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Secret Doors in Dungeons And Dragons

Patreon: https://patreon.com/user?u=53475063 As part of my on-going analysis of the level one dungeon of the Mad Mage, I discuss the usage of secret doors in this area and how it gives insight into creating secret doors for your own homebrewed dungeons and other structures. I start with asking some basic questions about secret doors: why would someone create one? How do they appear to the players? How difficult is it to see the secret door? How is it opened? And is there a penalty for opening the door? In the level one dungeon of the mad mage, only one secret door appears as anything but the stone around it. I would suggest you be more creative in your own dungeon making practice. Think of unique items that disguise a door. Classic examples include bookshelves, wall clocks and murals, but there are many more examples. Once your players realize that a secret door might lie behind any item they'll be more likely to search. In terms of detecting secret doors, the Mad Mage module uses a base DC20 perception check for all but one of the twelve secret doors, and a DC15 perception for a pit trap. I would urge you to vary this value depending on the value of what the secret door is protecting. I also suggest that you use more than merely the perception check to discover them, since some might require more logical thinking, an investigation check, or some other ability. I also feel that simply making a secret door that guards a high value item or place difficult to detect, say a DC30, misses the point on playing the game. As a GM, you want your players to find secret doors: there's no fun when they pass them by, only when they discover what's behind them! I also talk about the geography of secret doors; where they appear can influence whether players look for them. You should also avoid making a secret door the only access point to another level of your dungeons, because this can bottle up the players and lead to frustration. When it comes to traps on secret doors, these can lots of fun, but of course you should avoid the temptation to make a particularity valuable area's door super deadly; it's better to simply make the area itself hard to navigate. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Here is a link to the Dungeon of the Mad Mage, Amazon Affiliate Website: https://amzn.to/3TqXra1 xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx Here are some of the products you can use to start playing D&D and create your own homebrewed campaign. Player's Handbook 5e, Amazon Affiliate Website Link: https://amzn.to/3dGvxGA Monster Manual 5e, Amazon Affiliate Website Link: https://amzn.to/3Pvoz4O Dungeon Master's Guide 5e, Amazon Affiliate Website Link: https://amzn.to/3ArWirk Tasha's Cauldron of Everything https://amzn.to/3A6e5Tv Mordenkainen Presents: Monsters of the Multiverse 5e https://amzn.to/3PxB4gf Fizban's Treasury of Dragons 5e https://amzn.to/3QA38Ra Xanathar's Guide To Everything 5e, Amazon Affiliate Website Link: https://amzn.to/3QSLkkc Mordenkainen's Tome of Foes 5e, Amazon Affiliate Website Link: https://amzn.to/3xJSRJU Volo's Guide To Monsters 5e, Amazon Affiliate Website Link: https://amzn.to/3SYQ8pN Dungeons and Dragons 5e Core Rulebooks Gift Set, Amazon Affiliate Website Link: https://amzn.to/3Pv4iMI Sword Coast Adventuring Guide, Amazon Affiliate Website Link: https://amzn.to/3bY4jLr

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