Raging Swan - Dungeon Dressing - Doors
Raging Swan - Dungeon Dressing - Doors
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ERRATA
We like to think Dungeon Dressing: Doors is completely error
free, but we are realists. So in that spirit, we shall post errata
three months after release on ragingswan.com. We aren’t going
to be correcting typos and spelling errors, but we will correct any
game mechanic or balance issues that come to light.
Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue,
plots, storylines, language, incidents, locations, characters, artwork and trade dress are product identity as defined in the Open
Game License version 1.0a, Section 1(e) and are not Open Content.
Open Content: Except material designated as Product Identity, the contents of Dungeon Dressing: Doors are Open Game Content as
defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open
Game Content may be reproduced in any form without written permission. The moral right of Jeff Erwin to be identified as the
author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988. ©Raging Swan Press 2012.
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To learn more about Raging Swan Press, visit ragingswan.com. To learn more about the Open Game License, visit wizards.com/d20.
Published by Raging Swan Press
1st printing, November 2012
2
CONTENTS
Credits .......................................................................................... 2 DOOR TRAPS BY CR
Contact Us ................................................................................... 2
CR PAGE
Errata ........................................................................................... 2
3 Adhesive Handle 8
About the Designer ...................................................................... 2
3 Slamming Door 8
Contents ...................................................................................... 3 6 Exploding Door 9
Foreword ..................................................................................... 3 6 Door of Slumber 8
7 Illusionary Door 8
DUNGEON DRESSING: DOORS
11 Poisoned Beads 9
Table A: Characteristics & Appearance ........................................ 4
Table B: Dressing & Features ....................................................... 6
Table C: Traps & Tricks ................................................................. 6
FOREWORD
It’s been a long time coming, but the Dungeon Dressing line has balance by providing not only interesting features and dressing
finally tackled the weighty issue of dungeon doors. During their for your dungeon doors but also a half‐dozen or so door‐focused
career PCs (hopefully) will interact with hundreds of such doors, traps. While not every dungeon door should be trapped – that’s
but so often they are nothing but plain wooden doors with no illogical, silly and will slow game play to a crawl – occasionally
interesting or redeeming features! Most PCs do little more with doors protecting important locations (treasure vaults, shrines
doors than listen at them to see what lurks beyond. A few others and so on) would be warded to “discourage” exploration.
may break them down or search for traps on them, but that is Dungeon Dressing: Doors is the sister product of the wittily,
pretty much the sum total of interaction most adventurers have but unimaginatively, titled Dungeon Dressing: Double Doors. If
with the doors they encounter. your dungeon has lots of important locales that deserve special
In Dungeon Dressing: Doors, Jeff Erwin seeks to redress the double door treatment, go check out the free samples for the
instalment at ragingswan.com/doubledoors.
I hope you find this instalment of Dungeon
Dressing useful. It would be great to hear how
you’ve used it in your game – drop me a line at
[email protected]. I’m also keen to
hear what other dungeon features you’d like
us to feature in this line so if you’ve any
suggestions please drop me a note at the
above address. Thanks!
3
4
Use this table to generate interesting characteristics for your 51‐52 The door’s handle, doorknob and dimensions are
dungeon’s door. Some features listed below may be sized for someone substantially smaller or taller
inappropriate based on your dungeon’s setup – ignore or modify than a normal human.
such entries as appropriate. 53‐54 The cornices and frame of the door vastly dwarf
the portal itself.
D% 55‐56 The doorsill is a significant step up. It costs 2
squares of movement to enter the square
01‐05 There is no readily apparent handle or latch on
containing the door.
the portal. A mechanism is hidden nearby (DC 20
57‐58 The door is decorated with gilded writing in an
Perception locates).
appropriate alphabet. It is rendered in
06‐10 An elaborate baroque doorknocker is fixed to the
immaculate cursive.
door.
59‐60 The door revolves when pushed, rather than
11‐12 The door’s hinges are designed to allow it to
opening normally.
open both inward and outward.
61‐62 The door is oval or round rather than
13‐14 A grate or window allows one to look into the
rectangular.
chamber or passage beyond.
63‐64 The door is triangular or rhomboid in shape.
15‐16 A small peephole pierces the door.
65‐66 A sliding panel of paper, canvas or parchment
17‐18 The door slides open rather than swings open.
serves as a door.
19‐20 The door is incongruous to its surroundings. In a
67‐68 The door is a curtain of beads or cloth and
plain setting, it is elaborately decorated; in a
provides concealment (20% miss chance).
palatial room, it is plain and unmarked.
69‐70 The door has a small viewport set at head height.
21‐22 A pulley and counterweight mechanism opens
An iron grill protects the viewport. The viewport
the door, which is unusually heavy (+5 to the DC
has a small wooden door.
of Break checks to open it).
71‐72 The door is actually a large painting surrounded
23‐24 The door is a jib door, a secret door designed to
by a wide, gold leaf frame. The “door” opens
blend in with the wall panelling.
outwards and swings to the left.
25‐26 Ventilation slats are built into the door, but do
73‐74 Two heroic nude figures decorate the
not permit a view of the other side.
doorframe, standing considerably higher than
27‐28 Fluted and scroll‐like mouldings around the
human height.
door’s frame make the whole an impressive
75‐76 A bookshelf or cabinet is attached to the door.
work of delicate craftsmanship.
77‐78 The handle is in the form of an open hand, which
29‐30 The door is constructed of folding panels, sliding
must be grasped as if to shake to open.
to one side to allow entrance.
79‐80 The door is covered in supple leather.
31‐32 The door is made of hollow material and is
81‐82 The door has a large mirror hanging on it.
exceptionally easy to destroy (reduce the door’s
83‐84 The door’s hinges contain a one‐minute
hardness and hps by 50%).
hourglass. After it has remained open for one
33‐34 The image of an immense face covers the door’s
minute, it shuts automatically.
surface, carved in high relief.
85‐86 The door is made of heavy stone, carefully
35‐36 The door fits very closely into its frame and is
balanced. It can be opened with no more effort
hard to open (+2 to the Break DC to open).
than a normal door.
37‐38 This narrow double door opens like a pair of
87‐88 Two elaborately robed exotic figures in gold leaf
shutters and is as wide as a normal single door.
and enamel decorate the door’s panels.
39‐40 The door is cut in half; the lower and upper
89‐90 The image of a sinister figure is outlined in a
portions can open separately.
blackened iron silhouette nailed to the door.
41‐42 A small door is cut out of the bottom, with a
91‐92 Nails hammered into this door mark out a
swinging flap, to allow small creatures access.
religious or martial symbol appropriate to
43‐44 The elaborate iron strap‐hinges of this door
whoever dwells within.
extend from the side nearly to the opposite edge
93‐94 The door is low but wide. Medium‐sized and
of its surface, forming a floral motif.
larger creatures must duck to pass through.
45‐46 The door is painted with a crude portrait of
Treat such characters as squeezing in that
whoever or whatever lives within.
square.
47‐48 The door is designed to appear to be the tongue
95‐99 The door is false and it does not open. Removing
and throat of a great demonic mouth.
it reveals a blank stone wall.
49‐50 The door is cunningly devised to resemble a
100 The door is trapped. Refer to pages 8‐9.
different material than its true composition; i.e.,
wood painted to resemble stone, a wooden door
covered in iron plates and so on.
5
6
53 The muddy prints of a dog or wolf (as if the 77 Fur and hairs are stuck to the side of the door, as
animal had jumped up) cover the middle portion if it was used for scratching by a large animal.
of the door. 78 The door casts its own dim shadow outward,
54 A series of random numbers are carved into the independent of all light.
door’s surface. The number nine appears 79 The door is ajar and a metal bucket full of liquid
repeatedly. is propped above it. Characters opening the door
55 A whistling and tangible breeze blows through get drenched. The bucket clatters to the floor
the cracks in the door. and nearby creatures gain a +2 bonus to hear the
56 The door’s handle is grander and of much higher commotion.
quality than the door itself. The internal lock is 80 The door makes a shrill, almost deafening,
good (DC 30 Disable Device). squeaking noise as it opens. Nearby creatures
57 A dagger has been driven into the door. gain a +5 modifier to Perception checks made to
58 A chair sits next to the door. A slumped skeleton, hear it opening.
sword in lap, as if on watch, sits in it. 81 The door sits loosely on its hinges and can be
59 Many small teeth are stuck in the door’s frame. easily removed.
60 A rope is tied to the handle, and stretches across 82 A sign is pasted on the door, reading “EGRESS” in
the room, ending in a frayed tangle. ornamental capitals.
61 The wall and ceiling above the door are cracked 83 The shell of the door is blackened and peeling.
and collapsing. A DC 10 Knowledge (engineering) 84 An arcane lock protects the door.
check reveals that opening the door will 85 The handle and lock have been ripped or torn
probably cause it to fall. from the door, leaving a ragged hole. Bunched
62 In chalk, a huge eye has been drawn on the door. cloth fills the holes.
63 The door is icy cold to the touch. 86 This door opens up onto empty space, with at
64 Deeply incised into the door is an elaborate sigil least a 10 foot drop to the floor beyond.
or arcane seal. A DC 15 Knowledge (arcana) 87 A hold portal protects the door.
reveals its meaning. 88 Something has been painted over hurriedly on
65 Some kind of harness has been attached to the the door, leaving an ugly blob of pigment. The
door frame and the door is open. The harness is image below is faintly visible.
stretched and shredded. 89 Snatches of conversation and laughter emanate
66 The underside of the door has been gnawed from behind the door.
away, leaving enough room for a Small 90 Someone has gouged out apparently valuable or
humanoid to crawl through. (Such creatures are dangerous decorations from the door, leaving it
considered squeezing, however). pitted and scored.
67 A pewter bowl, covered in mould, and a wooden 91 The hinges of the door are rusted shut. A grease
cup, filled with stagnant water, sit in front of the spell or similar effect is necessary to open it.
door. 92 The door shimmers and sparkles with
68 A half‐completed attempt to brick or wall up the iridescence. An arcane mark is in its centre.
doorway is evident. The door itself is missing. 93 A faded sign by the handle reads “This door has
Tools are scattered in disarray. been locked for safety reasons.”
69 A sweet fragrance, as if from many roses, wafts 94 The door has been broken in half. One portion
through the door. lies nearby while the upper part of the door still
70 Though the door is absent, a luminescent door‐ hangs from a hinge.
like shape fills the portal, suggesting its original 95 The number 13 is painted above the door in
form and design. whitewash.
71 A dozen throwing knives or shuriken are 96 The door’s frame has been replaced and is much
embedded in the door. newer than the door it surrounds.
72 Sticky black tar has been daubed on the door. 97 The walls around the door’s hinges are pitted
Drips and splatters cover the floor nearby. and scarred as if someone had tried – and failed
73 A flattened scroll (perhaps containing a message – to smash through them.
or map) has been shoved under the door. 98 Though this was once a door, the portal is now
74 A brass horn hangs from a hook that’s been bricked or boarded up from the other side.
screwed into the middle of the door. When opened, it reveals only a blank wall.
75 Hundreds of iron nails have been hammered into 99 Roll twice on this table, ignoring results of 99‐
the door. Some have been hammered all the way 100.
in while others yet stand proud. 100 The door is trapped. Refer to pages 8‐9.
76 A knot in the wood or a crack in the door has
been widened to make a makeshift peephole.
7
8
9
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T ITLE
Tired of dungeons lacking in verisimilitude? Want to add cool little features of interest to your creations but don't
have the time to come up with nonessential details? Want to make your dungeons feel more realistic?
Then Dungeon Dressing is for you! Each instalment in the line focuses on a different common dungeon fixture such
as stairs, pillars or pools and gives the harried GM the tools to bring such features to life with interesting and cool
noteworthy features.
This instalment of Dungeon Dressing presents loads of great features to add to the doors in your dungeon.
Designed to be used both during preparation or actual play, Dungeon Dressing: Doors is an invaluable addition to
any GM's armoury!
Visit us at ragingswan.com to learn more.