1 -  Spot DC
  C2- Open DC
  D2 -  Hidden Behind
  E - Locked?
  E1 - Roll Lock Type
  F - Trapped?
  E2 - Roll Spot DC
  E3 - Roll Pick/Unlock DC
  F1 - Roll Trap Type
  F2 - Spot DC
  Y
  N
  N
  Y
  N
  N
  Y
  Y
  N
  N
  
  Page �31
  F3 - Disarm DC
  F5 - Escape/Save DC
  G - Would you like a Door Oddity?
  G1- Roll number of Oddities
  G2 - Roll Type of Oddity(s)
  Have you got at least one?
  THE END….
  N
  F4 - Damage Class
  N
  Y
  Version 1.02
  
  Page �32
  Door Sketch
  (for the arty farty)
  Send me your designs! I’ll update 
  and publish them 
  @DreadfulDungeon ;)
  Door Name / Location:
  Material:
  Initial Toughness (AC):
  Size:
  Secret Door:
  Spot DC:
  Open DC:
  Hidden Door Type:
  Spot DC:
  Lock Type I:
  Spot DC:
  Pick/Unlock DC:
  Lock Toughness (AC):
  Lock Type II:
  Spot DC:
  Pick/Unlock DC:
  Lock Toughness (AC):
  Trap Type I:
  Spot DC:
  Disarm DC:
  Damage Class:
  Escape/Save DC: 
  Trap Type II:
  Spot DC:
  Disarm DC:
  Damage Class:
  Escape/Save DC: 
  Oddity/Special Features:
  1. 
  2. 
  3. 
  Notes (Bars / Jammed etc):
  Appendix B. DOOR RECORD SHEET I
  Hit Points
  Version 1.02
  
  Page �33
  Door Name / Location:
  Material:
  Initial Toughness (AC):
  Size:
  Secret Door:
  Spot DC:
  Open DC:
  Hidden Door Type:
  Spot DC:
  Lock Type I:
  Spot DC:
  Pick/Unlock DC:
  Lock Toughness (AC):
  Lock Type II:
  Spot DC:
  Pick/Unlock DC:
  Lock Toughness (AC):
  Trap Type I:
  Spot DC:
  Disarm DC:
  Damage Class:
  Escape/Save DC: 
  Trap Type II:
  Spot DC:
  Disarm DC:
  Damage Class:
  Escape/Save DC: 
  Oddity/Special Features:
  1. 
  2. 
  3. 
  Notes (Bars / Jammed etc):
  Door Name / Location:
  Material:
  Initial Toughness (AC):
  Size:
  Secret Door:
  Spot DC:
  Open DC:
  Hidden Door Type:
  Spot DC:
  Lock Type I:
  Spot DC:
  Pick/Unlock DC:
  Lock Toughness (AC):
  Lock Type II:
  Spot DC:
  Pick/Unlock DC:
  Lock Toughness (AC):
  Trap Type I:
  Spot DC:
  Disarm DC:
  Damage Class:
  Escape/Save DC: 
  Trap Type II:
  Spot DC:
  Disarm DC:
  Damage Class:
  Escape/Save DC: 
  Oddity/Special Features:
  1. 
  2. 
  3. 
  Notes (Bars / Jammed etc):
  Appendix C. DOOR RECORD SHEET II
  Hit Points
  Hit Points
  Version 1.02
  
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  Page �34
  Contained within this glossary are the in depth 
  rules or ideas you may have missed; and all cross-
  referenced with the PHB/DMG/MM where 
  appropriate. Warning, this list is NOT in 
  alphabetical order. It’s a short list though, and 
  ordered by level of general importance. 
  If you ever get stuck during a random door 
  generation or cloudy about the rulings for dealing 
  with doors, door locks and door traps then come 
  here.
  KNOWLEDGE IS POWER
  APPENDIX D - GLOSSARY OF DOORMINOLOGY
  he secret we should never 
  let the gamemasters know 
  is that they don't need any 
  rules.
  - Gary Gygax
  T
  STORY TELLING
  Many of the elements of a randomly 
  generated door will provide you, the DM, 
  with material to improvise with. The newly 
  detailed doors give ‘colour’ to a normally 
  uninteresting dungeon landscape. They 
  take adventurers by surprise and may 
  promote some strange behaviour from 
  them.  
  You have been warned. These door could 
  become red herrings, wild-goose chases or 
  false alarms. However, some doors sit 
  there unassuming… with the most deadliest 
  of secrets hidden under it’s surface.
  As a DM, have fun with the descriptions. 
  GLOSSARY 
  Term
  Description & Rules
  D&D  5e 
  References
  Traps
  1. All door traps in this supplement are listed in Chapter 3 on table F1
  2. Traps must be ‘spotted’ before they can be disarmed. Each trap has 
  a Spot DC which requires a successful Passive Wisdom or 
  Wisdom (Perception) check. The Spot DC’s of each trap can be 
  found in table F2 of Chapter 3.
  3. Once spotted, then a trap requires disarming. This is carried out in 
  2 steps. The ﬁrst step is investigating the nature of the trap. Disarm 
  DC’s are found in table F3. For this skill check a player needs to roll 
  a check against Intelligence (Investigation or Arcana in the case 
  of magical traps).
  4. One they have the nature of the trap, they could disarm it without 
  any further checks by good thinking or roleplaying. If a player 
  cannot think of a foolproof way to disarm without a skill check, then 
  they must roll a Dexterity skill check to disarm it safely.A failed 
  check may trigger the trap.
  5. Once a trap is triggered and a character is about to feel it’s effects a 
  ﬁnal Save roll can be made. The Save DC’s can be found in tables 
  F5.1 to F5.3. But before the damage or save DC can be 
  determined, a roll on table F4.1 to F4.3 to ﬁnd how severe the 
  damage maybe. This is called Damage Severity, and is a function 
  of the level of the party checking for traps. 
  DMG p.120, p.
  297. PHB p.
  154.
  Difﬁculty Class 
  (DC)
  1. Difﬁculty Class is a number which is used to determine a roll (on 
  1d20)  which is required to match or exceed in order to successfully 
  pass an ability, skill or save roll. Calculating the value of this number 
  is well described in both the Players Handbook and Dungeon 
  Masters Guide. 
  PHB p. 7. DMG 
  p.238, p.239. 
  
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  Page �35
  GLOSSARY 
  Term
  Description & Rules
  D&D  5e 
  References
  Locks
  1. All door locks in this supplement are listed in Chapter 3 on table E1
  2. Locks must be ‘spotted’ before they can be unlocked/picked. Each 
  lock has a Spot DC which requires a successful Passive Wisdom 
  or Wisdom (Perception) check. The Spot DC’s of each trap can be 
  found in table E2 of Chapter 3.
  3. Once spotted/identiﬁed, then a lock may require picking/unlocking. 
  Unlock DC’s are found in table E3. For this skill check a player 
  needs to roll a check against Dexterity.
  4. A locks Toughness is also it’s Hit Points. 
  DMG p.103. 
  PHB p.154, 
  Armour Class
  1. Armour Class is a number which is used to determine how tough 
  and how difﬁcult it is to hit a creature/door is. Calculating the value 
  of this number is well described in both the Players Handbook and 
  Dungeon Masters Guide. 
  2. This supplements new Toughness stat replaces Armour Class for 
  doors. See Toughness. 
  PHB p.7, p.14, 
  p.144, p.177. 
  Toughness
  1. This a new mechanic used to describe the over all Toughness and 
  ‘weight’ of a particular door.
  2. Each door has a Toughness ﬁgure and can be found on the 
  Dungeon Door Strength Table A3 in Appendix A. 
  3. A doors Toughness can be increased or lowered during it’s random 
  generation by things like it’s size, material type and defects. 
  4. Toughness also represents it’s total Hit Points. When hit points 
  reach ‘zero’, then the door is destroyed. 
  Size
  1. Door Size can be determined during it’s creation on table A4 in 
  Appendix A. 
  2. A small or regular sized door has no additional effects. 
  3. A large door requires pushing open with a Strength (Athletics) check 
  with a DC10. It also increases in toughness by +5.
  4. A giant door requires pushing open with a Strength (Athletics) check 
  with a DC15. It also increases in toughness by +10.
  Material
  1. A door’s  Materials can be determined during it’s creation on table 
  A1 and A2 in Appendix A. 
  2. Some materials have a maximum or a minimum toughness. This is 
  applied AFTER rolling the doors toughness on table A3. This means 
  that further augmentation can happen due to size and/or special 
  attributes. 
  3. Each material has it’s own resistances, vulnerabilities and 
  invulnerabilities. They are listed in their own glossary entry. 
  Wood
  1. Wooden Doors have no special resistances.
  2. Wooden doors are invulnerable to the following damage type: 
  poison.
  3. They have a maximum toughness of 20.
  Iron
  1. Iron Doors are resistant to the following damage types: lightning, 
  ﬁre.
  2. Wooden doors are invulnerable to the following damage type: 
  poison.
  3. They have a minimum toughness of 10.
  Bone / Ivory
  1. Bone/Ivory Doors have no special resistances.
  2. Bone doors are invulnerable to the following damage type: poison.
  3. They have a maximum of 15 Toughness.
  
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  Page �36
  GLOSSARY 
  Term
  Description & Rules
  D&D  5e 
  References
  Stone
  1. Stone Doors are resistant to the following damage types: lightning, 
  ﬁre, cold, slashing, piercing. 
  2. Stone doors are invulnerable to the following damage type: poison.
  3. Stone doors can be brittle and therefore are vulnerable to the 
  following damage types: force, thunder.
  4. They have a minimum toughness of 10.
  Gold/Silver/
  Platinum
  1. G/S/P doors are heavy and require a Strength (Athletics) check with 
  a DC10 to open.
  2. G/S/P Doors are resistant to the following damage types: lightning, 
  ﬁre, psychic. 
  3. G/S/P doors are invulnerable to the following damage type: poison.
  4. They have a min toughness of 15.
  5. Jammed doors have a min DC20 to open. 
  Mithrall
  1. Mithral Doors are resistant to the following damage types: 
  lightning, ﬁre, psychic, necrotic, radiant.
  2. Mithral doors are invulnerable to the following damage type: poison.
  3. They have a min toughness of 20.
  4. +5 to toughness. 
  Adamantine
  1. Adamantine Doors are resistant to all damage types.
  2. Adamantine doors are invulnerable to the following damage type: 
  poison.
  3. They have a min toughness of 25.
  4. +10 to toughness. 
  Material
  1. A door’s  Materials can be determined during it’s creation on table 
  A1 and A2 in Appendix A. 
  2. Some materials have a maximum or a minimum toughness. This is 
  applied AFTER rolling the doors toughness on table A3. This means 
  that further augmentation can happen due to size and/or special 
  attributes. 
  3. Each material has it’s own resistances, vulnerabilities and 
  invulnerabilities. They are listed in their own glossary entry. 
  Themematic
  1. This is a term applied to elements of the dungeon which ﬁt with the 
  natural ‘theme’ of the dungeon. For example: stone doors in a stone 
  mine, or perhaps crystal doors in an ice dungeon. 
  Feedback
  1. Please send all feedback to us @DreadfulDungeon on Twtter or 
  avatar.ieng@gmail.com
  Exotic 
  Materials
  1. They are rare materials used in the construction of doors. They are 
  found on table A2 in Chapter 3. 
  Jammed Door
  1. Some doors swell up or rust/warp and become jammed in the 
  frame. 
  2. To move a jammed door, take the Toughness of the door and use 
  this as the DC to roll a Strength (Athletics) check against. 
  Barred Doors
  1. Barred doors have a single ﬂat bar made from the door material or 
  iron on the reverse side of it. It can be removed easily by lifting it 
  from it’s braces.
  2. A barred door has a +3 to Toughness to represent it’s new 
  enhanced sturdiness.
  
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  Page �37
  GLOSSARY 
  Term
  Description & Rules
  D&D  5e 
  References
  Sliding Door
  1. A sliding door rolls back and forth on casters or a rail in the ﬂoor.
  2. It requires a Strength (Athletics) check using the door’s toughness 
  as the DC to slide open.
  Portcullis
  1. A portcullis door operated by raising up and lowering down. Quite 
  often, they are counter balanced with weights - which lower the 
  difﬁculty in moving them.
  2. It requires a Strength (Athletics) check using the door’s toughness 
  as the DC to lift them up. They drop back down in a single turn if 
  dropped.
  False Door
  1. A false door is simply that, a small amount of fake material attached 
  to the face of a wall or ﬂoor and disguised to look like a fully 
  operational door.
  2. They cannot be broken through like a door. They can only be 
  broken through as a wall. 
  3. Each false door can be spotted when up close with a Spot DC10 
  (see Spotting Traps/Locks).
  Hidden Door
  1. Hidden doors are doors obscured by another object in a room. 
  2. You can try to ﬁnd a hidden door by being close and rolling the Spot 
  DC as found in table D1 in Chapter 3. 
  3. The object which obscures the door can also be rolled on table D2, 
  Chapter 3. 
  4. A hidden door is ‘found’ by moving the object obscuring it. Then it 
  becomes a normal door.
  Secret Door
  1. Secret doors are disguised to look like the wall/ﬂoor/ceiling of the 
  room in which they are found. 
  2. The door is made from the same material as rolled when ﬁrst 
  generating it and NOT the same material as the wall - unless the 
  DM wishes it. 
  3. A secret door can be ‘spotted’ using the Spot DC as detailed in table 
  C1, Chapter 3.
  4. Once spotted, a secret door usually also has a ‘secret’ way to open 
  it. The difﬁculty to discover this, also known as the Open DC, is 
  found on table C2, Chapter 3. 
  
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  Page �38
  GLOSSARY 
  Term
  Description & Rules
  D&D  5e 
  References
  Mimic Door
  1. HAHAHAHAHAHAH!!! See Appendix H: Monsters for more 
  information. 
  MM p.220. 
  Arcane Lock
  1. An Arcane Lock spell has enchanted the door.
  2. +10 to the toughness of the door, and it is unable to be opened 
  unless it is broken through or the magic is dispelled. 
  3. Dispelling the Arcane Lock lasts for 10 minutes. 
  PHB p.215. 
  Damage 
  Severity
  1. Each door trap has set amount of damage it can do in a single 
  ‘attack’ or turn. 
  2. To ﬁnd the severity of the damage, refer to tables F4.1 to F4.3. 
  Dependant on the level of the adventuring party. 
  PHB p.7, p.12, 
  p.179, p.205.
  Save DC
  1. Each door trap has a set difﬁculty class (DC) should an adventurer 
  be caught off guard and sets off the trap. This value can be found 
  on tables F5.1 to F5.3.
  PHB p.7, p.12, 
  p.179, p.205.
  Door Oddities
  1. These are special characteristics of doors which may or may not 
  have any thematic or adventuring meaning. Kind of like a red herring, 
  but they provide an endless source of fun and embellishment to 
  roleplaying. 
  Passive 
  Perception
  1. Passive Perception is 10 + Wisdom modiﬁer + Proﬁciency Bonus (if 
  you have the Perception skill. 
  2. If a Lock or Trap’s Spot DC is lower than a characters Passive 
  Perception, then they can be fed all the information relevant without 
  a spot check. 
  PHB p.178.
  Wisdom 
  (Perception)
  1. Wisdom (Perception) is a skill check against a Difﬁculty Class as set 
  by the DM or by the trap/lock which is being searched. 
  2. This skill check takes a whole ACTION and must be instigated by 
  the character wanting to search.
  PHB p.178.
  Uncanny 
  Dodge (Rogue)
  1. This ability allows Rogues to halve all damage from an attack which 
  they can see. The same applies to damage from traps which cause 
  physical damage. 
  PHB p.96.
  
  Page �39
  “Who’s that?”
  - “Oh he’s that adventurer who survived the 
  dungeon in Whattle Keep… well most of him did 
  anyway.”
  “Wow… his comrades must have really loved him 
  to drag his body back to the Inn looking like that!”
  - “What? No! HE is all that’s left of his group.”
  “How did he get back to the Inn looking like that?!”
   - “No one’s sure, but it’s believed that what’s left of 
  him crawled across the Plain of Deelia to reach 
  us…to deliver a message.”
  “ Dwarves eh!? Why didn’t he just die like anyone 
  else? What a way to live out the rest of your 
  years.”
  - “Apparently when he was ﬁnally able to speak 
  he began telling the Inn’s patrons about the 
  dungeon they were defeated by… and a single 
  door. One nightmarish door - he described it as 
  an alcove of  7 deaths, or lady pain…?”
  “THE LADY OF SEVEN PAINS?!”
  - “Yes, I think that’s the door-? Why?”
  “Stories have been told of a dungeon door so 
  torturous, so evil that it is said that it’s origins are 
  otherworldly, godly even. But I didn’t know where it 
  resided. So… the legendary, unbeatable door of 
  torture exists… and it’s on our very doorstep! We 
  have to see it in person, we must to test 
  ourselves!”
  - “Fine. What’s the worst that can happen?…”
  PSSSST…
  APPENDIX E - LEGENDARY DUNGEON DOORS
  eroes Get Remembered, 
  Legends Never Die” 
  - Four Year Strong 
  H
  PIÈCE DE RÉSISTANCE
  So at long last, we have reached the end 
  game, the end of level boss ﬁght. The 
  following Legendary Deadly Dungeon 
  Doors (LDDD’s) are the reasons why we 
  really created this supplement. 
  If you ever choose to use one of these 
  doors in your adventure or ﬁnd yourself 
  facing off against one as an adventurer, 
  then we’d love you to tell us what happened 
  on @DreadfulDungeon. 
  Each LDDD has a history and a very potent 
  set of rules to follow, as they cannot be 
  accidentally rolled in the tables of Chapter 
  2, Random Dungeon Doors. We hope you’ll 
  love reading all about them and perhaps 
  even have a go at designing one yourself.
  ROLL A LEGENDARY DOOR
  1d20
  Door Type
  1-2
  The Thief is a Traitor!
  3-4
  The Door of Doh’s Reach
  5-6
  The Door Yonder
  7-8
  The Sun Journey Door
  9-10
  The Dancing Door 
  11-12
  The Eel Tank 
  13-14
  The Entertainer, Bards Door.
  15
  Merrshaulk’s Portcullis
  16
  The Druid Door
  17
  Skin of Sin
  18
  Elaacrimalicros’s Halﬂing Door *
  19
  The Beholdoor *
  20
  Door to the Star People
  Version 1.03
  * These doors were designed by the 
  winners of our Deadly Dungeon Doors 
  Competition - Joseph Michael Stash III & 
  Paul Brown.
  
  Page �40
  THE THIEF IS A TRAITOR!
  t’s a TRAP!”
  - Admiral Akbar
  I
  DAMAGE
  Level
  Damage Severity - Deadly
  1-4
  4d10 force damage (4 missiles)
  5-10
  10d10 force damage (10 missiles)
  11-16
  18d10 force damage (18 missiles)
  17-20
  24d10 force damage (24 missiles)
  Legend has it that there once was wizard who 
  had been betrayed and stabbed in the back 
  by a thief in her adventuring party. After only 
  just escaping with her life she began building 
  a tower to protect her treasures. Forming the 
  front line of the magical defences was a door 
  she nicknamed ‘The Thief is a Traitor!’. Which 
  is said to be inscribed into the face of it’s  
  stone threshold. 
  Material: Strong Wooden
  Toughness (AC): 23 (20+3)
  Hit Points:23 (20+3)
  Size: Regular
  Lock I: Barred from other side of door (+3 
  Toughness)
  Lock II: Mortice lock (Toughness 25), Spot 
  DC15, Unlock DC20.
  Trap: Magic Missiles (red, see damage table) 
  are ﬁred from the key stone above the door at 
  the creature furthest from the door (max range 
  80 ft), Spot DC15 will reveal that by stepping 
  onto the threshold a pressure plate (20lbs or 
  more) will trigger something. A successful 
  Intelligence (Arcana) DC10 check will then 
  reveal the the keystone above the door is 
  linked and faintly magical. Also a successful 
  Intelligence (Investigation) DC20 check will 
  reveal that by ‘spiking’ the plate on the right-
  hand edge only will prevent it from triggering. 
  If a player spikes the plate, ask them where 
  they are doing it. Dispelling the trap will work 
  using a Disarm DC15 and will last for 1d10 
  turns. Spiking the plates uses
  the same disarm DC on a Dexterity 
  (Acrobatics) check. An unsuccessful dispel 
  or attempt to spike the plate will set the trap 
  off immediately. Rolling a successful Save 
  DC16 will reduce the damage by half. OR if 
  the creature is able to cast the Shield spell 
  then no damage is done… HOWEVER the 
  next time this creature casts the Magic 
  Missile spell it will automatically target the 
  nearest target (friend or foe). 
  Version 1.03
  
  Page �41
  THE DOOR of DOH’S REACH
  he executioner’s face 
  is always well 
  hidden.”
  - Bob Dylan
  T
  DAMAGE TABLE
  Level
  Damage Severity - Setback
  1-4
  1d10 lighting damage, Save DC16
  5-10
  2d10 lighting damage, Save DC18
  11-16
  4d10 lighting damage, Save DC20
  17-20
  10d10 lighting damage, Save DC25
  Legend has it that a portal to the nightmare 
  dimension of ‘Doh’ the collector demon was 
  made permanent by a mad Warlock. If the 
  rumours are true, then this dimension would 
  surely contain some of the world’s most 
  powerful and sought after treasures. 
  No one knows exactly where the portal was 
  sited. Perhaps it doesn’t even exist at all. But 
  keep an eye out anyway… you never know.
  Material: Strong Iron (window opening, 
  obscured by iron bars)
  Toughness (AC): 20 
  Hit Points: 20
  Size: Regular
  Lock: Rim lock on opposite face of door 
  (Toughness 20), Spot DC15, Unlock DC15.
  Trap: Electric Shock Trap (see Damage Table 
  for damage and Save DC). If a Spot DC15 is 
  passed then charred skin pieces will be found 
  on the door handle and the smell of ozone and 
  burnt hair is in the air. A successful Spot 
  DC20 also reveals skin bits on the door. 
  Touching the door anywhere whilst standing 
  on the metal grate will trigger the trap. If the 
  trap is spotted, then an Intelligence (Arcana) 
  check with DC15 will reveal a faint magical 
  connection between the door and metal grate 
  in the ﬂoor. An Intelligence (Arcana) DC20 
  check will also reveal that the pit under the 
  grate appears to be magically darkened/
  obscured and possibly a portal to another 
  dimension. Disarming the trap can be done 
  using Dispel with DC20 and lasts for 1d10 
  rounds.
  Also, an adventure who only touches the 
  door, will not trigger the trap. For example: 
  using levitate, mage hand or building some 
  kind if ad-hoc bridge to insulate them. If the 
  trap is triggered then a Constitution save is 
  allowed (see Damage Table) to halve the 
  damage. Once a shock happens, then the 
  creature is forced to drop whatever object(s) 
  they hold or save against a Dexterity 
  (Acrobatics) check. If the object(s) dropped 
  are less than 12 inches long and 3 inches 
  wide then the object(s) are lost down the pit. 
  If the object is longer then it has a 25% 
  chance of dropping into the pit. If the object(s) 
  are wider than 3 inches then they just fall onto 
  the grate. The pit is a portal to a pocket 
  dimension. 
  Version 1.03
  
  Page �42
  THE DOOR YONDER
  hen people show you 
  who they really are, 
  then believe them.”
   - Maya Angelou
  W
  SAVE TABLE
  Level
  Saving DC
  1-4
  Save DC16 (Charisma or Wisdom)
  5-10
  Save DC18 (Charisma or Wisdom)
  11-16
  Save DC20 (Charisma or Wisdom)
  17-20
  Save DC25 (Charisma or Wisdom)
  Legend has it that a goddess named Yondalla 
  who was considered both good and virtuous had 
  a darkness in her past. Before she become the 
  goddess she is known for, she was a halﬂing. It 
  took many years for her to truly understand why 
  no one would take her seriously in her mortal 
  form. As soon as she ascended to walk alongside 
  the gods; she cursed 12 doors as a parting gift to 
  all mortals.
  It was said that each door cursed would take 
  revenge on any mortal who took themselves too 
  seriously…
  Material: Wood
  Toughness (AC): 25 (15+10 )
  Hit Points: 25
  Size: Small
  Lock: Arcane Lock (+10 Toughness, Dispel 
  DC15). Spot DC10 (Arcane/Intelligence), 
  Unlock DC15 (Dispel)
  Trap: ‘A Day in the Life of’ Trap (see Save 
  Table for Save DC). If a Spot DC15 is passed 
  then small chop marks can be seen on the 
  frame only. If the chop marks are spotted, then 
  an Intelligence (Investigation) check with 
  DC15 will reveal that the chop marks do not 
  seem to align with marks on the door, which 
  looks less aged than the frame. Dispelling the 
  Arcane Lock with DC15 and lasts for 1d10 
  rounds. 
  If however the adventurers cannot unlock the 
  door using magic, and choose to bash through 
  the door then this triggers the trap. The ﬁrst 
  creature to step through the door after it’s 
  destruction will need to succeed with a Save 
  or be transformed into one of the creatures in 
  the TRANSFORMATION TABLE for 24 hours. 
  This trap turns the creature into a normal
  creature with no character class abilities (see 
  the  MONSTER MANUAL). The creature 
  transformed retains its alignment, its 
  Intelligence, its saving throws, and its hit 
  points. It does not gain any bonuses that are 
  offered by the creature it has become. A 
  creature transformed by ‘a day in the life of’ 
  cannot cast spells, although these are not 
  forgotten and can be cast when the creature 
  once again assumes its normal form.  
  Once the 24hrs have passed, the door 
  magically regenerates itself in the same door 
  frame and acts just as before.
  TRANSFORMATION TABLE
  1d6
  Creature Transformed into
  1-3
  Halﬂing (re-roll if already one)
  4
  Gnome (re-roll if already one)
  5
  Goblin (re-roll if already one)
  6
  Kobold (re-roll if already one)
  Version 1.03
  
  Page �43
  THE SUN JOURNEY DOOR
  ome days you just have 
  to create your own 
  sunshine.”
  - Unknown
  S
  Not all legends and doors were ever meant to be. 
  But when the Clerics of Pelor; the sun god, built a 
  mechanically locked access door to their most 
  secret chambers in their temples, they never 
  thought that a gnomish artiﬁcer would steal their 
  idea and pervert it for his amusement. 
  There are some Clerics of Pelor who are so 
  offended with the creation of this magical 
  abomination that they seek out the whereabouts 
  of it at any cost. They send bands of adventurers 
  to destroy them. “Do not engage with the door, it 
  is an abomination …destroy it before it destroys 
  you!”
  Material: Stone (armoured)
  Toughness (AC): 25
  Hit Points: 25
  Size: Regular
  Lock: Moving the glowing door knob to the 
  right slots in the right combination unlocks the 
  door. A successful Intelligence 
  (Investigation) DC20 will reveal the ﬁrst 2 
  locations to move the door handle to via 
  recognising a pattern in the wearing on the 
  stem of the door knob.
  Trap: Combination Lock Trap (see Damage 
  Table for damage and Saves). The 
  combination for this trap is 1, Sun(4), 6, 
  Sun(4). When shifting the door handle 
  forwards it will not progress past the ﬁrst 
  vertical slot until either position 1 or 2 is 
  chosen. When the right choice is made (1) 
  then position 2 is blocked-off, allowing access 
  to positions Sun(4) and 3. Access to positions 
  5 and 6 are blocked off until either Sun(4) or 3 
  is chosen. Then once the right choice is made 
  (Sun) the door knob has access to the ﬁnal 2 
  slots and blocks off going backwards again. 
  Finally when the right ﬁnal slot is chosen (6) 
  then the sun glows and all the other slots are
  available for choosing. The door handle must 
  be put back into the sun position once more 
  to open the door.  
  If at anytime, the wrong slot is selected at the 
  wrong time then the following will occur AND 
  the lock and handle will both reset back to 
  where they began: 
  Slot 1 - Necrotic Damage (see Table) 
  Slot 2 - Fire Damage (see Table) 
  Slot 3 - Cold Damage (see Table) 
  Slot 5 - Psychic Damage (see Table) 
  Damage envelops a creature as though being 
  bathed in a light resembling the damage type. 
  A successful Constitution save halves the 
  damage.  
  DAMAGE TABLE
  Level
  Damage Severity - Dangerous
  1-4
  2d10 damage, Save DC12
  5-10
  4d10 damage, Save DC13
  11-16
  10d10 damage, Save DC14
  17-20
  18d10 damage, Save DC15
  Version 1.03
  
  Page �44
  THE DANCING DOOR
  re we having fun 
  yet?”
  - Bill Grifﬁth
  A
  The existence of these doors throughout the 
  dungeons of Faerun is a well documented 
  phenomena. Even though they were never 
  considered a particularly deadly door, they 
  were still feared by all who faced them.
  The ﬁrst rule of most successful adventuring 
  parties is “Never split the party.”. The second 
  rule is “Never take on a Dancing Door 
  alone.”. 
  Material: Wood  (strong)
  Toughness (AC): 20
  Hit Points: 20
  Size: Large
  Lock: A mortice lock (Toughness 20) protects 
  this door from opening which is obvious to 
  spot. Unlock DC20. 
  Trap: Revolving Door trap (see Damage Table 
  for damage and saves). Spot DC12 to spot 
  scratches and scuff marks on the semi-circular 
  threshold. An Intelligence (Investigation) 
  check with DC14 is required to determine that 
  the door appears to pivot (rotate) about a 
  central axis.  A revolving door. A Spot DC20 
  will also reveal that the door is sprung-loaded 
  along with a lock resetting system. A higher 
  Intelligence (Investigation) roll with check 
  DC20 will tell the creature that the whole door 
  and mechanism is trapped to spin once 
  unlocked. Jamming the door in the frame as it 
  spins appears to be the only way to prevent 
  the door from re-locking itself OR by disarming 
  the mechanism with a DC15 Dexterity check. 
  If a creature triggers the trap then they are 
  allowed a Dexterity Save using the DC as on 
  the Damage Table.
  A successful save means that they can 
  attempt to jump free before the door rotates 
  180 degree and locks them on the opposite 
  side of the door. Jumping free requires a 
  Dexterity (Acrobatics) check with same DC. 
  A failed roll and the creature takes full 
  damage AND is trapped between the door 
  frame and the door.  A passed check allows 
  the creature to jump free suffering only half 
  the damage, onto either side of the door (their 
  choice). 
  A creature trapped (grappled) in the door 
  frame requires a Strength (Athletics) check 
  to free them or take 1d4 bludgeoning damage 
  each turn they remain there. 
  When the door completes a 180 degree spin, 
  it immediately re-locks itself. 
  DAMAGE TABLE
  Level
  Damage Severity - Setback
  1-4
  1d10 bludgeoning damage, Save DC14
  5-10
  2d10 bludgeoning damage, Save DC16
  11-16
  4d10 bludgeoning damage, Save DC18
  17-20
  10d10 bludgeoning damage, Save DC20
  Version 1.03
  
  Page �45
  THE EEL TANK
  ver worry about numbers. Help 
  one person at a time, and 
  always start with the person 
  nearest you.”
  - Mother Theresa
  N
  The origins of this legendary door can be 
  traced back to a much feared, part-ﬂooded 
  dungeon full of poisonous eels. 
  It was later said by the wizard who built the 
  original dungeon that the trapped doorways 
  killed more unprepared adventurers than the 
  eels themselves. His deadly legacy continues 
  with these tricky doors to this day.
  Material: Wood (strong)
  Toughness (AC): 20
  Hit Points: 20
  Size: Regular. 
  Trap: Guillotine trap (see Damage table for 
  damage, saving DC and attack bonus). Due to 
  the door’s threshold being 3ft above the ﬂoor 
  then any checks to spot or disarm this trap are 
  disadvantaged UNLESS the creature is lifted 
  up level with the door somehow. Any creatures 
  less than 4ft tall will not be able to reach the 
  trap mechanism without being lifted up by 3ft. 
  Detecting the trap has a Spot DC15, it is well 
  hidden. A failed spot check will still reveal 
  blood dripping down the face of the wall under 
  the door. An Intelligence (Investigation) 
  check with DC16 will reveal that the trap is 
  triggered by climbing onto the pressure 
  sensitive raised door threshold (min 20lbs). 
  Spiking the pressure plate with pitons will 
  disarm the trap with a Disarm DC12 Dexterity 
  check. A failed check will set off the trap with 
  no chance of being caught in it. 
  If a creature is caught in the triggered trap 
  then they will sufferer damage as per the 
  Damage Table below if the guillotine 
  manages to hit them (use the Attack bonus 
  when rolling to hit). A successful Dexterity  
  save will halve the damage. 
  Extra note: Running/jumping through the door 
  requires a successful Dexterity (Acrobatics) 
  check or be knocked prone in the doorway 
  and trigger the trap. 
  DAMAGE TABLE
  Level
  Damage Severity - Dangerous
  1-4
  1d10 slashing dmg, Save DC12, +6 Attack
  5-10
  2d10 slashing dmg, Save DC13, +7 Attack
  11-16
  4d10 slashing dmg, Save DC14, +7 Attack
  17-20
  10d10 slashing dmg, Save DC15, +8 Attack
  Version 1.03
  
  Page �46
  THE ENTERTAINER, BARDS DOOR
  ven the nicest people 
  have their limits.”
  - Unknown
  E
  Little is known about the origins of this door 
  nicknamed The Entertainer or the Bards 
  Door. Legend has it that it’s construction was 
  commissioned by a bards college to train 
  students - without the painful trap of course.
  “Knock knock. Who’s there?
  Doris! Doris who? 
  Doris locked thats why I’m knocking”
  Material: Wood (strong)
  Toughness (AC): 30 (20+10)
  Hit Points: 30 (20+10)
  Size: Regular. 
  Lock: Arcane Lock (+10 Toughness), Spot 
  DC10 (Arcane/Intelligence), Unlock DC15 
  (Dispel). The door will not open without 
  engaging with the animated face on the door 
  (see below for details). This is a roleplaying 
  encounter. 
  Trap: If a dispel or ‘knock’ spell is cast on the 
  door, or it’s physically attacked, then the face 
  starts to get angry (see below). 
  Approaching the door from over 20ft away, 
  creatures will see an animated chalky image of 
  a face, crying. Once within a 20ft radius of the 
  door, approaching creatures will be able to hear 
  the door snivelling and crying. 
  “Woe is me…. I’m so sad **sobs**”.
  The door needs cheering up, with funny jokes, 
  anecdotes, limericks or stories. The door is to 
  be made happy by a combination of the above 
  entertainment. 3 successful Charisma 
  (Entertainment) checks in a row must be made 
  for the door to turn his frown upside down and 
  open up wide. Knock-knock jokes get an 
  advantaged roll. Obviously. 
  An unsuccessful check will depress him and 
  start the happiness level count again. 
  3 unsuccessful Charisma (Entertainment) 
  checks in a row will begin to make the door 
  very angry. 
  The door will know very little about the rooms 
  which follow it, but a successful Charisma 
  check will give the players a fragment of the 
  dungeon’s history, if the DM has it prepared. 
  An Angry Door will warn the focus of it’s 
  anger once with “Well… you’ve made me 
  mad. I double dare you to do it again!” If a 
  group decides to make him angry again then 
  the nearest creature gets hit with 1 Scorching 
  Ray per 1d10 of damage, which shoots from 
  the candle above it’s head (damage as 
  below). Damage is halved with a successful 
  Dexterity Save. Making hits with the 
  scorching ray will automatically give the door 
  a single level of happiness as it laughs. 
  DAMAGE TABLE
  Level
  Damage Severity - Dangerous
  1-4
  2d10 ﬁre dmg, Save DC13, +6 Attack
  5-10
  4d10 ﬁre dmg, Save DC14, +7 Attack
  11-16
  10d10 ﬁre dmg, Save DC15, +7 Attack
  17-20
  18d10 ﬁre dmg, Save DC16, +8 Attack
  
  Page �47
  MERRSHAULK’S PORTCULLIS
  hat was that sound?”
  “Sound? What sound?”
  “EXACTLY! Just..shussshhh…”
  - Ini Mettaff (Elven Rogue)
  W
  The long lost god of snakes called 
  Merrshaulk sleeps. He no longer demands a 
  blood sacriﬁce as he became bored of paying 
  attention to all but his most devout followers. 
  As a tribute to her master, a powerful warlock 
  named Vileshinea wished that Merrshaulk’s 
  name be remembered in death. Death by 
  poison and having the life crushed out from 
  inside of you… 
  Material: Iron Portcullis with Silver Snakes
  Toughness (AC): 20
  Hit Points: 20
  Size: Regular
  Description: An iron portcullis adorned with 2 
  silver ornate snakes. There is no lever and no 
  lock to be seen. From 10ft away, a Wisdom 
  (Perception) check with DC15 will reveal a 
  very quiet hissing sound. 
  Lock: A Spot check with DC10 will reveal that 
  it is a portcullis which requires lifting. BUT it 
  cannot be lifted until the silver snakes are 
  prised off from the bars, as they impede the 
  bars from moving upwards.
  Trap: The trap can detected using an 
  Intelligence (Arcana) check with a DC12 or by 
  the Detect Magic spell. The faint aura of 
  Transmutation and Conjuration magic will 
  emanate from the snakes. Any attempt to 
  touch, break or bash the portcullis will bring 
  both the snakes to life! They will drop to the 
  ground, immediately roll for initiative and 
  attack. To proceed past the door, the snakes 
  must be destroyed, then the portcullis will raise 
  for 10 minutes and then close. The 2 snakes 
  will magically reappear on the gate as soon as 
  the gate is closed again.
  The snakes are a giant constrictor and a 
  giant poisonous snake. See Appendix H: 
  Monsters for their stat blocks. 
  If Dispel Magic, or Knock are cast on the 
  door, with a DC16, then the trap will be 
  magically disabled for 10 minutes. This also 
  means that the gate can only be raised by an 
  inch with a successful Strength (Athletics) 
  check with a DC30. 
  The damage caused by each snake is 
  described in Appendix H. 
  Level
  Damage Severity - Dangerous
  1-4
  2d10 poison damage, Save DC12, +6 Attack
  5-10
  4d10 poison damage, Save DC13, +7 Attack
  11-16
  10d10 poison damage, Save DC14, +7 Attack
  17-20
  18d10 poison damage, Save DC15, +8 Attack
  Version 1.03
  
  Page �48
  This door was last seen in The Tree of Blight adventure
  THE DRUID DOOR
  ll you needed to have done is 
  knocked on my door, and I 
  would have let you in…”
  - Nereza Sephiran (Dark Druid)
  A
  The origins of this legendary door can be 
  traced back to a time when druids were found 
  to be even more secretive than they are now. 
  It takes powerful magic to keep a druid door’s 
  enchantment from not fading over time. 
  Material: Wood (damaged)
  Toughness (AC): 20 (10+10)
  Hit Points: 10 
  Size: Regular. 
  Description: The door looks weak and 
  damaged. There are roots and branches 
  growing through gaps in the door, and 
  surrounding the portal. No lock or door handle 
  can be seen.
  Lock: The door has an Arcane lock (+10 
  Toughness). A successful Intelligence (Arcane) 
  check with a DC12 will identify the barely 
  noticeable aura of an enchanted door. The 
  door cannot be unlocked without the arcane 
  lock being dispelled ﬁrst, or Knock/Druidcraft 
  being cast on the door, then it will open it for 
  10 minutes before closing once again. 
  Trap: The trap can be detected using a 
  successful Intelligence (Arcane/Nature) check 
  with a DC14. By leaning against the door a PC 
  will notice that some of the roots shift towards 
  them a very small amount. A successful dispel 
  magic with a DC15 will dispel the trap.
  If someone tries to break down the door, then 
  grasping vines will reach out and attack any 
  creatures attacking the door for up to 20ft 
  away. It can attack up to 2 creatures at once. 
  The attack bonus are given below. Once a hit 
  has been successful, then bludgeoning 
  damage is done - halved with a successful 
  Dexterity save. Then a Strength (Athletics) 
  save must be made or the creature is 
  considered ‘restrained’ and damage is done 
  each turn automatically until a restrained 
  creature has passed the Strength check to 
  escape. If at anytime Entangle or Plant 
  Growth is cast on the door - use the 
  DANGEROUS damage severity table below.  
  DAMAGE TABLE
  Level
  Damage Severity - Setback
  1-4
  1d10 bludgeoning damage, Save DC10, +3 Attack
  5-10
  2d10 bludgeoning damage, Save DC10, +4 Attack
  11-16
  4d10 bludgeoning damage, Save DC11, +4 Attack
  17-20
  10d10 bludgeoning damage, Save DC11, +5 Attack
  Level
  Damage Severity - Dangerous
  1-4
  2d10 bludgeoning damage, Save DC12, +6 Attack
  5-10
  4d10 bludgeoning damage, Save DC13, +7 Attack
  11-16
  10d10 bludgeoning damage, Save DC14, +7 Attack
  17-20
  18d10 bludgeoning damage, Save DC15, +8 Attack
  Version 1.03
  
  Page �49
  SKIN OF SIN
  ah! Feels like my skin 
  is about to explode.”
  - Spawn
  A
  Legend has it that a high priest of Orcus 
  name Kyuss plundered corpses to create the 
  much feared ‘Spawn of Kyuss’. During this 
  time his temple was under constant attack 
  from treasure seeking, do-good adventurers. 
  Kyuss created this entrance door to his shrine 
  and it is said to have caused an plague of 
  ‘Burrowing Worms’ in nearby towns and 
  villages. The memory of this much maligned 
  door lives on to this very day.
  Material: Bone 
  Toughness (AC): 15
  Hit Points: 15
  Size: Regular. 
  Description: The door appears to have dried 
  and cracked skin, like parchment stretched 
  over a featureless face. The strong odour of 
  rotten ﬂesh is heavy in the air, and a 5ft deep 
  alcove of made of stone welcomes adventures 
  forward to unlock the sliding bolts. To the left 
  of the door is a large glass vial with strange 
  luminescent green liquid in it. A Wisdom 
  (Perception) check with DC15 will reveal 
  1d3+1 unmoving worms suspended in the vial. 
  A perception roll greater than 20 will reveal 
  that on the opposite stone wall to the glass vial 
  are 4 very small holes drilled into it.
  Locks: Their are 2 siding bolt locks which are 
  obvious to see but held shut with padlocks. To 
  Unlock, a successful Dexterity check with a 
  DC15 must be made on each of them. Once 
  unlocked, the bolts will slide back and the door 
  can be pushed wide open. 
  Trap: The bottom sliding bolt is trapped, once
  it is slid open, then 4 ball bearings will be ﬁred
  into the glass vial hanging on the wall. The 
  trap can be spotted with a successful Wisdom 
  (Perception) check with a DC20. The trap can 
  be disarmed with a Disarm check of a DC15. 
  A successful Intelligence (Investigation) check 
  with a DC15 will also reveal that the trap will 
  probably trigger something to be ﬁred from 
  the holes (so long as the PC’ spotted the 
  holes). They may have the idea to either plug 
  the holes or protect the glass vial from being 
  smashed, which is ﬁne. 
  If the trap is triggered, then 4 small ball 
  bearings will be ﬁred into the glass vial and 
  smash it open. If the balls hit anyone they 
  cause 1 piercing damage each (as per table 
  below). Once the vial is smashed, roll 
  initiative and have each of the ‘Burrowing 
  Worms’ attack any creatures within 10ft of the 
  door. 
  See Appendix H: Monsters for more details.
  DAMAGE TABLE
  Level
  Damage Severity - Setback
  1-4
  1 piecing damage, Save DC10, +3 Attack
  5-10
  2 piecing damage, Save DC10, +4 Attack
  11-16
  4 piecing damage, Save DC11, +4 Attack
  17-20
  10 piecing damage, Save DC11, +5 Attack
  Version 1.03
  
  Page �50
  ELAACRIMALICROS’S HALFLING DOOR
  laacrimalicros’s made a 
  critical error, and the time for 
  our plundering has come.”
  - Oedh Springshade, Rogue. 
  E
  Ensconced safely away  in Star Mounts, of High 
  Forest, an ancient green dragon named 
  Elaacrimalicros sleeps. It is said that there is a 
  door to his lair which has been left unguarded 
  for centuries. Even though the door was 
  recently rediscovered by dwarves and sealed 
  off, it still remains by far the easiest way to 
  secretly plunder Elaacrimalicros’s vast mountain 
  of treasure.
  Many dwarves died to bring us this 
  information…
  Material: Stone 
  Toughness (AC): 21 (20 + 1)
  Hit Points: 21 (20 + 1)
  Size: Large. 
  Description: Approaching the door from 
  outside the dragon’s lair will reveal only a large 
  strong looking, plain stone door way at the end 
  of a long and rocky passage. There is no door 
  handle and no key hole. A successful Wisdom 
  (Perception) check with DC15 will reveal that 
  the door appears to be barred from the inside.
  Lock: The door is barred with a rotting timber 
  beam on the opposite side of the door which 
  holds it shut. A successful Strength (Athletics) 
  check with DC21 (as per Toughness) will split 
  the timber and open the door by 1d12 inches. 
  Once the timber bar is gone/split then the DC 
  drops to 15 to shove the door open a further 
  1d12 inches a time. A small creature (halﬂing/
  gnome etc.) can squeeze through the gap in 
  the door when it is opened by at least 18 
  inches. The door will need to be at least 24 
  inches wide to allow a medium sized creature 
  to squeeze through. 
  Trap: Hidden in the ﬂoor at the foot of the 
  closed door are 4 upside down vials of 
  poisonous gas - Spot DC 15. A successful 
  Intelligence (Investigation) check with DC12 
  will reveal that removing the 
  vials from the ground will 
  prevent them from being 
  crushed as the door swings 
  open. The door will collide 
  with the vials and trigger a 
  gas cloud (damage below, a Constitution 
  save will halve damage) if the door opens 
  more than 20 inches wide.
  If a creature doesn’t spot the vials, they may 
  well tread on one and set it off. Half damage 
  due to diluted effect. The rest of the vials will 
  then be spotted with a DC10 (easy).  
  DAMAGE
  Level
  Damage Severity - Deadly
  1-4
  4d10 poison damage, Save DC16
  5-10
  10d10 poison damage, Save DC17
  11-16
  18d10 poison damage, Save DC18
  17-20
  24d10 poison damage, Save DC20
  This door was last seen in 'Lair of Elaacrimalicros'
  Version 1.03
  
  Page �51
  THE BEHOLDOOR
  hreat is in the eye of 
  the beholder.”
  - Mohamed ElBaradei
  T
  Legend has it that not only do walls have ears, 
  but doors have eyes in the lair of a vicious 
  Beholder near to the Kryptgarden Forest. 
  The mere mention of the Beholdoor in the 
  presence of a magic user is enough to cause 
  panic and paranoia for most of them. 
  Material: An unknown metal alloy.
  Toughness (AC): 20 
  Hit Points: 20
  Size: Regular.
  Description: Approaching the door they will 
  see 4 key holes, 1 in each corner of the door. 
  There is a central eye above the door which 
  follows the closest creature to it. A successful 
  Wisdom (Perception) check with DC10 will 
  reveal that either side of the door jam, there 
  are 10 shinny ‘eye’ jewels pointing towards 
  one another. If 15 or more is rolled, then a 5th 
  key hole will be spotted inside the mouth of 
  central Beholder on the door.
  Lock: The door is unlocked and can be 
  opened at anytime. All attempts to pick the 
  upper most key holes are at disadvantage, 
  unless they are ‘large’ in size or lifted up to eye 
  level with the key holes. To pick a lock a 
  successful Dexterity check with DC16 is 
  required. A failed attempt will trigger the eye 
  above the door. Roll 1d10 and consult 
  Appendix H: Monsters.
  Traps: There are several traps. The key hole 
  locks and central key hole are trapped, and 
  can ONLY be disarmed with a successful 
  ‘Dispel Magic’ cast on EACH lock with a DC18. 
  An Intelligence (Arcana) check with DC12, will 
  reveal that the door locks are magically
  trapped. An Intelligence roll with a DC16 or 
  higher will reveal that the 10 ‘door jam’ eyes 
  plus the solitary eye above the door are 
  where the magical traps are most likely attack 
  from. Successfully picking one of the 5 locks 
  will disarm one pair of the ‘door jam’ eyes. 
  Roll randomly for which one. 
  Walking through the doorway without 
  disarming the ‘jam eyes’  will result in being 
  hit with a disintegration ray with damage and 
  Dexterity save DC as per the table below. 
  However, if 2 pairs of eyes are 
  disarmed, then a successful Dexterity 
  (Acrobatics) with DC10 will enable safe 
  passage past the door. Passing non-magical 
  objects (see Appendix H: Monsters) into the 
  eye beams will disintegrate certain objects 
  too. 
  There is a faint ‘anti-magic’ zone around the 
  door which makes dispelling the traps difﬁcult. 
  DAMAGE
  Level
  Damage Severity - Deadly
  1-4
  4d10 force damage, Save DC16
  5-10
  10d10 force damage, Save DC17
  11-16
  18d10 force damage, Save DC18
  17-20
  24d10 force damage, Save DC20
  Version 1.03
  
  Page �52
  Door to the Star People
  ower is no blessing in itself, 
  except when it is used to 
  protect the innocent”
  - Jonathan Swift
  P
  Deep in the sweltering, humid forest of Amtar, 
  under eternal guard from the dreaded 
  Gnollwatch Mountains - it is said that tall trees 
  named Bluewood’s grow. The wood, if 
  magically treated can become as hard as steel 
  but half as heavy. 
  Legend has it the a secretive tribe of 
  wild elves named ‘Star People’ created a door 
  from bluewood to protect the innocence of 
  their female young before they came of age.
  Material: Bluewood, magically treated.
  Toughness (AC): 25 (strong) 
  Hit Points: 25
  Size: Regular.
  Description: The Star People door is 
  intricately caved from a wood which has a very 
  faded blue stained ﬁnish. There is no door 
  handle nor lock to pick. The stone tongue 
  threshold seamlessly joins with the carved 
  wooden tongue at the bottom of the door.
  Lock: With a successful Intelligence (Arcane) 
  check of DC15, the door will be found to be 
  locked using an enchantment which can only 
  be broken by uttering the correct password. 
  This password can be anything you have given 
  or hidden away for the PC’s to discover and 
  use. Once the password has been spoken into 
  one of the ears of the door, it will open to allow 
  anyone to pass harmlessly beyond it. The door 
  will close by itself (Strength 20) after 10 
  minutes. Or it can be closed manually - upon 
  which it’s magical lock immediately resets. 
  Trap: With an additional successful 
  Intelligence (Arcane) check of DC15, the door 
  will be found to be magically trapped. A 
  successful Intelligence (History) check of 
  DC20 will reveal that these doors were used 
  by a particular southern tribe of wild elves to 
  protect the innocence of their female children.
  If Identify is cast upon the door, then 
  the magic caster will detect that a password is 
  required, and the door is trapped against the 
  Dispel and Knock spells. The magic 
  emanating from the door is considered  
  Enchantment. If a PC fails when casting one 
  of those spells (with a spell DC as below) or 
  causes damage (1 HP or more) to the door, it 
  will immediately attack that PC once per 
  round using it’s enchantment with the 
  following spell save DC’s against Wisdom 
  (Saves are at DISADVANTAGE). 
  If the PC is a male, then for the next 24 
  hours, they will think that they are a female of 
  their species and be charmed (see below). If 
  the PC is already female, then they will be 
  charmed and wish to protect the door as per 
  the spell Charm Person (PHB p.221).  
  ENCHANTMENT
  Level
  Intelligence Save
  1-4
  Wisdom Save DC16
  5-10
  Wisdom Save DC17
  11-16
  Wisdom Save DC18
  17-20
  Wisdom Save DC20
  Version 1.03
  
  Page �53
  NEED MORE LEGENDARY DEADLY   
  DUNGEON DOORS?
       
  
   
  Page �54
  Here is an example of a random dungeon door for 
  you to follow though to the end.
  GET YOUR d20’s READY…
  APPENDIX F - WORKED EXAMPLE
  Door Material Table A1 : Rolled a 19, Exotic 
  Exotic Material Table A2 : Rolled a 5, Gold (min 
  Toughness 15, min jammed DC20, DC10 
  STRENGTH check to open).
  Door Toughness Table A3 : Rolled a 11, Regular 
  (Toughness 15).
  Door Size Table A4 : Rolled a 15, Regular.
  A. Door Materials
  Door Properties Table B5 : Rolled a 15, Barred 
  and Trapped (+3 Toughness unless removed, roll 
  on table F1)
  B. Door Types
  Trap Type Table F1 : Rolled a 16, magical trap, 
  Rune of Fear. 
  Spot DC Table F2 : Rolled a 6, Very Easy (DC5).
  Disarm DC Table F3 : Rolled a 18, Very Hard 
  (DC25).
  Damage Severity Table F4.2 : Rolled a 10, 
  Dangerous (4d10).
  Save DC & Att Bonus Table F5.2 : Rolled a 19 
  (DC15, Att +8).
  F. Trapped Doors
  No. Properties Table G1 : Rolled a 16 (1 oddity).
  Oddity Type Table G2 : Rolled 13, Faint glow and 
  magical aura. 
  G. Door Oddity
  Door Name / Location: Treasure Door
  Material: Gold
  Initial Toughness (AC): 18 (15+3)
  Hit Points
  18
  Size: Regular
  Trap Type I: Fear Rune
  Spot DC:
  5
  Disarm DC:
  25
  Damage Class:
  Dangerous
  Escape/Save DC: 
  15
  Oddity/Special Features:
  1.
  Faint Glow and Magical Aura
  Version 1.03
  
  Page �55
  Here, you will ﬁnd a list of steps to consider very 
  carefully when approaching an unknown dungeon 
  door - S.L.I.D.E. 
  1. STOP - Never rush in. Approach the door from 
  either side if you can, and take it slowly. If you 
  suspect a trap may have been laid before the door, 
  then open your eyes and search the ﬂoor and 
  ceiling as you move forward step by step. 
  2. LOOK - Not just look, but listen and sniff the air 
  too (Wisdom/Perception check). A careful 
  inspection of the surroundings and the surfaces of 
  the door may well reveal clues as to what lies in 
  store for you. IF you do suspect a trap then move 
  onto the next step.
  3. INVESTIGATE - If clues have presented 
  themselves, then you must next understand how 
  they are connected to the trap’s trigger 
  (Intelligence/Investigation). Once you understand 
  how the trigger is set-off it will then require 
  disarming.
  4. DISARM - Take out your knife, or your pitons or 
  perhaps your lock picks and try to prevent the trap 
  from setting-off (Dexterity). This is probably the 
  most dangerous part, and a failure to disarm may 
  well trigger the traps effects in your face.
  If you are the party’s rogue then we have a little 
  check list which includes equipment and the steps 
  required to defeat a door trap.
  If you’re the rogue, then print this off - because it 
  just may save yours and your comrades lives. 
  ARE YOU THE ROGUE? 
  APPENDIX G - THE TRAP CHECK LIST
  S.L.I.D.E.
  ☐Acid (vial) 25gp
  ☐Block & Tackle 1gp
  ☐Crowbar 2gp
  ☐Hammer 1gp
  ☐Pitons 5cp each
  ☐Magnifying Glass 100gp
  ☐Portable Ram 4gp
  ☐Rope (silk) 10gp
  ☐Thieves Tools (PHB p.154) 25gp
  ☐Ink Pan, Ink & Paper (20 shts) 12gp
  ☐Pole (10ft) 5cp
  ☐Soap 2cp
  ☐Chalk 1cp
  ☐Flask of Water 2cp
  EQUIPMENT LIST
  5. ESCAPE - BANG! The trap goes off! 
  In order to survive you will need to be 
  ready for when it does. Nimbly dodging 
  at the last moment (Dexterity/
  Acrobatics) is effective, but not as 
  effective as not being there in the ﬁrst 
  place ;) Always consider the usefulness 
  of the spells like Mage Hand or Knock, 
  but attacking a lock from a distance and 
  then simply pushing the door open 
  using a long pole can work too…
  omma always told me to 
  leap before you look, it 
  keeps fear out of the 
  action.”
  - Frank, a half-orc 
  Eldritch Knight
  M
  Version 1.03
  
  Giant Poisonous Snake
  Medium beast, unaligned (MM p.327)
  Armor Class:
  14
  Hit Points: 
  11(2d8+ 2)
  Speed: 
  30 ft., swim 30 ft. ft.
  Skills:
  Perception +2
  Senses: 
  blindsight 10 ft., passive Perception 12
  Challenge:
  1/4(50 XP)
  Actions
  Bite.Melee Weapon Attack: bonus to hit as per damage severity table, reach 10 ft., one target. 
  Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, 
  taking (see damage severity table) poison damage on a failed save, or half as much damage on a 
  successful one.
  Giant Constrictor Snake
  Medium beast, unaligned (MM p.324)
  Armor Class:
  12
  Hit Points: 
  60 (8d12+ 8)
  Speed: 
  30 ft., swim 30 ft. ft.
  Skills:
  Perception +2
  Senses: 
  blindsight 10 ft., passive Perception 12
  Challenge: 
  2(450 XP)
  Actions
  Bite.Melee Weapon Attack: bonus to hit as per damage severity table, reach 10 ft., one creature. 
  Hit: 11 (2d6 + 4) piercing damage.
  Constrict.Melee Weapon Attack: bonus to hit as per damage severity table, reach 5 ft., one 
  creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC as per 
  damage severity table). Until this grapple ends, the creature is restrained, and the snake can't 
  constrict another target.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (0)
  18 (+4)
  13 (+1)
  2 (-4)
  10 (0)
  3 (-4)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  12 (+1)
  1 (-5)
  10 (0)
  3 (-4)
  Page �
   
  56
  APPENDIX H - MONSTERS
  MERRSHAULK’S 
  PORTCULLIS
  MERRSHAULK’S 
  PORTCULLIS
  Version 1.03
  
  Mimic
  Medium monstrosity (shapechanger), neutral (MM p.220)
  Armor Class:
  12 (natural armor)
  Hit Points: 
  58 (9d8+ 18)
  Speed: 
  15 ft.
  Skills:
  Stealth +5
  Damage Immunities:acid
  Condition Immunities: prone
  Senses: 
  darkvision 60 ft., passive Perception 11
  Challenge:
  2(450 XP)
  Actions
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning 
  damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 
  4 (1d8) acid damage.
  Spawn of Kyuss
  Medium undead, chaotic evil (VGtM p.192)
  Armor Class:
  10
  Hit Points: 
  76 (9d8+ 36)
  Speed: 
  30 ft.
  Saving Throws:
  Wis +1
  Damage Immunities:poison
  Condition Immunities: exhaustion, poisoned
  Senses: 
  darkvision 60 ft., passive Perception 8
  Languages:
  understands the languages it knew in life but cannot speak
  Challenge: 
  5 (1,800 XP)
  Regeneration: Regains 10 hit points at the start of it’s turn if it has at least 1 hit point and isn’t in 
  sunlight or running water. If it takes acid, radiant, or ﬁre damage, then this trait doesn’t function at 
  the beginning of it’s next turn. Only destroyed if begins it’s turn with 0 hit points. 
  Worms: If spawn of kiss is targeted by an area effect that cures disease or removes curse, all the 
  worms die and it loses it’s ‘Burrowing Worms’ action.
  Actions
  Multiattack. May make 2 attacks, with it’s claws and uses Burrowing Worms action. 
  Burrowing Worms. A worm launches itself from the spawn of Kyuss (or from another surface) at 
  one humanoid that the spawn can see within 10ft of it. The worm latches itself onto a targets skin 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  15 (+2)
  5 (-3)
  13 (+1)
  8 (-1)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  18 (+4)
  5 (-3)
  7 (-2)
  3 (-4)
  Page �
   
  57
  MIMIC DOOR
  SKIN OF SIN
  Version 1.03
  
  unless the target succeeds on a DC11 Dexterity saving throw. The worm is Tiny undead with AC6, 
  1 hit point, a 2 (-4) in every ability score and a speed of 1ft. While on the targets skin, the worm can 
  be killed by normal means or scraped off using an action. Otherwise the worm burrows under the 
  skin of the target at the end of the target next turn, dealing 1 piercing damage to it. At the end of 
  each of it’s turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it 
  (maximum 10d6). A worm infested target dies if it drops to 0 hit points, then rises 10 minutes later 
  as a spawn of Kyuss. If a worm infested creature is targeted with a remove curse or cure disease, 
  all worms infesting it wither away and die. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 6 (1d6+3) slashing damage plus 7 
  (2d6) necrotic damage. 
  Wandering Monsters. There is a 10% (1d100) chance of meeting a Spawn of Kyuss in the same 
  room or corridor to where the SKIN of SIN door can be found. 
  The Beholdoor 
  If a lock pick skill check fails, then the eye above the door uses a ray 
  attack a single random creature within in line of sight and 120ft, Roll 
  1d10 to determine the effects of each ray attack. 
  1. Charm Ray. The targeted creature must succeed on a DC16 
  Wisdom saving throw or be charmed by the Beholdoor for 1 hour, or 
  until the creature is harmed (roll save once again). Whilst charmed the 
  creature will protect the door from being opened with it’s life. 
  2. Paralyzing Ray. The targeted creature must succeed on a DC 16 
  Constitution saving throw or be paralyzed for 1 minute. The target can 
  repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
  3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be 
  frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. A frightened creature will immediately move away from the 
  door and will not move back towards it until it has successfully made the save. 
  4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a 
  failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, 
  and it can take either an action or a bonus 
  5. Enervation Ray. If the target is a creature, it must succeed on a Dexterity saving throw (see 
  below) or take necrotic damage (see below), or half as much damage on a successful one.
  Page �
   
  58
  DAMAGE
  Level
  Damage Severity - Setback
  1-4
  1d10 necrotic damage, Save DC10
  5-10
  2d10 necrotic damage, Save DC10
  11-16
  4d10 necrotic damage, Save DC11
  17-20
  10d10 necrotic  damage, Save DC11
  Version 1.03
  
  6. Telekinetic Ray. The target must succeed on a DC 16 Strength saving throw or moved 1d20 
  feet AWAY in a random direction. It is restrained by the ray's telekinetic grip until the beholdoor's 
  uses it’s eye once again, or until it is opened. 
  7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep 
  and remain unconscious for 1 minute . The target awakens if it takes damage or another creature 
  takes an action to wake it. This ray has no effect on constructs and undead. 
  8. Petriﬁcation Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed 
  save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the 
  end of its next turn . On a success, the effect end s. On a failure , the creature is petriﬁed until 
  freed by the greater restoration spell or other magic. 
  9. Disintegration Ray. If the target is a creature, it must succeed on a Dexterity saving throw (see 
  below) or take force damage (see below). If this damage reduces the creature to 0 hit points, its 
  body becomes a pile of grey dust. If the target is a Large or smaller non magical object or creation 
  of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or 
  creation of magical force, this ray disintegrates a 10-foot cube of it. 
  10. Death Ray. If the target is a creature, it must succeed on a Dexterity saving throw (see below) 
  or take necrotic damage (see below). The target dies if the ray reduces it to 0 hit points. 
  Page �
   
  59
  DAMAGE
  Level
  Damage Severity - Dangrous
  1-4
  2d10 force damage, Save DC12
  5-10
  4d10 force damage, Save DC13
  11-16
  10d10 force damage, Save DC14
  17-20
  18d10 force  damage, Save DC15
  DAMAGE
  Level
  Damage Severity - Deadly
  1-4
  4d10 necrotic damage, Save DC16
  5-10
  10d10 necrotic damage, Save DC17
  11-16
  18d10 necrotic damage, Save DC18
  17-20
  24d10 necrotic damage, Save DC20
  Version 1.03
  
   
  Page �60
  APPENDIX K - ADDENDUMS & REVISIONS
  Version 1.03
  H1. ADDENDUMS & REVISIONS
  Ref.
  Chapter Title
  Description 
  By
  Date
  V.1.02
  2. Rolling Random Doors
  Additions to Hidden Doors, Table D2.
  GC
  27.01.17
  V.1.02
  2. Dungeon Door Oddities
  Additions to Table G2.
  GC
  27.01.17
  V.1.02
  Appendix E - Legendary DD’s
  New Doors 
  GC
  28.01.17
  V.1.02
  Appendix H - Monsters
  New Appendix
  GC
  02.02.17
  V.1.02
  Appendix K - Addendums
  New Appendix
  GC
  02.02.17
  V.1.02
  Contents
  Swapped around Chapter 2 with Chapter 3!
  GC
  03.02.17
  V.1.03
  Contents
  2 Competition Winners added to Thank Yous.
  GC
  18.02.17
  V.1.03
  Appendix E - Legendary DD’s
  2 Competition Winner doors plus another one
  GC
  18.02.17
  V.1.03
  Appendix H - Monsters
  New ‘Beholder’ door stats added.  
  GC
  18.02.17
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dreadful Dungeons/Dreadful Dungeons - Deadly Dungeon Doors.pdf