Hazards & Obstacles
Sections:
.Walls
.Doors
.Traps
..Simple mechanical traps
..Magic traps
..Creating magic traps
..Sample magic traps
.Organic hazards
..Green slime (cr4)
..Mold and fungus
Tables:
.Walls
.Doors
Hazards & Obstacles
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Walls

Walls
Typical Wall Type
Break Thickness
DC
Hardness
Hit Points*
Climb DC
Masonry
1 ft.
35
8
90 hp
15
Superior masonry
1 ft.
35
8
90 hp
20
Reinforced masonry
1 ft.
45
8
180 hp
15
Hewn stone
3 ft.
50
8
540 hp
22
Unworked stone
5 ft.
65
8
900 hp
20
Iron
3 in.
30
10
90 hp
25
Paper
Paper-thin
1
-
1 hp
30
Wood
6 in.
20
5
60 hp
21
Magically treated**
-
+20
x2
x2+
-
*Per 10-ft.-by-10-ft. section.
**These modifiers can be applied to any of the other categories and types.
+Or 50, whichever is greater.

Doors

Doors
Typical Door Type
Thickness
Hardness
Hit Points
Break DC Stuck
Break DC 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
Portcullis, wooden
3 in
5
30 hp
25*
25*
Portcullis, iron
2 in.
10
60 hp
25*
25*
Lock
-
15
30 hp


Hinge
-
15
30 hp


*DC to lift. Use appropriate door figure for breaking.
Door Locks, Bars, Seals, and Traps
The DC to pick a lock with an Open Lock check often falls into the range of DC 20 to DC 30, although locks with lower or higher DCs can exist. A door can have more than one lock, each of which must be unlocked separately. Locks often are trapped, usually with poison needles that extend out to prick a rogue's finger.

Traps

The following are common mechanical traps, found in dungeons the world over. Provided for each trap is its Challenge Rating (CR), its attack bonus (when applicable), the amount of damage it inflicts (in parentheses), and the DCs for saving throws or skill checks to find, avoid, and/or disable the trap.

Simple mechanical traps

Magic traps

Creating magic traps

Creating a magic trap costs experience points and gold, just like creating magic items. If a trap is a one-use device, the cost for creation is 50 gp and 2 XP, both multiplied by the caster level. If a trap has multiple uses (or functions continually), the cost for creation is 500 gp and 20 XP, both multiplied by the caster level. Devising and placing a magic trap not covered by existing spell effects is just like creating a magic item. Building a trap-filled dungeon filled with magical dangers is thus a costly process.

Sample magic traps

Organic hazards

Green slime (cr4)

A single patch of green slime deals 1d6 points of temporary Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (applying damage to the victim as well). Extreme cold or heat, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal's hardness but not that of wood. It does not harm stone.

Mold and fungus