Brick by Brick: Doors


“The huge oval door before you is made of an old, weathered black stone and you can see it’s partially covered in what might have been blood at one time. A cursory glance at the lock by an experienced rogue quickly reveals that both the door and locking mechanism are of solid construction. Someone didn’t want anyone to get into this place.”

Because of the gore mired in the lock, anyone attempting to unlock the door with or without the key will need to do some careful cleaning before attempting to do so. It’s a moderate difficulty to clean the lock without damaging it. And an easy difficulty with the actual key or moderate difficulty to pick the lock with a set of lock picks.

This is just a single door created with this approach. What can you come up with?


Every dungeon has doors. Each door has a story. More than that, every door offers a transition from one thing to the next. Some transitions are easy (no door at all or it’s unlocked). Some transitions are hard (locked or trapped). Some turn out to be dead ends (blocked or jammed).

Cool DoorDo you ever find yourself designing a dungeon or scenario and wondering what to do with the doors? Aren’t they important? Most buildings have them. Yet as a game master, except for a few special occasions, I can hardly remember spending more than a second or two on any door. If it opens, shuts, and locks, that was typically good enough for me.

But what about those cases where you want something unique but don’t have any inspiration?

That’s where Brick by Brick: Doors comes in. Whether you walk through every single step in the book or just pick one, you roll a few dice and can see where they lead you.

From beginning to end, we work through various stages or questions of design. Pick and choose which pages to use depending on what you’re after. You might go through all of them while designing a particular door for a dungeon if it’s a particularly important one, or you might just pick one or two to add a bit of color or uniqueness where you’d like it to appear.

Just remember… Your door has a story to tell!


  • The Roll for Initiative Podcast guys did a great job diving into Brick by Brick: Doors inVolume 3, Issue 139. Be sure to give it a listen! (Thanks again for the great review guys!)
  • Chris Lotspeich @ Gamer-XP reviewed Brick by Brick: Doors as part of a double-review. “A glance at this, a few rolls on the table, and any GM will be well on their way to making a door that is anything but boring.” Thanks Chris!

1 review for Brick by Brick: Doors

  1. MoebiusAdventures

    Endzeitgeist did a great review for us (

    This installment of Moebius Adventures’ Brick-by-Brick-series is 14 pages long, 1 page front cover, 1 page advertisement, 1 page editorial/ToC, leaving us with 11 pages of content, so let’s take a look!

    The introduction makes pretty much clear from the get-go what this pdf provides – a detailed door-generator – or rather a door-related storytelling tool! The first d10-table provides 10 entries for the purpose of a door, with sample examples being provided – and yes, the keep in/out-dichotomy is covered. The placement of a door can be determined via a d4, while a d8 determines the shape of a door, the presence of a keyhole, etc.

    Two tables, each covering d8, cover the profession of the maker and the reason that led to the door’s creation. The construction type (e.g. single pane/bricked up) can be determined via a d6, whereas a total of 20 entries covers materials – including exotic ones like diamond or basalt.

    Opening doors, from sliding to screwing them open (!!!), automation styles and 4 states of lock-down can also be quickly determined. 8 conditions, 6 states and 6 ages for the respective door allow for more details and yes, for more modifications.

    There also are 3 pages of sample doors, again, much like each page, with inspiring suggestions, to be found here. Now for all people not that versed with the English tongue (or the peculiarities of door), the final page sports a great b/w-artwork, with arrows pointing towards e.g. lintel, lock rails etc. – teachers of English could conceivably scavenge the basic layout here for vocabulary classes, so this appendix itself may be worth the file for you – this is one handout that just asks to be adapted. (Note: I’d suggest getting your own picture of a door etc. to avoid legal issues, but still – love this inclusion!)


    Editing and formatting are top-notch, I noticed no glitches. Layout adheres to an easy-to-read, printer-friendly two-column b/w-standard. The pdf’s artwork of a door is superb. The pdf comes fully bookmarked for your convenience.

    Brian Fitzpatrick delivers an inexpensive DM-brainstorm-enhancer here – while the level of detail potentially provided by this supplement is by no means required in most settings, the sheer fact of the matter is that this generator works well at getting the creative juices flowing. This is NOT a dressing-generator, it is a pdf designed to get the creative juices flowing. Indeed, one use of this pdf made me come up with an interesting adventure idea/expansion to a concept I’ve been working on, all via the generation of a door. Add to that the crisp and concise presentation and I am left with no valid complaints – well worth the low asking price! Have I mentioned that this comes with a very handy 1-page extra-pdf, a step-by-step cheat-sheet? Yeah! Final verdict? A well-deserved 5 stars.

    Endzeitgeist out.

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