Water, ice, slime, or blood can make any of the dungeon floors
described in this section more treacherous. Slippery floors
increase the DC of Balance
checks by 5.
often covers a pit or an area lower than the main floor
. Grates are usually made from iron, but large ones can also be made from iron-bound timbers. Many grates have hinges
to allow access to what lies below (such grates can be locked like any door
), while others are permanent and designed not to move. A typical 1-inch-thick iron grate
has 25 hit points
, hardness 10, and a DC of 27 for Strength checks to break through it or tear it loose.
Ledges allow creatures to walk above some lower area. They often circle around pits, run
along underground streams, form balconies around large rooms
, or provide a place for archers to stand while firing upon enemies below. Narrow ledges (12 inches wide or less) require those moving along them to make Balance
checks. Failure results in the moving character
off the ledge
. Ledges sometimes have railings. In such a case, characters gain a +5 circumstance bonus on Balance
checks to move along the ledge
. A character who is next to a railing gains a +2 circumstance bonus on his or her opposed Strength check to avoid being bull rushed off the edge.
Ledges can also have low walls
2 to 3 feet high along their edges. Such walls
against attackers within 30 feet on the other side of the wall, as long as the target is closer to the low wall than the attacker is.
, made of reinforced glass or magic materials (even a wall of force
), allow a dangerous setting to be viewed safely from above. Transparent floors
are sometimes placed over lava pools, arenas, monster dens, and torture chambers. They can be used by defenders to watch key areas for intruders.
A sliding floor
is a type of trapdoor, designed to be moved and thus reveal something that lies beneath it. A typical sliding floor
moves so slowly that anyone standing on one can avoid falling
into the gap it creates, assuming there's somewhere else to go. If such a floor slides quickly enough that there's a chance of a character falling
into whatever lies beneath-a spiked pit, a vat of burning oil, or a pool filled with sharks-then it's a trap
are designed to become suddenly dangerous. With the application of just the right amount of weight, or the pull of a lever somewhere nearby, spikes protrude from the floor, gouts of steam or flame shoot up from hidden holes, or the entire floor tilts. These strange floors
are sometimes found in an arena, designed to make combats more exciting and deadly. Construct these floors
as you would any other trap
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