Tuesday, February 22, 2022

Barriers and Obstructions, Tier 4

Previously: Barriers and Obstructions, Tier 3

Characters: Few character abilities at Tier 4 bear directly on overcoming barriers; possibly the monk’s Empty Body feature, allowing them to cast Astral Projection; clerics with improved Divine Intervention

Spells (level 9): Astral Projection, Gate, Shapechange, True Polymorph, Wish

Magic Items (legendary): Amulet of the Planes, Cubic Gate, Plate Armor of Etherealness, Well of Many Worlds 



Soft Barriers

Demiplane + Mordenkainen’s Private Sanctum or Forbiddance. Creating a Demiplane and then warding it against extraplanar travel is about as secure as you can get within the rules of the PHB spells.

But challenges at Tier 4 (levels 17-20) should hardly be constrained by the PHB. Antagonists at this tier are ancient liches, elder dragons, demigods, and extraplanar aberrations. In addition to the dungeon defense spells detailed in Tier 3, Tier 4 opponents can bend or break the rules that would constrain conventional spellcasting. Think permanent or programmatically cast Antilife Shells and Antimagic Fields. Permanent Prismatic Walls. Spheres of Annihilation, not just as encounters or traps, but even just as navigational obstacles. Walls of Annihilation? The Maze of Annihilation?  

The important thing is that options like these are deployed in an open scenario where the characters have exploration options and ways to understand and counteract what is going on.  

Hard Barriers

None, really. At this point the characters are bending the laws of reality. 

Tuesday, February 15, 2022

Barriers and Obstructions, Tier 3

Previously: Barriers and Obstructions, Tier 2 

Characters: A high-dexterity character proficient in Thieves Tools (+9), possibly a rogue (+14)

Spells (level 6-8): Arcane Gate, Demiplane, Disintegrate, Etherealness, Move Earth, Plane Shift, Reverse Gravity, Teleport, Transport Via Plants, Wind Walk

Magic Items (very rare items awarded): Amulet of the Planes, Boots of Levitation, Carpet of Flying, Cloak of Arachnida, Cloak of the Bat, Ring of Feather Falling, Ring of Free Action, Ring of Telekinesis, Wand of Polymorph, Wings of Flying


Tier 3 (levels 11-16) changes things. By Tier 3, the players will have powers that broadly subvert or circumvent physical spaces. Most conventional physical separations between spaces aren’t even soft barriers anymore. If it could be forced or broken in some way, it wasn’t an obstacle; it was just dungeon dressing. 


Magic items with exploration-relevant traits begin to tail off at this point. The ones that do exist mostly make flight easier and more accessible, but they are no longer giving characters new powers, just decreasing the tax on spell slots and other rest-restricted abilities.

Soft Barriers 

Almost all previous hard barriers. At this point, a conventional door would have to have a DC in the very hard to nearly impossible range (plus Arcane Lock) to even give characters pause. And even then, it would be a soft barrier, not a hard barrier. 


Rogues in Tier 3 begin to break 5E’s bounded accuracy system. As Expertise continues to stretch the top end of their rolls beyond other characters’ ability checks, they gain Reliable Talent, setting a high floor. Assume that if it can be overcome with an ability check, it’s a soft barrier, no matter how imposing.


Magic also takes another leap forward in Tier 3. Etherealness (upcast to target more characters, or combined with a trick like putting the rest of the party in a Portable Hole) can invalidate most conventional barriers. 


Teleport combined with Clairvoyance, Scrying, or similar scouting is reasonably likely to work, assuming the characters are willing to tank damage from a few mishaps. Same with Transport Via Plants, if they can find a plant at their destination.1


Wind Walk allows an entire group to subvert gaps and chasms, non-airtight collapsed passageways, ventilation systems, and most toxic environments.


Disintegrate and Arcane Gate can make even Wall of Force a soft barrier now, although one with a high resource tax.


Enemy spells. Factions at Tier 3 have serious resources to leverage. If they built or adapted the dungeon, they may employ unusual construction techniques; for example, important rooms may have a thin layer of lead worked into their walls to prevent divination magic from reaching inside. 


Assuming they have access to similarly powerful magic as the PCs do, they will also take full advantage of “location buffing” spells that can be applied permanently or until dispelled. In addition to the usual dungeon denizens and traps, it’s likely that some areas of the dungeon will have a permanent Guards and Wards spell in effect. Note that the discrete effects of Guards and Wards need to be dispelled individually.2


Some areas may be affected by Hallow. Targeting Charisma, a weak saving throw for many classes, this spell can be brutal if used for energy vulnerability in combination with traps, or for the silence function, to ambush spellcasters. A faction willing to spend 1000 GP a pop should absolutely have multiple Hallows up – as long as they don’t overlap with each other – at choke points and laid over other more conventional barriers.


Mordenkainen’s Private Sanctum – at only 4th level – can be cast every day for a year to be permanent without any tangible cost. A faction with the arcane resources and time should absolutely have this spell in effect. If possible, it should be upcast to provide insulation against Dispel Magic and cover a larger area.


Forbiddance covers a huge area and provides multiple layers of protection. Unless the denizens of the dungeon have a particular enemy creature type they already dislike, elemental is a good choice, as characters will often summon them or transform into them. Note that Forbiddance’s components are only consumed on the 30th consecutive day it is cast, so the spell is a cheap 1000 GP. As with other spells mentioned previously, it’s vulnerable to Dispel Magic, so should be upcast when possible.


Symbol is more of a trap than an obstacle, but should be paired with the other spells described herein to build redundant layers of protection. The password feature also does give it some obstacle-like counterplay, where players can benefit from taking the time to learn the password from faction members. As another “until dispelled or triggered” spell, it’s well-suited to dungeon defense.


1 Note that Transport Via Plants only requires that the departure plant be large or larger, not the destination plant. If the lich is surprised when a full adventuring party bursts out of the fern on their desk, they only have themselves to blame.


2 Casting this spell 365 days in a row makes it permanent. Most of the components are trivial, but each casting involves a “small amount” of umber hulk blood. Somewhere in the underdark some duergar are getting rich with their sustainable no-kill umber hulk blood farm.





Hard Barriers

Keyed Planar Travel. Characters have access to Plane Shift, but the spell only allows them to target destinations in very general terms. A faction that wants to allow allies to come and go could have a Teleportation Circle on-site, allowing Teleportation Circle spells (cast from the same plane) and Plane Shift spells (cast from another plane) to send groups directly in. 


This again introduces counterplay, as characters who can find out the sequence have a way in to the dungeon. This begins to stretch the definition of a discrete dungeon, but that’s inevitable in Tier 3 and especially Tier 4 play.


There’s nothing stopping the Teleportation Circle from leading into a dangerous environment. For example, if the faction were all undead, the circle might be located in a chamber filled with field of poisonous gas. A faction could even “let slip” decoy Teleportation Circle sequences; perhaps a Circle drawn upside down on a ceiling above a pit of lava.


Demiplane. For carving out a prison or storage space that is truly difficult to crack. Interestingly, merely knowing the “nature and content” of a particular demiplane is enough for another creature to connect to it – if they also know the spell Demiplane. 


Next: Barriers and Obstructions, Tier 4 

Tuesday, February 8, 2022

Barriers and Obstructions, Tier 2


Previously: Barriers and Obstructions, Tier 1

Characters: A high-dexterity character proficient in Thieves Tools (+8), possibly a rogue with Expertise (+12); a high-strength character (+4); potentially a monk with the improved Unarmored Movement feature, a druid with the ability to wild shape into a creature with a flying speed, or a cleric with the Divine Intervention feature

Spells (level 3-5): Dispel Magic, Dimension Door, Fly, Freedom of Movement, Gaseous Form, Meld Into Stone, Passwall, Polymorph, Stone Shape, Tree Stride, Water Breathing, Water Walk

Magic Items (rare items awarded, uncommon items more widely available): Boots of Striding and Springing, Boots of the Winterlands, Broom of Flying, Chime of Opening, Folding Boat, Gloves of Swimming and Climbing, Gloves of Thievery, Necklace of Adaptation, Oil of Etherealness, Potion of Gaseous Form, Quaal’s Feather Token (Swan Boat), Ring of Jumping, Ring of Warmth, Ring of Water Walking, Slippers of Spider Climbing, Winged Boots

Soft Barriers

Locked, stuck, and barred doors of any material, as well as most Arcane Lock doors. In Tier 2 play, rogue expertise starts to push their key skills into the double digits, and they’ll begin to break free from 5E’s bounded accuracy system. Magical items like gloves of thievery, as well as the prevalence of spells like Guidance, will generate ability check results in the 20s and 30s more and more frequently. Groups without a rogue are increasingly likely to have spells or magic items that trivialize conventional doors. Arcane Lock doors remain harder to crack, but will no longer represent a hard barrier as they did in Tier 1.

Dispel Magic is available to almost all groups beginning with Tier 2. Dispel magic is potent in its broad language (there are few limitations on the “magical effects” it can target) and it will quickly become a go-to solution for parties that appreciate its potency (in my game, the party often had two or even three casters with the spell prepped at any given time).

Note that Arcane Lock can be cast with a higher level slot. Arcane Lock itself doesn’t gain anything by being upcast, but spells like Counterspell and Dispel Magic calculate the DC based on the spell slot actually used to cast Arcane Lock, not its minimum spell level. So, for example, in a dungeon run by an Arcanoloth that knows the spell Arcane Lock and has had ample time to prepare, assume that it has cast those Arcane Locks, once per day, with its 8th level slot, for a DC 18 to dispel. Factions savvy to the ways of magic will always cast Arcane Lock with the highest level spell slot available for this reason.

Also note that these soft barriers are still a meaningful tax on the characters’ resources. An area with a series of hallways or cluster of rooms with high-DC doors plus Arcane Lock may not present a hard barrier to the characters, but they may need to make several trips to the area to fully explore it, during which time local factions can respond to their intrusions.

Water, climbs, and gaps of any length. The solutions will vary greatly from party to party, but solutions they will have in Tier 2. Flight becomes increasingly accessible. Water walk and water breathing are both ritual spells affecting up to 10 creatures; once a character commits to the spells-known tax of acquiring these, it’s easy to make them always-on abilities for the characters (unless, of course, an enemy casts Dispel Magic on them). Features like water and verticality like climbs and pits are still good soft barriers to introduce as redundant complications with other effects, but they won’t gate the players progress in a meaningful way, as they did at Tier 1.

Extreme temperature, gas, and pervasive environmental conditions. The characters now have enough spells, HP, magic items, and other countermeasures to reasonably tackle these areas.

Illusions. Spells like Hallucinatory Terrain, Mirage Arcana, and Programmable Illusion are soft barriers, as they can always be investigated and penetrated, but they’re easy to deploy and combine well with other types of soft barriers. Nystul’s Magic Aura, for a mere 2nd level slot, can be cast daily for a month to permanently hide a magical aura, or provide a fake aura for something non magical. This is an easy way to help hide magical traps, or provide red herring and false treasure to lure characters into ambushes and hazards.

Most magical walls; Blade Barrier. Dispel Magic opens up doors, literally and figuratively. As with Arcane Lock above, it’s reasonable to assume that magical walls were upcast to make them resistant to Dispel Magic; but even with a higher DC, these spells will delay, not stop, persistent characters. At Tier 2, it’s also increasingly practical to just tank the damage. This approach is fine, insofar as it also creates an interesting compilation if the characters try to come back the same way, perhaps fleeing a dangerous enemy.



Hard Barriers

Hard barriers in Tier 2 become more complex, and writers should be sure to provide consistent description and mechanical support to these barriers, so that the DM can adjudicate the players’ many options for piercing them, and the players can understand that the consistent and fair logic to the dungeon space, even as challenges scale up.

Password-protected or airlock “doors.” “Door” is in quotes here because for an aperture to represent a hard barrier at Tier 2, it needs to hide or heavily shield the point of transition between zones, like a prison or military facility would. The “door” functions more like a wall except under very controlled circumstances. The opening mechanism is probably separated from the aperture it controls. Passwords or puzzles may be applied. One or both of the opening mechanism and the aperture may be well-hidden or physically distant from each other.

Dungeon factions with reasonable resources also won’t just employ a single layer of defense. They will expect that their outer layer of security will sometimes be breached, and have a “defense in depth” prepared to respond to excursions.

For example, members of a faction traversing a particular secure door might have two keys; one to unlock the door, and one to deactivate a hidden mechanical timer on the far side of the door. If someone breaches the door, but fails to key or disarm this mechanical timer, it will trigger a breach protocol that causes subsequent sections to seal shut with mechanical or magical bulkheads or similar defenses.

This sort of alarm could be associated with any other number of conditions, triggers, alarms, dead man switches, and so forth. The DM should simply ensure that it's at least possible to locate this kind of redundant security, either through careful investigation, contextual clues elsewhere in the dungeon, faction interrogation, alliances with friendly or neutral creatures, etc. Hard barriers, not impenetrable ones.

Exotic and magical doors. Doors imbued with an Antimagic Field, doors that regenerate from damage, doors that change destinations if opened without the key; Tier 2 opens the door (ha ha) to all this and more. When deploying doors with bespoke, homebrewed “trick” effects, the DM should have a clear understanding of the limits of the door’s magic and give the characters clear information, so they can make informed decisions.

Exotic environmental conditions. Expanses of lava and lakes of acid can generally stop Tier 2 characters, just as more mundane conditions stopped them at Tier 1. Again, it may be worth considering complications that might arise from the one or two most common gambits players employ. How hot is the air above the lava pit? Does it ignite ropes? Can the characters fly over the acid lake, or do sulfuric fumes threaten to incapacitate them?

Reasonably thick walls of stone, metal, or similarly durable material. Dirt is no longer much of an obstacle, but stone and metal will generally still stop Tier 2 characters. The cracks begin to show if characters go for certain spells.

Stone Shape can create a permanent doorway, but only 5’ deep. Meld Into Stone can be cast as a ritual and lasts 8 hours (!) but only affects the caster. This could facilitate scouting, or deal with obstructions secured from the opposite side. Particularly savvy enemies composing a dungeon from scratch (rather than improving or adapting a natural or conventional space) could leave gaps of non-stone material interspersed within all stone bodies such that a melded character couldn’t move through them.

Passwall comes at the high cost of a 5th level slot, but can allow an entire party to move up to 20’ through a variety of surfaces without issue (although they only have an hour to come back the same way). This is another instance where a group willing to invest the resources to break a hard barrier can be rewarded without reservation.

Wall of Force. Wall of Force is specifically immune to Dispel Magic. That makes it a powerful hard barrier for Tier 2 characters, with a few interesting exceptions. Dimension Door can take the caster plus one passenger through a Wall of Force, but they need to either see their landing spot, or be able to reasonably guess where it is. If whoever put the Wall of Force in place was particularly crafty, they might have set it up with no visible landing spot on the other side (because it faces a vertical shaft or a chasm, with a ledge out of view, or perhaps an invisible walkway).

Certainly, Tier 2 characters could use Clairvoyance or similar scouting tools to find a Dimension Door target; but that level of resource investment and work is within the bounds of what we want for breaking hard barriers.

On/Off “Switch” Teleportation Circles. Teleportation Circles present an interesting option as a hard barrier. The spell language indicates that "Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied" (emphasis mine). There is no maximum limit to the displacement one can create.

Imagine a teleportation circle on a platform surrounded by some serious dungeon hazard. If an alarm has been raised – or perhaps if the teleportee merely fails to “radio” ahead with some predetermined signal – a large stone block the size of the platform can be lowered to cover the circle. Arrivals now appear in the nearest unoccupied space (thin air off to the side of the now-obstructed platform), dropping into the (acid? Lava? Bottomless pit?) below. As always, this should not be a “gotcha” used punitively; the hazard on the receiving end should be survivable, and (or) the players should have ample opportunity to learn about the danger before risking it.

Teleportation pads. This is a staple of old-school D&D and many video games, appropriate for high magic settings. Two-way pads can function something like Teleportation Circles, perhaps with a cooldown between uses. One-way pads blur the line between obstructions and traps, but present an interesting complicating factor for the characters. Again, the DM should have a clear understanding of how these work, and to what degree they do or do not mimic other spells or effects, so players can (through trial and error, or experimentation) learn from the obstacle, and perhaps even exploit it.


Tuesday, February 1, 2022

Barriers and Obstructions, Tier 1

To create challenging exploratory environments in RPGs, it’s important to understand (a. what resources characters have for exploring the environment, and (b. how those resources are paced in systems that incorporate various types of advancement. The following is an effort to do so for D&D 5E.


Caveats and Assumptions
  • This review works on the assumptions present in the three core rulebooks. It does not consider various character options and spells available in other books (e.g., a character with a built-in swim speed or flying speed from level 1).

  • This review does not (directly) address light and visibility, avoiding hazards and traps, navigating and getting lost, finding specific objects or places, and so forth, although it may touch on these subjects.

  • Other abilities, spells, and tools not explicitly identified here could be used in novel or surprising ways to overcome barriers and obstructions (the classic wizard epiphany: “fireball is an exploration tool… fireball is a negotiation tactic!”). The following is a non-exhaustive and subjective review of character mechanics focused primarily for these purposes.

  • This review is primarily applicable to dungeon exploration, but some of the ideas can be extrapolated to other forms of play.

  • This is a non-exhaustive review, and I welcome additions to this list.

Soft Barriers and Hard Barriers

Soft barriers tax resources, demarcate dungeon zones, provide staging grounds for encounters, or simply prompt the players to make a choice in how they are positioning themselves against the dungeon as an environment, and the factions within it.


Hard barriers are meant to stop progression until the characters either have some specific means of gaining access (e.g., a key for a locked door) or have found a solution within their own abilities to subvert or bypass the barrier. It is important to note that hard barriers are not impenetrable barriers; they can almost always be undermined by clever or daring players.




Tier 1 (levels 1-4)

Character Abilities and Skills: A high-dexterity character proficient in Thieves Tools (+5), possibly a rogue with Expertise (+7); a high-strength character (+3); and a high-Wisdom character proficient in Perception (+6)

Spells (level 1-2): Alter Self, Feather Fall, Jump, Knock, Levitate, Misty Step, Spider Climb

Magic Items (mostly uncommon): Potion of Climbing, Potion of Waterbreathing, Cap of Water Breathing, Cloak of the Manta Ray, Mariner’s Armor, Ring of Swimming, Rope of Climbing, Wand of Secrets

Soft Barriers

Locked, stuck, and barred wooden doors. It’s important to understand that most normal doors are only soft barriers, even at level 1. For example, when players encounter a locked door, they will pretty reliably follow an order of operations like this, trying each step:


Unlock with the key: No downside.

If they don’t have the key, pick the lock: Probably no downside, but time-consuming,1 risks triggering traps associated with the lock, and close inspection later might reveal the characters’ meddling.

If no one is proficient with thieves tools, or picking the lock fails, force the door: Momentarily loud, risks triggering traps associated with the doorway generally, and obvious to anyone who sees it after the fact. 

If all else fails, destroy the door: Sustained noise, risks triggering traps, and obvious to anyone who sees even the vicinity of the door after the fact.


A high-dexterity character with approximately a +5 on related Dexterity checks (proficiency in Thieves Tools) can pick a DC 10 to DC 15 lock fairly reliably; make that +7 for a rogue with Expertise. Failing that, a character with approximately a +3 to a Strength check to smash down the door (assuming no proficiency applies) presents a reasonable fallback option. Failing that, with something like AC 15 and 18 HP, even a group of first level characters can reliably destroy a door in one combat round.


There are consequences to each step along this escalation. But the point is that ordinary wooden doors – even locked or stuck ones – are soft barriers only.


The Angry DM’s megadungeon posts are instructive for setting DCs for doors along these lines. As they note, a DC 25 stuck wooden door presents an interesting complication; Tier 1 characters would either have to explore elsewhere or commit to physically destroying the door.


Secret doors. Unless combined with other mechanisms, a secret door on its own is a soft barrier only. Using 5E’s passive perception rules almost ensures easy and medium difficulty doors will be found, as at least one player in any given group will field a high-perception character. 


Eschewing the passive perception rules and going with a more old-school approach where the character interprets clues from the DM’s description, like recently-applied plaster or a weird draft, doesn’t change the permeability of the barrier here. Assume secret doors are soft barriers only, even at Tier 1.

 

Ordinary bodies of water. All characters can swim, and even a character without a positive Constitution modifier can hold their breath for a minute. Water on its own is just a soft barrier.


Short climbs (the 50’ rule). Expect that most groups will sensibly secure a rope (using a grappling hook or a lead climber, if ascending) and that even in a worse-case scenario (weak climber falls, maybe cascading to others if they were tied together, and so on) the fall damage is unlikely to kill anyone. 


The adventurer’s standard 50’ rope is a good rule of thumb. If the climb is less than 50’, treat it as a soft barrier that can be resolved with a single check for each climber (with advantage if they have a secured rope to climb with).


Short gaps. 10 or 15 feet is probably trivial with standard dungeoneering equipment and reasonable ingenuity from the characters. Treat that as a soft barrier.


Other dungeon obstructions. Quicksand or swampy ground, tar, tangled vines and thick undergrowth, dripping green slime, spider webbing, thin/porous walls of conventional dirt and rocks, and so forth. Careful, lucky, stubborn, or diligent characters will come up with ways to get through obstructions like these.

Hard Barriers

Stuck or barred metal or stone doors; metal portcullises. What would make some doors hard barriers at Tier 1, compared to the wooden doors described above as soft barriers? Removing “destroy the door” as the option of last resort.


As described above, destroying a wooden door, using the assumptions in the DMG about AC and damage, probably only takes characters one or two combat rounds. Destroying a stone or metal door should be described to players not as something that can be done in six to twelve seconds by a determined barbarian but more a matter of mining or demolition work.2 


You can model these “hard barrier” doors with damage thresholds and damage immunities if you want to spell it out under 5E’s rules (see DMG p. 247). I would consider making such doors immune to all damage types except bludgeoning, force, and thunder, and setting a fairly high damage threshold.


Merely locked metal or stone doors are just as susceptible to thieves' tools as wooden ones, but it’s reasonable to assume that a room that warranted a steel door also got the best lock available; so if other locks on nearby wooden doors are medium difficulty, stone or metal doors should have hard or very hard locks.


I have not recently used a portcullis, which seems like a mistake, as they’re flavorful and hard to bypass, but provide useful information (because characters can see through them). Misty Step can circumvent them, assuming the stepper can find the winch on the other side, but spell slots are scarce at Tier 1, and I am OK with a player giving up a powerful combat trick to break a hard barrier in this manner.


Locked doors with Arcane Lock. This is a special case. It raises the DC to break, force open, or pick the lock by 10. Boosting a DC 15 door to DC 25 likely puts it out of reach of a Tier 1 character’s Strength check (if no skill applies). It would be within the range of possibility of thieves' tools, but would require a very good roll, with our previous assumptions of a +5 check, or +7 with expertise. Knock, a 2nd level spell, suppresses Arcane Lock, but only for 10 minutes, which creates interesting time pressure and the possibility that characters become trapped on the other side.


Arcane Lock doesn’t prevent the destruction of the door, but we can assume that if a dungeon faction is investing the spell components in protecting a door, they’ll make sure it is metal, stone, or otherwise hard to bypass (e.g., several Arcane Locked doors in sequence).


Note that Arcane Lock lasts until dispelled and has a modest material cost of 25 GP per casting. Depending on the arcane capabilities of local factions and the prevalence of magic in the campaign world, characters should expect to see Arcane Lock quite often, even at Tier 1.


Dirt and stone walls. This might seem obvious, but dirt and stone walls and floors of more than trivial thickness should be hard barriers. Attempts to mine or excavate require that the dungeon level is secure.2 


The important exception to this rule is the druid, who at 2nd level can transform into a giant badger with a 10’ burrow speed. Note that 5E creatures with burrowing speeds can move through “sand, earth, mud, or ice.” At combat speed, a giant badger druid could burrow about 200 feet per minute; fast enough to navigate pretty quickly throughout the vicinity.


Within earthen areas like the tunnels of a giant ant colony, the DM should have some idea of where (if anywhere) some burrow-blocking material (usually layers of stone) exist. Likewise for a pyramid partially flooded with sand.


Water with complications. There are many spells and magic items at low levels that allow characters to breathe or move freely underwater, but most of them only do one or the other, and affect only one character at a time.

 

Visibility: Visibility is not usually a limitation within 5E, because of the prevalence of races with darkvision, and the availability of Light as a cantrip. But combined with murky conditions underwater, it can be a complicating factor, particularly if characters are considering swimming through a submerged tunnel without knowing how far it is to the other end.

Monsters: How much of a danger this represents depends on party composition, spells available, and the number of weapon-oriented characters wielding weapons unaffected by submersion (e.g. daggers, spears). A monster that acts more like a regional hazard may be helpful for turning water into a barrier; the characters might be tempted to try to fight crocodiles, but swarms of countless piranhas require a non-combat solution.

Temperature: For hot water, keep in mind that a reasonable number of characters will have fire resistance (tieflings and many dragonborn, for example). For cold water, some mix of cold damage and exhaustion may be appropriate. As is always the case with water, if the characters cannot easily gauge how far they have to go to get through the intemperate area, tanking the damage and conditions becomes less feasible.

Pressure changes: A diver can go something like 130’ without suffering from any decompression effects. Decompression could be simulated with Constitution saving throws to avoid levels of exhaustion. Pressure can be a good way to either gate a lower level of the dungeon (reachable by diving and accessing an airlock, moonpool, permeable magical wall, etc.) For navigating laterally within a dungeon level, this could be useful for an instance in which the characters need to swim under a dividing wall that requires they rise up 130’ or more on the opposite side. Magical effects that grant swim speeds should usually grant advantage on saving throws to resist decompression effects, depending on the flavor of the spell or effect.


Long climbs (beyond 50’). The difference between a short climb and a long climb is that the former can be resolved with a single ability check for each climber, while the latter is more difficult or elaborate. Even absent any other complications, a skill challenge or similar resolution mechanism is appropriate for a long climb. The number and types of ability checks, accordant DCs, and likely outcome of falling should be clearly telegraphed by the DM. The players need to be able to make an informed decision to either climb now, or explore elsewhere and come back later.


Long gaps (beyond 20’). A character with 18 strength can jump 18 feet; a character with Misty Step can go 30 feet. Somewhere in this vicinity, a gap turns from a soft barrier to a hard one for Tier 1 characters. Various schemes involving grappling hooks, familiars, and so forth can certainly break this barrier, but assuming a long fall (either deadly or dropping a character into a deeper part of the dungeon), it’s safe to consider this a hard obstacle.


Note the distance from the ground on one or both sides of the gap to the ceiling (if there is one) and the walls can be highly relevant here if the group has climbers, particularly the spell Spider Climb, which is a powerful sequence-breaker when used to rig ropes or otherwise facilitate the other characters’ passage. 


Sometimes a hard barrier is interesting not just in how difficult it might be to pass over, but how hard it might be to employ the same means to come back the other way. A jury-rigged rope bridge across a 30’ gap may not be so practical when the characters are running in the other direction, chased by angry cultists and carrying stolen treasure.


Cave-ins, collapses, and blockages. A completely collapsed tunnel or passageway should be an almost-full stop barrier for a Tier 1 group, short of actual mining and excavation work.2 


Extreme temperature, poison gas, and other pervasive environmental conditions. Like water temperature or pressure dangers, the obstacle is usually a hard one if the players can’t determine how far they would have to travel through the affected area, and can’t come up with a plan to avoid or tank the effects.


Damaging magical walls and Blade Barrier. Not all of the various wall spells detailed in the PHB include rules for making them permanent, but the Obstacles table on page 297 of the DMG makes it clear that it’s possible (even if it didn’t, this would be fair game for the DM to incorporate anyway, but it’s always helpful to note the precedent when it’s already in the game’s text). Walls of Thorns, Wall of Ice, and Wall of Fire all do varying amounts of damage to those who pass through them. A DM deploying these barriers should think about the effectiveness and consequences of the first one or two obvious countermeasures the characters might employ (what happens if they try to burn the thorns? What happens if they flood the passage blocked by the fiery wall?)


Next: Barriers and Obstructions, Tier 2



1. Note that a rogue with the thief archetype and the Fast Hands ability can open a lock as a bonus action. The thief archetype can sometimes appear lackluster compared to other roguish archetypes, but correct application of dungeon time-keeping and enforcement of consequences makes their abilities shine; the thief rogue should be able to attempt to pick a lock without risking time-related complications that any other character would face.


2. Persistent characters will tunnel through iron with toothpicks if allowed enough time to do so without complication. DMs should explain that mining, excavation, and demolition in unsecured areas is not something that can be done as long as any factions that might object are active on the dungeon floor. This provides an incentive to “beat” the current dungeon floor – befriend, defeat, pacify, or otherwise obviate all other factions on the floor. After that has been done, any remaining hard barriers of this kind can be overcome simply by sending some hirelings to manually destroy the obstruction.


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