Enter

As a character moves inside a POI, he will encounter various doors of all shapes and sizes, which will allow him to enter other chambers (or not!) To determine the condition of the door, roll a d6.

d6ConditionDescription

1

Open

1/6 is trapped.

2

Closed

must be opened to pass through.

3

Blocked

The interfering object must be removed from the other side.

4

Stuck

must be forced open by a STR check.

5

Locked

must be picked.

6

Sealed

must receive magic damage to break the seal.

Once you have identified the condition of the door, you may try to open it, or if it is open, you may enter the next chamber. Alternately, you may listen for any sound that might come from the other side of the door first.

You don't need to roll for the condition of a door which your character has already passed through until the next run of the deck. Consider all such doors as open (without traps).

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