This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
In
addition to the standard types of wall, walls in dungeons can be made of
mithral, adamantine, or even pure force.
Wall Type |
Typical Thickness |
Break DC |
Hardness |
Hit Points* |
Climb DC |
Paper |
Paper-thin |
1 |
|
1hp |
30 |
Wood |
6in. |
20 |
5 |
60hp |
21 |
Masonry |
1ft. |
35 |
8 |
90hp |
15 |
Masonry,
superior |
1ft. |
35 |
8 |
90hp |
20 |
Masonry,
reinforced |
1ft. |
45 |
8 |
180hp |
15 |
Stone, hewn |
3ft. |
50 |
8 |
540hp |
22 |
Stone, unworked |
5ft. |
65 |
8 |
900hp |
20 |
Iron |
3in. |
30 |
10 |
90hp |
25 |
Mithral |
3in. |
46 |
15 |
90hp |
70 |
Adamantine |
3in. |
66 |
20 |
120hp |
70 |
Magically
treated** |
|
20 |
x2 |
x2 |
|
Wall of force
|
1in. |
n/a |
n/a |
n/a |
70 |
Wall of ice |
1in./lvl |
15+1/in. |
0 |
3hp/in. |
25 |
Wall of iron |
1in./4lvls |
25+2/in. |
10 |
30hp/in. |
25 |
Wall of stone |
1in./4lvls |
20+2/in. |
8 |
15hp/in. |
22 |
*Per
10-ft.-by-10-ft. section. |
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**These
modifiers can be applied to any of the other categories and types. |
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Or 50,
whichever is greater. |
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Break DC |
|
Door Type |
Typical Thickness |
Hardness |
Hit Points |
Stuck |
Locked |
Simple wooden |
1 in. |
5 |
10 hp |
13 |
15 |
Good wooden |
1 1/2 in. |
5 |
15 hp |
16 |
18 |
Strong wooden |
2 in. |
5 |
20 hp |
23 |
25 |
Stone |
4 in. |
8 |
60 hp |
28 |
28 |
Iron |
2 in. |
10 |
60 hp |
28 |
28 |
Mithral |
2 in. |
15 |
60 hp |
40 |
40 |
Adamantine |
2 in. |
20 |
80 hp |
60 |
60 |
Force |
1 in. |
n/a |
n/a |
n/a |
n/a |
Portcullis,
wodden |
3 in. |
5 |
30 hp |
25* |
25* |
Portcullis, iron |
2 in. |
10 |
60 hp |
25* |
25* |
Portcullis,
mithral |
2 in. |
15 |
60 hp |
30* |
30* |
Portcullis,
adamatine |
2 in. |
20 |
80 hp |
40* |
40* |
Portcullis,
force |
1 in. |
10 |
n/a |
n/a |
50* |
*DC to lift. Use
appropriate door figure for breaking. |
|
|
|
Obstacle/Hazard |
Effect |
Acid tank |
1d6 damage per
round, or 10d6 per round for total immersion; plus poison fumes. |
Antimagic field
|
Negates all
spells or magical effects. |
Dimensional
anchor trap |
Blocks bodily
extradimensional travel. |
Hurricane-force
winds |
Ranged attacks
impossible, flight virtually impossible. |
Lava pit |
2d6 damage per
round, or 20d6 per round for total immersion; plus continuing damage. |
Permanent prismatic
sphere |
Requires seven
different spells to bypass. |
Permanent solid
fog |
Move at
one-tenth normal speed, 2 penalty on attack and damage (good when coupled
with incorporeal monsters). |
Permanent wall
of force |
Blocks most
spells and ethereal travel, cant be dispelled. |
Three-dimensional
dungeons |
Levitation/flying
required to move between areas. |
Unconnected
rooms |
Teleportation
required to move between areas. |
Variable gravity |
As reverse
gravity, but direction random each round. |
For purposes of
spells and other special effects, all slimes, molds, and fungi are treated as
plants. Like traps, dangerous slimes and molds have Challenge Ratings, and
characters earn experience points for encountering them.
Flux Slime (CR
21):
Flux slime appears
as a clear, viscous liquid that seeps from some unseen origin point. This
origin point is extradimensional, so the slime may even appear in midair. As
the slime flows, it settles and fills the area around the origin point.
Flux slime seems
to be an inert substance, devoid of sentience. It is not caustic or toxic, but
it radiates an antimagic field within a radius of 10 feet. This antimagic
field has a caster level of 21. Any quantity of slime that is removed from
the main mass yellows and hardens in a matter of minutes, turning into a flaky
material that will not adhere to anything.
In reality, flux
slime is a growth with a ravenous appetite for magical forces. It is a natural
draining phenomenon: Magical energy drains through the origin point in one
direction in exchange for the residue on the far side. The antimagic field a
flux slime generates is actually the byproduct of the consumption of magical
energy.
In addition to the
antimagic fields effects, magic items that come into contact with flux
slime permanently lose their magical abilities; creatures with spell-like or
super-natural abilities that come into contact with it take 2d6 points of
temporary Constitution damage per round while it devours flesh; creatures
without such abilities are immune to this effect.
On the first round
of contact, the slime can be scraped off a creature, but after that it must be
frozen, burned, or cut away (dealing damage to the victim as well). Extreme
cold, heat, or sunlight destroys a patch of flux slime.
When destroyed, a
patch of slime releases the byproducts of its magical digestion in a dangerous
burst that radiates out 50 feet. All creatures caught in this burst are subject
to some random and permanent transmutation effect, as generated on the table below.
Each burst generates one of these effects. Creatures may resist this effect
with a Fortitude saving throw (DC 29).
d% |
Result |
0110 |
Blindness (as
blindness/deafness spell) |
1116 |
Cursed (as
bestow curse spell; 4 enhancement penalty on attack rolls, saving throws,
ability checks, and skill checks) |
1726 |
Deafness (as
blindness/deafness spell) |
2732 |
Disintegrate
(subject is destroyed by a disintegrate spell) |
3340 |
Etherealness (as
etherealness spell) |
4148 |
Gaseous (as
gaseous form spell) |
4954 |
Iron body (as
iron body spell) |
5560 |
Petrification
(as flesh to stone spell) |
6168 |
Plane shift
(subject instantly transports to a random plane) |
6974 |
Polymorph (as
polymorph other spell; choose form randomly) |
7580 |
Reverse gravity
(flux slime becomes the center of a reverse gravity spell). |
8188 |
Teleport (each
subject teleports to a different,
random location) |
8994 |
Temporal stasis
(as temporal stasis spell) |
9500 |
Reverse aging
(subject gets younger each year, disappearing at moment of birth) |
After the burst,
the extradimensional origin point is sealed.