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Dungeon floors come in many types.


Like masonry walls, flagstone floors are made of fitted stones. They are usually cracked and only somewhat level. Slime and mold grow in the cracks. Sometimes water runs in rivulets between the stones or sits in stagnant puddles. Flagstone is the most common dungeon floor. 


Over time, some floors can become so uneven that a DC 10 Acrobatics check is required to charge across the surface. Failure means the character can’t move that round. Floors as treacherous as this should be the exception, not the rule.


Rough and uneven, hewn floors are usually covered with loose stones, gravel, dirt, or other debris. A DC 10 Acrobatics check is required to charge across such a floor. Failure means the character can still act, but can’t charge in this round. 


Small chunks of debris litter the ground. Light rubble adds 2 to the DC of Acrobatics checks.


The ground is covered with debris of all sizes. It costs 2 squares of movement to enter a square with dense rubble. Dense rubble adds 5 to the DC of Acrobatics checks, and it adds 2 to the DC of Stealth checks. 


Finished and sometimes even polished, smooth floors are found only in dungeons made by capable and careful builders.


The floor of a natural cave is as uneven as the walls. Caves rarely have flat surfaces of any great size. Rather, their floors have many levels. Some adjacent floor surfaces might vary in elevation by only a foot, so that moving from one to the other is no more difficult than negotiating a stair step, but in other places the floor might suddenly drop off or rise up several feet or more, requiring Climb checks to get from one surface to the other. Unless a path has been worn and well marked in the floor of a natural cave, it takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Acrobatics checks increases by 5. Running and charging are impossible, except along paths. 


Water, ice, slime, or blood can make any of the dungeon floors described in this section more treacherous. Slippery floors increase the DC of Acrobatics checks by 5.


Ledges allow creatures to walk above some lower area. They often circle around pits, run along underground streams, form balconies around large rooms, or provide places for archers to stand while firing upon enemies below. Narrow ledges (less than 12 inches wide) require those moving along them to make Acrobatics checks. Failure means the moving character falls off the ledge.

Ledges sometimes have railings along the wall. In such a case, characters gain a +5 bonus on Acrobatics checks to move along the ledge.

Ledges can also have low walls 2 to 3 feet high along their edges (especially if they were built for archers to fire upon creatures below). Such walls provide cover against attackers within 30 feet on the other side of the wall, as long as the target is closer to the low wall than the attacker is. 


A sliding floor is a type of trap door, designed to be moved and thus reveal something that lies beneath it. A typical sliding floor moves so slowly that anyone standing on one can avoid falling into the gap it creates, assuming there’s somewhere else to go. If such a floor slides quickly enough that there’s a chance of a character falling into whatever lies beneath—a spiked pit, a vat of burning oil, or a pool filled with sharks—then it’s a trap.


Some floors are designed to become suddenly dangerous. With the application of just the right amount of weight, or the pull of a lever somewhere nearby, spikes protrude from the floor, gouts of steam or flame shoot up from hidden holes, or the entire floor tilts. These strange floors are sometimes found in arenas, designed to make combats more exciting and deadly.


Stairs are the most common means of traveling up and down within a dungeon. A character can move up or down stairs as part of his or her movement without penalty. Increase the DC of any Acrobatics skill check made on stairs by +4. Some stairs are particularly steep and are treated as difficult terrain.