Dungeons and Dragons Epic Obstacles 3.5 PBP RPG

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Epic Obstacles

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

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 Points*

Climb DC

Paper

Paper-thin

1

-

1hp

30

Wood

6in.

20

5

60hp

21

Masonry

1 ft.

35

8

90hp

15

Masonry, superior

1 ft.

35

8

90hp

20

Masonry, reinforced

1 ft.

45

8

180hp

15

Stone, hewn

3 ft.

50

8

540hp

22

Stone, unworked

5 ft.

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.

**These modifiers can be applied to any of the other categories and types.

!Or 50, 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 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.

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)

95-00

Reverse aging (subject gets younger each year, disappearing at moment of 'birth')

After the burst, the extradimensional origin point is sealed.


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Velon springs into action as Jack rounds the corner, which is to say he slowly accelerates in his heavy plate. He moves forward towards the edge of the grease hoping to meet whatever threat is coming and cut them down, protecting the rest of the group if necessary since he isn't sure if they should be attacking or fleeing. He sees the quicker, more acrobatic members of the group dash by him at the mention of the enemy sounding the alarm but decides his place is here taking on any foe coming down the hall. He readies his sword and strikes with his green flaming blade as they round the corner.

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