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Dungeon doors, traps and hidden rooms

Doors, keys and levers

Walk into a shut door to open it, then move through on the next step. A matching dungeon key opens one particular lock on its own floor. Lockpicks can open the same lock. Levers toggle their linked portcullises. A body or loose item under a gate prevents it from closing.

Keys when you leave

Unused keys for the floor you leave are set down near the stairs or departure point, if suitable ground is free. They stay in your pack if there is nowhere to put them. Keys for other floors or dungeons stay with you.

Spotting pressure plates

A hidden plate beside you has a 25% chance of being spotted each turn, or 50% while sneaking. Diagonal neighbours count. Hidden-object sense and a companion's trap-sniffing ability can reveal plates within their own reach without that roll. Once you spot a plate, stand beside it and choose Jam the plate to make it safe.

What a plate triggers

An ambush plate opens the nearby creature closet. A dart plate fires two darts. Each dart has a 75% chance to hit. Each hit removes health equal to 2 plus half the dungeon level rounded up. Armour does not reduce this damage, and it can kill you. A triggered or jammed plate is spent.

The Gilded Idol

Lift the idol to take it. The entrance gate tries to close and the creature alcoves open. Pull the escape lever in the room to raise the way out again. The idol's listed value is 40 plus 15 for each dungeon level. Ordinary traders usually offer a quarter of that value.

Hidden rooms

Spend a turn beside a hidden room's door to reveal it. Diagonal neighbours count, and the first adjacent turn opens it without a search roll. Hidden-object sense can reveal it from farther away. The special chest inside gives equipment with at least Rare rarity, subject to the dungeon's normal limits and any raid rarity rule.

Where these mechanisms appear

The doors, keyed locks, levers, plates and idol vaults are part of dungeon generation for new full-game worlds. Older saves and scripted scenarios can keep the earlier layouts. Optional mechanisms and hidden rooms are not guaranteed on every floor.

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