I use different statuses for doors in my own quests although there is no reason why any of these could not be added to pre-generated quests but they are not randomly generated statuses but part of the Quest set up. The four statuses are Closed, Open, Locked and Secured (Barred or Bolted). Chests are also assumed to be locked and the TOOL KIT is needed to handle locks in addition to its traditional role of disarming traps. These new door statuses create some additional actions once you have tried to open the Door as discovered that it is Locked or Secured;
[*]BREAK DOWN DOOR – If you try a door and it turns out that it is secured (i.e. barred or bolted) you have the option to break the door down as an action. Roll a die on a score of 4 or more the door is broken down and your turn continues, on a roll of less than 4 the door remains closed until the end of the Heroes turn at which point it is opened and the EWP’s turn begins (if no monsters are revealed then the noise has attracted a Wandering Monster that can be placed by the EWP as normal).
[*]FORCE LOCK (on a DOOR) – If you try a door and it turns out that it is locked you have the option to force the lock to open the door as an action. Roll a die on a score of 3 or more the door opens and your turn continues, on a roll of 1 or 2 then the door remains closed until the end of the Heroes turn at which point it is opened and the EWPs turn begins (if no monsters are revealed then the noise has attracted a Wandering Monster that can be placed by the EWP).
[*]PICK LOCK (on a DOOR) - If you try a door and it turns out that it is locked and you are equipped with a TOOL KIT you have the option to pick the lock to open the door as an action. Roll a die on a score of 3 or more the door opens and your turn continues, on a roll of less than 3 the door remains closed and your action is finished and on a roll of 1 a Wandering Monster can be placed by the EWP.
[*]FORCE LOCK (on a CHEST) - Chests are always locked and can be forced open and looted (i.e. emptied) as a single action but forcing a chest will automatically trigger any trap.
[*]PICK LOCK (on a CHEST) - Chests are always locked but if you are equipped with a TOOL KIT then you can pick the lock and loot the contents as a single action. Roll a die and on a score of 3 or more you are successful, on a roll of 1 or 2 then you have triggered any device attached to the chest (obviously if no devices exist then you have had a lucky escape).
[*]DISARM Trap – If a device or trigger is spotted or uncovered as part of a search then if you are equipped with the TOOL KIT then you may attempt to disarm the device. Roll a die on a three or more the trap is disarmed and removed from the board on a roll of 1 or 2 you have inadvertently triggered the trap.

= one hit
= one hit & pushback
= cancels one hit
























