A table to determine the state of a door in a megadungeon re open/closed/trapped
D100 Door Table
1. Magically Sealed, Alarmed & Trapped
2-3. Magically Sealed & Trapped
4. Magically Sealed & Alarmed
5-7. Magically Sealed
8-10. Boarded Up, obviously boarded up door. It will take 1-3 turns to get through this.
11-12. Locked, Trapped & Barred, ,not just locked also barred. three times as hard to open as a stuck door.
13-14. Locked, Trapped, Alarmed & Barred, ,not just locked also barred. three times as hard to open as a stuck door.
15-16. Locked, Alarmed & Trapped
17-25. Locked & Trapped
26-27. Locked Alarmed & Barred, not just locked also barred. Three times as hard to open as a stuck door. (after lock opened of course).
28-30. Locked & Barred, not just locked also barred. three times as hard to open as a stuck door.
31. Barred, Alarmed & Trapped
32-35. Barred & Trapped, three times as hard to open as a stuck door.
36. Barred & Alarmed
37-40. Barred, three times as hard to open as a stuck door.
41. Spiked Shut, twice as hard to open as stuck door.
42-45. Stuck and Alarmed
80 Unstuck & Alarmed
81-83 Unstuck (but closed), 2 in 6 chance it closes behind party 2 turns later if not spiked/propped open.
84. Ajar & Alarmed
85-87. Ajar, 2 in 6 chance it closes behind party 2 turns later if not spiked/propped open. Door locks shut on 1 in 12.
88-90. Spiked Open, 1 in 12 chance spike slips free and door closes 2 turns after party uses door.
91. Open & Trapped, 4 in 6 chance door swings shut (and is stuck) when if trap goes off.
92-100. Open, 1 in 6 chance it swings shut and is stuck per person unless purposely held open, 2 in 6 chance it closes behind party 2 turns later in any case if not spiked/propped open.
Alarms: A door alarm could be magical, technological, a bell, a bucket of c.p. balanced atop the doorway, a pile of bottles anything that will make noise and alert folks a door has been opened.
There is a 3 in 6 chance of an alarm going off on an alarmed door each time there is an attempt to open it.
An alarm going off will cancel surprise in adjacent areas and most likely call for a wandering monster check depending on how loud the alarm is.
An alarm can be counted as a trap for detection and removal purposes but a thief will not spot both unless taking the time to look for both and something’s just can’t be spotted from the other side of a closed door.
Barred doors- a latch, a stout oak beam, an iron bar. This may or may not be defeated with thieves tools depending on the arrangement and weight of the bar. A bar is not linked to the door lock as it is additional security.
Two older door posts of mine:
Al has a good post on doors on his blog Beyond the Black Gate