3e SRD:Dungeons
Dungeon Terrain
Walls
Wall Type | Typical Thickness | Break 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 | ×2 | ×2 | — |
*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
Door Type | Typical Thickness | Hardness | Hit Points | Break DC | |
---|---|---|---|---|---|
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 |
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.
DC 10 or lower
a door just about anyone can break open.
DC 11–15
a door that a strong person could break with one try and an average person might be able to break with one try.
DC 16–20
a door that almost anyone could break, given time.
DC 21–25
a door that only a strong or very strong person has a hope of breaking, probably not on the first try.
DC 26 or Higher
a door that only an exceptionally strong person has a hope of breaking.
Locks
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.
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.
Yellow Mold (CR 6)
If disturbed, a patch of this mold bursts forth with a cloud of poisonous spores. All within 10 feet of the mold must make a Fortitude save (DC 15) or take 1d6 points of temporary Constitution damage. Another Fortitude save (DC 15) is required 1 minute later—even by those who succeeded at the first save—to avoid taking 2d6 points of temporary Constitution damage. Fire destroys yellow mold, and sunlight renders it dormant.
Brown Mold (CR 2)
Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 2 to 3 feet in diameter, and the temperature is always cold in the area surrounding it. Living creatures within 5 feet of it take 3d6 points of cold subdual damage. Fire brought within 5 feet of the mold causes it to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it.
Phosphorescent Fungus (No CR)
This strange underground fungus grows in patches that look almost like stunted shrubbery. It gives off a soft violet glow that illuminates underground caverns and passages.
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