Dungeonscape question . . .


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There are four.

Gray Slime - presents an acid hazard when exposed to light
Rot Grub - left behind when a rot grub swarm is killed, can infest a new host, ultimately leading to a new rot grub swarm
Bone Fungus - grows on bones, indistinguishable from bones, creates spore cloud inhaled poison when disturbed, possesses other interesting characteristics
Anchor Mists - violet vapour that inhibits any form of planar travel

There are also thirteen pages of traps, from the new encounter traps, to new standard traps. Psionic traps get some coverage.
 

The hazards are also all fairly close in CR to those in the DMG, so if you were looking hazards for a very-low-level or high-level game you're somewhat out of luck.
 


Whizbang Dustyboots said:
I think he's more curious if there's any overlap with the dungeon hazards in his PDF series of the same name.

That, and I've turned into a sucker for new hazards. :) It doesn't sound like there's any overlap at all with my own hazards series.

Thanks for the list!
 

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