Epic Obstacles
Walls
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 Points1
|
Climb DC
|
Paper |
Paper-thin |
1 |
- |
1
hp |
30 |
Wood |
6 in. |
20 |
5
|
60 hp |
21 |
Masonry
|
1
ft.
|
35
|
8
|
90
hp
|
20
|
Masonry, superiore |
1 ft.
|
35
|
8
|
90 hp
|
25
|
Masonry, reinforced |
1
ft.
|
45
|
8
|
180
hp
|
15
|
Stone, hewn
|
3 ft.
|
50
|
8
|
540 hp
|
25
|
Stone, unworked
|
5
ft.
|
65
|
8
|
900
hp
|
15
|
Iron
|
3 in.
|
30
|
10
|
90 hp
|
25
|
Mithral
|
3
in.
|
46
|
15
|
90
hp
|
70
|
Adamantine
|
3 in.
|
56
|
20
|
120 hp
|
70
|
Magically treated2 |
- |
+20 |
×2 |
×23 |
- |
Wall of force
|
1 in.
|
n/a
|
n/a
|
n/a
|
70
|
Wall
of ice
|
1
in./lvl
|
15+1/in.
|
0
|
3
hp/in.
|
25
|
Wall of iron
|
1 in./4lvls
|
25+2/in.
|
10
|
30 hp/in.
|
25
|
Wall
of stone
|
1
in./4lvls
|
20+2/in.
|
8
|
15
hp/in.
|
22
|
1
Per 10-foot-by-10-foot
section.???
|
2
These modifiers can be applied
to any of the other wall types.
|
3
Or an additional 50 hit points,
whichever is greater.
|
Doors
|
|
|
|
Break
DC
|
Door
Type
|
Typical
Thickness
|
Hardness
|
Hit
Points
|
Stuck
|
Locked
|
Simple
Wooden
|
1
in.
|
5
|
10 hp
|
13
|
15
|
Good
Wooden
|
1-1½
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, Wooden
|
3 in.
|
5
|
30 hp
|
251
|
251 |
Portcullis, Iron
|
2 in.
|
10
|
60 hp
|
251 |
251 |
Portcullis, Mithral
|
2
in.
|
15
|
60
hp
|
301
|
301
|
Portcullis,
Adamantine
|
2 in.
|
20
|
80 hp
|
401
|
401
|
Portcullis, Force
|
1
in.
|
10
|
n/a
|
n/a
|
501
|
1
DC to lift. Use appropriate
door figure for breaking.
|
Obstacles and Hazards
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, can’t 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. |
Slimes, Molds, and Fungi
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 field’s 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
|
01-10??
??
|
Blindness (as
blindness/deafness spell) |
11-16
|
Cursed (as
bestow curse spell; -4 enhancement penalty on attack rolls,
saving throws, ability checks, and skill checks) |
17-26
|
Deafness (as
blindness/deafness spell) |
27-32
|
Disintegrate
(subject is destroyed by a disintegrate spell)
|
33-40
|
Etherealness (as etherealness spell) |
41-48
|
Gaseous (as gaseous form
spell) |
49-54
|
Iron
body (as iron body spell) |
55-60
|
Petrification (as flesh to stone
spell) |
61-68
|
Plane shift (subject instantly transports to a random plane) |
69-74
|
Polymorph (as polymorph other spell; choose form randomly) |
75-80
|
Reverse gravity (flux slime becomes the center of a reverse
gravity spell). |
81-88
|
Teleport (each subject teleports
to a different,? random location) |
89-94
|
Temporal stasis (as temporal stasis spell) |
95-100
|
Reverse aging (subject gets
younger each year, disappearing at moment of
“birth”)
|
After the burst, the extradimensional origin point is
sealed.
|