Thyra the Gatekeeper, a petty goddess of doors for old school roleplaying games
The lawful petty goddess of doors, permission, and trepidation. Depicted as a small woman made of wood in Byzantine garb, with empty brass eye sockets shaped like keyholes and stone-gray hair framing her to her feet. In most of her icons, she cups a hand to her ear.
Her altars are stone inlaid with brass and are usually found in the keystone of a door or archway, or as a mezuzah-like plaque on the side.
She has a special affinity for lawful thieves, doormen, and young women minding the house. She has a special hatred for those who have served as sappers in war.
Thyra knocks a friendly greeting toward the following:
- Unlocking a door for the first time with its own key +1 piety
- Discovering a secret door +1 piety
- Learning a password to a magic door +1
- Casting hold portal +1 piety
- Having a conversation with a door +2 piety
Passive: Listening at doors is a step better.
2 piety: You open a door in complete silence without anyone noticing.
3 piety: You save against door-based traps and monsters hiding in or pretending to be doors at +4. Your AC is also 4 better against monsters hiding in or pretending to be doors.
4 piety: You can use a door as a shortcut to return to one you have already opened within a particular dungeon.
5 piety: Thyra blesses a single door. You and your allies may open it freely, but it is magically sealed for your enemies.
Thyra slams the below:
- Forcing open or destroying a door -1 piety
- Digging around a door -1 piety
- Casting passwall or benefiting from it -3 piety
Negative piety incurs Thyraβs wrath! You lose the passive benefit associated with this petty god. Roll a reaction check every hour modified by the current negative piety. On a hostile result, one of the following happensβroll a d6:
- A previously opened door somewhere in the dungeon locks itself.
- The next door you encounter comes to life and attacks! It fights as a living statue.
- Opening any door is accompanied by a loud scrape and a thunderous bang!
- For the rest of the day you compulsively open doors instead of listening or finding traps, unless you Save vs Spells or equivalent.
- Doorknobs, keys, and lockpicks burn searingly hot at your touch. Opening a door deals 1d6 damage to you.
- The next time you open a door it teleports you to another unexplored part of the dungeon.