Deadly Dungeon Doors
Updated: Mar 9
Let's be honest, we overlook the importance of doors in dungeons. Often times they are pretty mundane. Maybe your rogue gets to pick a lock, or a barbarian gets to kick the door in, and on a rare occasion you have it magically sealed with an arcane lock spell. But for the most part, these common features in a dungeon get overlooked. Well, not anymore! Deadly Dungeon Doors is the ONLY Dungeons and Dragons handbook for creating exciting door encounters for your dungeon adventures! This gorgeous Dmsguild.com supplement on dungeon doors will refresh your D&D game to no end.
Crit Nation, thanks for joining us today here at the “Crit Academy” studios where everything is made up and your rolls don’t matter. Yup, that’s right; your rolls are like a dungeon without any interesting doors.
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I am extremely excited for the new Greek themed setting book "Mythic Odysseys of Theros". Growing up, my first real fantasy book was the Iliad and the Odyssey. I will never forget the amazing adventures of Odysseus and his adventure to return home. Likewise, I fell in love with Percy Jackson by Rick Riordan. The idea of the characters being demigods of a particular deity just opens up so much roleplay opportunity and hooks. Check out the below link for the announcement article by the Wizards RPG Team.
Modular dungeon tiles are an easy way to create your own beautiful digital maps. The Arcania lets you make dark, shadowy dungeon map, rich with the fumes of arcane secrets.
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Deadly Dungeon Doors is the ONLY D&D handbook for creating exciting door encounters for your dungeon adventures! This gorgeous treatise on dungeon doors will refresh your D&D game to no end. Between the covers you will find:
A quick overview on how dungeon doors work in D&D right now.
New rules variant on a door’s Armor Class and Hit Points.
Random Generation Tables for Dungeon Doors - Over 6 million possible door designs!
Exotic Doors (gold, crystal, adamantine)
Different Door Sizes, Strengths and Toughness
Barred, Jammed, Locked, Trapped, Hidden, Secret and SPECIAL DOORS!
Spotting Secret/Hidden Doors
7 Different Door Locks (including arcane and mortice locks)
20 Different Door Traps (each with own Skill Check DC’s)
Over 50 Different Door Oddities to spice up your dungeon (including faint glow, 7 Door Knockers, decorations and many more)
Pre-generated Door Design Tables for 5 different Themed Dungeon Types!
Death Trap Dungeon
Door Record Sheets (to record your own fiendish designs)
A Glossary of Door Terminology
17 Legendary Deadly Doors* to drop in any one of your adventures in the Forgotten Realms
A Rogues Trap Checklist - Handout
Monsters Appendix (for those doors with legs and arms)
Revolutionize your game with this collection 16 mini-adventures and includes NPCs, locations, new creatures, and magic items to add to your nautical adventures.
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Unearthed Tips and Tricks: New and reusable D&D content for you to bring with you on your next adventure.
Patron Steven Kern
Barbaric Fangs I'm creating a dnd character that is a half-elf barbarian using the path of the beast unearthed arcana subclass and using the bite in that subclass that can regain health and reflavoring it as a half elf half vampire and when he rages his vampire side shows itself more his fangs would extend and his skin would get paler and his eyes would turn red.
These powerful cultists of Orcus, Demon Prince of the Undead. These dark clerics have been blessed with great power from their demonic master. They teeter on the edge between life and death. Unlike clerics who call upon divine power to heal the wounds of allies, deathpriests pull life from one creature, to imbue it into another. This makes them powerful leaders of demonic followers.
Origin: Githzerai Zerth
Change unarmed strike to a Quarterstaff.
New Spell List:
At Will: Chill Touch, Spare the Dying
3/day each Bane, Ray of Enfeeblement
1/day each. Phantasmal Killer, Vampiric Touch
Word of Orcus (Recharge 5-6). A burst of dark energy erupts outward from the deathpriest. Each creature in a 15-foot cube originating from the deathpriest must make a DC 14 Constitution saving throw. On a failed save a creature takes 3d8 necrotic damage and must roll on the short-term madness table (DMG). ON a successful save, the creature takes half as much damage and doesn’t roll on the short-term madness table.
An undead creature in the area is immune to this effect, and instead gains temporary hit points equal damage rolled.
The Ghostly Door
The protective wards of this ghostly door attempts to destroy those who inadvertently discover it. The ghost door's magical wards blast the adventurers with arcane power and disgorge deadly constructs set on destroying them. The skill checks in the challenge require the adventurers to be within the field of silver light, as indicated. The characters must gain 3 successes before 2 failures.
When a creature moves to within 10 foot by 5 foot field of silver light for the first time on a turn or starts its turn there, it must make a DC 14 Constitution saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one. Additionally, every round on initiative 20 two specters are summoned.
Dexterity (Thieves Tools). (DC 19). A character who is within the ethereal realm can attempt to pick the lock. The character making this check must be within the field of silver light.
Intelligence (Arcana) (DC 15): The character attempts to tap into the field of silver light, disrupting the flow of the power from the weave. On a failed check, the character loses 1 Hit Die. If they have no Hit Die they suffer a level of exhaustion.
Religion (DC 16): The character draws on knowledge or the Raven Queen's most powerful rituals to manipulate the protective energy within the ghost door. The character making this check must be within the field of silver light.
Wisdom (Perception). DC 16. A character notices that the ghostly door does appear to have a traditional lock. If they could reach into the ethereal realm, they may be able to pick it. This can only be used to gain 1 success.
Success: The adventurers disable the magical wards on the ghost door.
Failure: The adventurers overload the magical wards on the ghost door. A burst or silver light fills the chamber, dealing (4d8) radiant damage to all creatures within 10-foot radius. Additionally, a ghost is summoned and attacks the characters immediately.
Oil of the Red Flame
This glinting crimson oil gives any weapon coated with it the ability to burst with crimson fire for a short duration. The oil can coat one weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes an action. For 1 minute, the coated item erupts in flames and is magical. These flames shed bright light in a 20-foot radius and dim light for an additional 20 feet. While the item is ablaze, it deals an extra 2d6 fire damage to any target it hits.
Dungeon Master Tip:
You can use the tables in chapter 4 of the Dungeon Master’s Guide, use the Monster Personality table below, or simply jot down a few notes based on a creature’s Monster Manual description. During the battle, you can use these ideas to inform how you portray the monsters and their actions. To keep things simple, you can assign the same personality traits to an entire group of monsters. For example, one bandit gang might be an unruly mob of braggarts, while the members of another gang are always on edge and ready to flee at the first sign of danger.
Player Tip: Don’t be a Dick! you can avoid dickitude by...
The Ninja - Gamer Rant!
A combination of Monk and Rogue. While it can go the other way, a Ninja will most likely lean toward its Monk side, and can get away with investing as little as two or three levels in Rogue. Despite the small investment, these levels cover a lot of what makes a Rogue a great class in and out of combat, and can really bring a lot to the less-versatile Monk.
The first Rogue feature that Ninjas will be looking for is Sneak Attack, adding bonus damage to attacks made with a Finesse weapon and either Advantage or a friend nearby. Sneak Attack can be applied once per turn on any successful hit, which is actually ideal for the Monk, as their philosophy of quantity over quality when it comes to attacks gives them more chances of landing the single hit they need to trigger it.
The other two low-level Rogue features that Monks will be particularly interested in are Expertise, and Cunning Action. Expertise can make any character a master of two of their skills, which is something the Monk can really benefit from with their lack of out-of-combat utility, and while at first glance Cunning Action may seem to overlap with the Monk's Step of the Wind Ki action, the ability to use Disengage as a Bonus Action without spending a Ki point can be huge, especially for a Ki-starved Multiclass character. The Monk and the Rogue both often fill the role of a melee glass-cannon, and as such the ability to get themselves out of trouble, or slip past the enemy front-line to beat down their squishy rear, is a massive advantage.
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