Type of Dungeon: Ruined Structure
Walls: Masonry
Floors: Flagstone
Doors: Wooden
Stuck Doors: 20 Percent
Traps: 10 Percent
Ruined Structure
Once occupied, this place is now abandoned (completely or in part) by its original creator or creators and other creatures have wandered in. Many subterranean creatures look for abandoned underground constructions in which to make their lairs. Any traps that might exist have probably been set off but wandering beasts might very well be common.
Walls: Masonry
The most common kind of dungeon wall – masonry walls are usually at least 1 foot thick. Often these ancient walls sport cracks and crevices and sometimes dangerous slimes or small monsters live in these areas and wait for prey. Masonry walls stop all but the loudest noises. It takes a DC 20 Climb check to travel along a masonry wall.
Floors: Flagstone
Flagstone floors are made of fitted stones. They are usually cracked and only somewhat level. Slime and mold grows in these cracks. Sometimes water runs in rivulets between the stones or sits in stagnant puddles. Flagstone is the most common dungeon floor.
Doors: Wooden
Constructed of thick planks nailed together – sometimes bound with iron for strength (and to reduce swelling from dungeon dampness) – wooden doors are the most common type. Wooden doors come in varying strengths: simple – good and strong doors.
Simple doors (break DC 13) are not meant to keep out motivated attackers.
Good doors (break DC 16), while sturdy and long-lasting, are still not meant to take much punishment.
Strong doors (break DC 23) are bound in iron and are a sturdy barrier to those attempting to get past them.
Iron hinges fasten the door to its frame, and typically a circular pull-ring in the center is there to help open it. Sometimes, instead of a pull-ring, a door has an iron pull-bar on one or both sides of the door to serve as a handle. In inhabited dungeons, these doors are usually well maintained (not stuck) and unlocked, although important areas are locked up if possible.
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