Arcane Locked Door with Combination KnockerArcane Locked Wooden Door with Magic Combination KnockerThis is a magically enhanced heavy, iron reinforced wooden door that is arcane locked. On the door is an iron knocker in the shape of a gargoyles face with an iron ring through its mouth. The door will open if the knocker is used with the correct combination of knocks ("knock three times, then pause, then three more"). Otherwise the door will have to be forced open. Strong wooden, arcane locked door: 2 inches thick, hardness 5, 20 hp, break 35. Often a clue to how to open the door can be found elsewhere in the dungeon. The area within twenty feet of the opposite side of the door has a permanent Dimensional Lock spell. This prevents an adventurer from using dimensional travel to move ethereally through the door or teleport just to the other side of it. Some of these doors are enhanced with extra amusing magic. In these enhanced cases, using the knocker produces an
Campaign IdeaOh, how about this idea? A campaign where a group of random PCs are magically transported into a vast dungeon together. They are forced to cooperate in order to find the way out. Each characters living body is one of the "talismans" required to open the final door. All must live, or all will die! So, the lawful good paladin has to frequently support and save the evil drow priestess and visa versa. The chaotic neutral half orc barbarian has to frequently stick his neck out for the elf bard. The only cleric type is the drow so.... Hah hah hahh hah.
Poison Vapor WaterPoison Vapor WaterThis is a body of water of any size (puddle, pool or lake). The water is fouled by the effects of magic mist. The oily, green water boils slightly and has a slightly greenish luminescence to its surface. Poisonous and acidic vapors seeping from the pool rise to a distance of twenty feet above the water forming a toxic cloud. Any living being entering the cloud above the surface of the water must make a fortitude save each round. The initial save is DC 15. The save DC will increase by one each subsequent round thereafter for any living being lingering or moving about in the cloud. A living being failing a saving throw will begin to take acid damage and inhalation poison damage each round while within the cloud (1d6 points acid and 1 point strength damage from the poison inhaled). Stone surfaces and ceilings about and over a poison vapor pool are pitted and scored by the acid fumes
Scary Levitating Stone BallsScary Levitating Stone BallsThese are large (five feet in diameter) moss covered stone spheres that can be found here and there throughout Golfo's Labyrinth within the Mist Filled Realm. They are imbued with epic levitation magic and levitate ten to thirty feet above the floor. Usually, they are harmless dungeon dressing and do nothing but float near the ceiling in a room the PCs must cross. Occasionally, one is actually a falling boulder trap with a magical trigger. Stone Sphere from Ceiling: CR 8; magic trap; proximity trigger (alarm spell) ; automatic reset; Atk +12 melee (8d6, bludgeoning damage), reflex save DC20 for half; Search DC 30; Disable Device DC 30