d20 Ronin Arts A Dozen More Dungeon Hazards
d20 Ronin Arts A Dozen More Dungeon Hazards
d20 Ronin Arts A Dozen More Dungeon Hazards
A Dozen More
Dungeon Hazards
by Philip Reed Requires the use of the Dungeons & Dragons®
Player’s Handbook
Welcome to A Dozen More Dungeon nothing to your campaign it does give other pub-
Hazards, a direct sequel to the short PDF, A lishers permission to use this material as long as
Dozen Dungeon Hazards, that I wrote late in they follow the open game license (see the end of
2004. This new release gives you both more of this PDF).
the same, in the form of new fogs, fungi, and
slimes, it also presents four environmental and
terrain hazards.
ABOUT THE AUTHOR
Philip Reed has been working professionally
Anyway, enough out of me. You didn’t buy in the roleplaying game industry since 1995. In
this PDF to hear me ramble on (especially since that time he has worked for such companies as
you can catch my nonsense on most popular RPG West End Games, Privateer Press, and Steve
messageboards) so I’ll cease my typing of a lame Jackson Games. Today Philip spends his days at
introduction without value and move directly to home running Ronin Arts, writing and designing
what you spent your money for. new games, and reading whatever books interest
him at the time. To learn more about Philip Reed
OPEN GAME – and Ronin Arts – please visit
CONTENT www.philipjreed.com/php and www.roni-
narts.com.
All of the text of this PDF is presented as
open game content. While this means absolutely
A Dozen More Dungeon Hazards is copyright © 2005 Philip Reed. All text in this book is designated as open game
content. You may not distribute this PDF without permission of the author. Dungeons & Dragons® and Wizards of
the Coast® are Registered Trademarks of Wizards of the Coast and are used with permission.
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of chamber is below. Depending on the distance clouds of billowing, heated steam shoot forth
fallen the character or creature may suffer falling from the newly-formed steam vent. Steam vents
damage. are rarely encountered individually but, rather, in
Truly cruel DMs will, of course, combine the groups of six or more, each about 5-feet apart.
collapsing chamber and destroyed floor hazards The cloud from a steam vent expands out to fill
into a single, terrible event. In such an event the the square in which the vent stands and all adja-
affected characters must make a separate check cent squares.
for each hazard, making the collapsing chamber Anyone entering a cloud-filled square suffers
check first – if the first check fails the character 3d6 points of subdual damage per round from the
suffers a penalty – equal to two times the amount intense heat of the steam. A successful DC 15
of damage suffered by the falling rocks – on his Fortitude save (made each round of exposure)
check for the destroyed chamber hazard. reduces the damage to half.
A steam vent can be capped, though if it is
STEAM VENTS (CR 2) the underground pool’s only release the cap will
be blown off within 2d4 hours. Capping a steam
Natural stalagmites sitting atop underground
pools of boiling water, steam vents form when vent requires a heavy rock or other object that can
the pressure beneath grows so powerful that is be wedged into the opening. Capping a vent is a
blasts the top off of the stalagmite at which point full-round action.
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ganger mold when it is in this form activates the fog has formed around. Example: An ancient red
mold which automatically spews forth a cloud of dragon’s fog would inflict 7d10 points of dam-
poisonous spores. All within 10 feet of the mold age and have a CR of 5.
must make a DC 15 Fortitude save or take 1d6
points of Constitution damage. Another DC 15
Fortitude save is required 1 minute later – even
HARMONIC LICHEN
by those who succeeded on the first save – to (CR +1, SEE TEXT)
avoid taking 2d6 points of Constitution damage. This white growth hangs from cave and dun-
Fire destroys doppleganger mold. geon ceilings and grows slowly down surround-
Seeing a patch of doppleganger mold for ing walls and stalactites and, in rare cases, reach-
what it is requires a DC 35 Spot check when at a es the floor where it begins to slowly spread out-
distance of 20 feet. The DC decreases by 4 for ward. Harmonic lichen only forms near a large
every 5-feet closer to the mold that the adventur- patch of harmonic mushrooms (see A Dozen
er moves. Dungeon Hazards), even though the destructive
sonic blast unleashed by a patch of harmonic
DRACONIC mushrooms typically destroys all other hazards
around it.
FOG (CR 3*) A 5-foot square patch of harmonic lichen is,
This dark red-colored fog is a near-symbiot- by itself, harmless. The lichen’s true strength is in
ic hazard found only in the lairs of red dragons acting as a reverberating device for the sonic
that are of a mature age (or older). Draconic fog blast of a patch of harmonic mushrooms – the
forms from the melding of the breath of a red damage caused by a harmonic mushroom’s sonic
dragon and the dragon’s great treasure trove, the blast is increased by +1d6 for every patch of har-
fog slowly growing until it completely covers monic lichen within 25-feet of the mushrooms. A
the dragon’s treasure chamber, the dark reddish patch of harmonic lichen increases the CR of
haze suspended just a few feet above the harmonic mushrooms in the area by +1 to CR 4.
ground. Draconic fogs are rare, encountered in Fire completely destroys a patch of harmonic
only one out of every thirty dragon’s lairs, and lichen. A patch of harmonic lichen cannot survive
few adventurers ever find themselves forced to if the mushrooms it was created by are destroyed.
contend with a draconic fog.
A typical patch of draconic fog appears as a
40-ft. square, two-feet above the ground and
HELLISH FOG (CR 4)
Existing where a tear has appeared, opening
only three feet thick. Entering a patch of dra- to the elemental plane of fire, a hellish fog is a
conic fog forces DC 20 (+2 for each age catego- dark gray cloud of superheated steam that ran-
ry beyond mature of the dragon that the fog has domly unleashes blasts of fire. The size of the
formed around) Reflex save as the fog suddenly planar tear determines the size of the hellish fog,
springs into a blast of searing flame, much like though the largest patch ever encountered cov-
that of the red dragon from which the fog was ered a 50-foot square area. A character or creature
born. If the save succeeds the fog has no effect standing inside a patch of hellish fog at any time
on the character or creature that entered the fog suffers 1d4 points of fire damage each round.
patch. If the check fails, the victim is subjected Each round that a character or creature is
to a terrible, burning flame that inflicts 4d10 within 10-feet of a patch of hellish fog there is a
(+1d10 for each age category beyond mature of 20% chance that the fog will erupt, spreading
the dragon that the fog has formed around) great bursts of flame. Anyone within 10-feet of –
points of fire damage A patch of draconic fog or directly in a patch of – the hellish fog when
can be dissipated harmlessly with gust of wind this occurs suffers 8d6 points of fire damage; a
or a similar spell. DC 15 Reflex save reduces the damage to half.
*The CR of a patch of draconic fog is Repairing the planar tear is the only thing that can
increased by +1 for every two age categories destroy a patch of hellish fog.
(round up) beyond mature of the dragon that the
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MUSHROOMS (CR –)
Growing in patches of thousands, planar
mushrooms are small, silver-colored growths that
completely dominate the corner of a dungeon or
cavern room in which they grow. A typical patch
of planar mushrooms covers a 10-foot square
area.
Unlike most hazards, planar mushrooms do
not cause direct damage to any characters or crea-
tures that come within the mushroom’s area of
influence. Instead, there is a 15% chance that
anyone coming within 10-feet of a patch of pla-
nar mushrooms will be automatically transported
to a random plane or demiplane – planar mush-
rooms are a natural, chaotic type of planar gate.
Standing in a patch of the mushrooms increases
the chance of being transported away to 25%.
Fire destroys a patch of planar mushrooms.
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