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Dungeon Master's Guide

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CATACOMBS<br />

•<br />

D OORS<br />

<strong>Dungeon</strong> doorways might be set within plain arches<br />

and lintels. They might be festooned with carvings of<br />

gargoyles or leering faces or engraved with sigils that<br />

reveal clues as to what lies beyond.<br />

Stuck Doors. <strong>Dungeon</strong> doors often become stuck<br />

when not used frequently. Opening a stuck door requires<br />

a successful Strength check. Chapter 8, "Running the<br />

Game," provides guidelines for setting the DC.<br />

Locked Doors. Characters who don't have the key<br />

ro a locked door can pick the lock with a successful<br />

Dexterity check (doing so requires thieves' tools and<br />

proficiency in their use). They can also force the door<br />

with a successful Strength check, smash the door to<br />

pieces by dealing enough damage to it, or use a knock<br />

spell or similar magic. Chapter 8 provides guidelines<br />

for setting the DCs and assigning statistics to doors and<br />

other objects.<br />

Barred Doors. A barred door is similar to a locked<br />

door, except that there's no lock to pick, and the door<br />

can be opened normally from the barred side by using<br />

an action to lift the bar from its braces.<br />

SECRET DOORS<br />

A secret door is crafted to blend into the wall that<br />

surrounds it. Sometimes faint cracks in the wall or scuff<br />

marks on the floor betray the secret door's presence.<br />

Detecting a Secret Door. Use the characters'<br />

passive Wisdom (Perception) scores to determine<br />

whether anyone in the party notices a secret door<br />

without actively searching for it. Characters can also<br />

find a secret door by actively searching the location<br />

where the door is hidden and succeeding on a Wisdom<br />

CHAPTER 5 j ADVENTURE ENVfRONMENTS

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