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  DUNGEON DRESSING: 
  RAGING SWAN PRESS
  WELLS
  OSR
  
  	
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  DUNGEON DRESSING: WELLS 
  Tired of your 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 non-essential details? Want to make your dungeons feel more realistic? Then Dungeon Dressing is for you! Each instalment focuses 
  on a 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 and details to add to the wells in your dungeon. Designed to be used 
  both during preparation or actual play, Dungeon Dressing: Wells is an invaluable addition to any GM's armoury! 
  C RE DI TS 
  Design: Brian Gregory 
  Development: Creighton Broadhurst  
  Art: William McAusland, Matt Morrow and Dean Spencer. Some 
  artwork copyright William McAusland, used with permission. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2019. 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  Wells 
  2 
  .......................................................................................................
  Major Well Features 
  2 
  ........................................................................
  Water Quality 
  3 
  ..................................................................................
  Climbing into Wells 
  3 
  ........................................................................
  Minor Well Features & Dressing 
  4 
  ....................................................
  Well Tricks & Traps 
  6 
  ..........................................................................
  Falling into Wells 
  6 
  .............................................................................
  Methane-Filled Well 
  6 
  .......................................................................
  The Gravity Well 
  6 
  ..............................................................................
  Well of Maddening Visions 
  7 
  ............................................................
  OGL V1.0A 
  8
  .............................................................................................
  OSR
  
  W EL LS 
  Wells are important places in dungeons—a well might be the only 
  readily accessible source of drinking water in the entire place. 
  Given most dungeon denizens require water those controlling a 
  well can become wealthy and powerful charging others for the 
  water they draw. Thus, a well can also be a source of much conﬂict 
  between the dungeon’s denizens as they all seek to gain control 
  of such an important resource.  
   
  To draw water from a well, typically a container is lowered by 
  rope or chain. This is either done by hand or with a crank. Builders 
  capable of advanced engineering may also install a hand or foot 
  pump to draw up water.  
  MAJOR WELL FEATURES 
  Use this table to generate interesting characteristics for your wells. 
  Some features listed below may be inappropriate based on your 
  dungeon’s setup—ignore or modify such entries as appropriate. 
  D%
  MAJOR FEATURE
  01-05
  A tumbled stone wall surrounds the well; a small 
  wooden bucket tied to a rope lies nearby. 
  06-10
  An iron grate covers the well. The grate’s central 
  portion can be opened to access the water below.
  11-12
  Iron bound corners reinforce the wooden walls of this 
  20-foot deep well. 
  13-14
  A pile of disemboweled corpses form the wall 
  surrounding this well of blood and bile. 
  15-16
  Carved reliefs of the coastline and a rising sun adorn 
  this well’s low stone wall. 
  17-18
  Two small stone buckets sit next to an open hole. 
  Supple vines attach the buckets to a rough tree stump. 
  19-20
  Four solid six-inch thick slabs of obsidian form a crude 
  barrier around this well. 
  21-22
  Sunken in a low hollow fresh water ﬁlls this well to only 
  a few feet below ground level. 
  23-24
  Long, thin blocks of ﬁnely cut stone interlock to form a 
  wall bound with corroded iron bands.
  25-26
  A double door lid, secured by iron hinges and a sliding 
  bolt tops this circular brick well. The door may be 
  locked; the well’s lord carries the only key.
  27-28
  Small ﬂagstones pave the ﬂoor around the well. A 
  nearby pool is linked to the well through a natural 
  crack in the rock; sometimes when it rains heavily the 
  pool ﬂoods the chamber.
  29-30
  An octagonal, rough-hewn stone wall with two low 
  semicircular cut outs opposite each other surrounds 
  this well. A log acts as a crank shaft for the wooden 
  bucket which is hanging 20-foot down the well. 
  31-32
  An inverted step pyramid descends to a small stone 
  platform jutting out over the well shaft which descends 
  80 ft. to the water below.
  33-34
  Many humanoid skulls are mortared into the walls of 
  this circular wall shaft. The macabre decorations make 
  scaling the well’s shaft much easier than normal.
  35-36
  This circular well hole is actually the bore hole of a 
  purple worm.
  37-38
  Leg bones of many large creatures decorate the top 
  portion of this 150-foot deep dry well. 
  39-40
  An upturned barrel serves as an impromptu cover for 
  the well. A wooden bucket amid a coil of rope stands 
  atop the barrel.
  41-42
  A cast iron hand pump linked to a thick pipe running 
  down into the shaft draws water from this well. A heavy 
  stone slab covers the well shaft. 
  43-44
  This open hole follows a natural ﬁssure in the rock as it 
  twists and turns down to a small pool. 
  45-46
  A leather bucket attached to a tightly woven rope lies 
  next to a three-foot wide hole piercing the cavern ﬂoor. 
  Below, the hole intersects a large, sunken cavern. 
  47-48
  Cut stone forms a runoff basin ten-foot by ten-foot 
  square and one-foot deep. Water is drawn into the 
  basin by a hand pump. 
  49-50
  Cube-shaped slabs of rose granite form the walls of 
  this shallow well. 
  51-52
  Slate tiles roof the wooden frame surrounding this ﬁve-
  foot wide diameter well. The well has no walls to stop 
  visitors falling in.
  53-54
  The eight walls of this octagonal wall each depict in 
  bright tile mosaics the daily live of tradesmen. 
  55-56
  Sharp shards of loosely piled rock surround an open 
  hole in the ground. 
  57-58
  A crude wooden bridge—nothing more than two 
  planks—crosses this ten-foot wide hole.
  59-60
  Bricks of gold travertine marble form this well’s low 
  round wall.
  61-62
  A stone wall surrounds this hand dug well. A thick 
  tangle of roots grows through its walls. 
  63-64
  A rotting thatch roof protects those using the well from 
  water dripping from the cavern ceiling. 
  65-66
  Intricately cut interlocking stones carved as puzzle 
  pieces form the well’s walls. 
  67-68
  This 25-foot diameter stone-walled well has a spiral 
  stone stair cut into its side that descends all the way to 
  water-level.
  69-70
  Slightly pink-hued crystals form a low wall around a 
  perfectly carved circular well. The crystals stud the 
  well’s walls for a short distance below ground level.
  71-72
  This square well has a slender green marble column at 
  each corner; the columns are without adornment, but 
  several chips and gouges in the marble bear mute 
  testimony to a previous battle.
  �2
  
  WATER QUALITY 
  Water drawn from a well typically contains more than just water. 
  Minerals from the surrounding rock, which leech in from the strata 
  may ﬂavour the water. In some cases the water can become 
  contaminated by other toxins or parasites. Either may happen by 
  leeching or indirect or direct contamination. 
   
  Therefore, not all well water is pure and safe to drink. 
  Dungeon denizens may deliberately foul the water of some wells. 
  Other wells could be contaminated by corpses, chemicals in the 
  rock, magic emanations and so on. 
   
  Contaminated Water: Characters drinking contaminated 
  water must make a saving throw against poison or be struck down 
  with stomach cramps for 1d4 days or vomiting for 1d4 hours 
  (GM’s choice). Both effects have a one-hour onset time. 
   
  Tainted Water: Tainted well water could have similar effects to 
  contaminated water (see above), might carry a disease or have 
  more serious effects depending on what has tainted the well. 
  CLIMBING INTO WELLS 
  Characters are curious folk and often explore a well in search of 
  hidden treasures or secret passages. The condition of the walls in 
  a well’s shaft varies enormously. Use the following table, to 
  determine how easy it is to climb the well’s walls: 
  73-74
  A rough pile of stones form the well’s walls. A large 
  skull—the eye sockets and mouth ﬁlled with wax—serves 
  as a bucket and is attached to a long rope seemingly 
  made of lank, black hair. 
  75-76
  Packed earth forms a smooth area around an open 
  hole in the ground. Footprints left by the dungeon’s 
  denizens mar the earth. Canny characters can use the 
  footprints to identify the monsters using the well.
  77-78
  This capped well is ﬂanked by a foot pump which 
  draws water from the water far below. The foot pump 
  makes a loud creaking sound when used, which may 
  alert nearby dungeon denizens.
  79-80
  Bronze lion head busts, placed at all four cardinal 
  compass points, watch over the well.  Experimentation 
  reveals the busts can be twisted to face toward or away 
  from the well’s shaft. 
  81-82
  Dark red brick walls form a rough circle around this 
  well. The top of the wall is thick with the shards of 
  broken weapons, bits of pottery and the like; unwary 
  explorers may cut themselves. 
  83-84
  Carved ﬁgures of miners working in a mine decorate 
  the walls of the three small wells clustered close 
  together in this area. None have any surrounding walls, 
  making it easy for incautious characters to tumble in.
  85-86
  The stone ﬂoor is ominously riddled with cracks 
  radiating outwards from this well. The cracks also 
  pierce the well’s walls.
  87-88
  Ropes attached to pulleys suspended from the ceiling 
  provide the means of drawing water from this well. The 
  attached bucket is sturdy and oversized, and is large 
  enough to accommodate a squeezing man-sized 
  creature.
  89-90
  Copper nails and other symbols of storms adorn the 
  wooden walls of this simple, roughly constructed well. 
  91-92
  Half-formed mud walls about three-foot high studded 
  with rocks surround the well; a half collapsed domed 
  roof partially covers the structure. 
  93-94
  A procession of hideously carved stone imps depicted 
  in the throes of some bestial dance comprise the well’s 
  walls. The imp’s arms are raised above their heads 
  creating a grill of sorts about the well.
  95-99
  This well has rough hewn walls. A side tunnel ten feet 
  down in the southern wall runs roughly eastwards for 
  30 ft. before ending in an iron-bound door.
  100
  An ornate domed wrought iron cage covers this well. It 
  is accessed by a locked gate. The dungeon’s lord, and 
  his trusted lieutenants, hold the gate’s key. 
  WALL CONDITION
  CLIMB 
  MODIFIER
  Rough natural rock wall with many ledges
  +20%
  Rough natural rock wall
  +10%
  Typical dungeon wall
  0
  Brick wall
  -10%
  �3
  
  MINOR WELL FEATURES & DRESSING 
  Use this table to generate interesting features for your wells. Some 
  features listed below may be inappropriate based on your 
  dungeon’s setup—ignore or modify such entries as appropriate. 
  D%
  MINOR FEATURE OR DRESSING
  01
  The well contains foul-smelling, fetid water. Creatures 
  drinking the water may become sick.
  02
  Red ochre, ogre-sized handprints decorate the well’s 
  shaft leading all the way down to the water below. 
  03
  This dry well is ﬁlled with thick cobwebs; the dusty 
  cocoons of insects and small animals hang within. 
  04
  Scorch marks and soot—indicative of a raging ﬁre—
  cover the ground around the well.
  05
  A precariously balanced mass of collapsed and burnt 
  wood covers the well opening. 
  06
  A thick sheet of leaded glass covers the well.
  07
  The droppings of giant centipedes cover the ground 
  around the well.
  08
  Small rectangular holes pierce the well wall; two brass 
  bars lean against it.
  09
  A large, crudely carved, sigil depicting crossed 
  falchions is chiselled into the ground near the well.
  10
  The rope for the well’s bucket is cut into three sections
  —none long enough to reach the water below.
  11
  Fresh blood splatters cover the ground near the well.
  12
  Fresh mortar, abandoned tools and fresh blood cover 
  the ﬂoor. Bloody tracks lead away from the well. 
  13
  A shallow trench leads away from the well. 
  14
  The well stands in a small alcove hacked out of the 
  living rock; the niche’s walls are sharp.
  15
  A great mass of rubble fallen from the roof above 
  chokes the well with debris. 
  16
  Stalagmites and stalactites from a cage-like structure 
  around the well. 
  17
  As the characters approach the well, a moaning wind 
  issues forth from it.
  18
  The well’s water is fouled by the corpse of a dungeon 
  denizen; creatures drinking the water may become 
  nauseated. 
  19
  A pile of basic adventuring gear—a backpack, several 
  days of rations and so on—lies neatly next to the well. 
  20
  The well’s pulley mechanism is torn from its supports; 
  the rope is cut into several sections. 
  21
  The hacked and rotting remains of a violet fungi lies 
  next to the well. 
  22
  Chewed and splintered bones litter the ground around 
  the well. 
  23
  The well has fallen into a 15-foot deep sinkhole; rough 
  steps lead down to the sunken well. 
  24
  A crude wooden structure is built over the well; 
  manacles are mounted to each upright. 
  25
  Scattered gravel covers the ground around the well; 
  the tracks of dungeon denizens may be evident within. 
  26
  Many stones from the well’s wall have been removed 
  and replaced with human skulls, packed with mud. 
  27
  Delicate chalk writing on the ﬂoor near the well (in 
  Undercommon) says “Drink, friend.”
  28
  The well’s walls are cool to the touch. Lower down, ice 
  covers the bare rock.
  29
  Footsteps and drag marks lead around the well.
  30
  In Goblin crude writing, scrawled in blood, reads, 
  “Humans here” and an arrow points into the well. 
  31
  The well is well maintained and in good condition. 
  32
  Wet footprints lead away from the well.
  33
  The area around the well smells of wet dog.
  34
  The sound of something thrashing about in the water 
  echoes from far below. 
  35
  The stench of days-old rotting ﬂesh ﬂows from the 
  well’s depths. 
  36
  Wide cracks in the ﬂoor radiate out from the tumbled 
  well’s walls. 
  37
  A faint glow from phosphorescent moss illuminates the 
  water at the bottom of the well. 
  38
  A battered, bloody helmet lies near the well. Of the 
  owner, there is no sign.
  39
  A grinning skull hangs from a thin rope above the well.
  40
  Slightly sour water ﬁlls the well; it is safe to drink but 
  tastes “ﬂat.” 
  41
  The skeletal remains of two halﬂings rest on a small, 
  slippery ledge at the bottom of the well. Their gear is 
  rotted and rusted. 
  42
  A donkey is trapped at the bottom of this ten-foot 
  deep well. It is covered in mud, cold and shivering.
  43
  One set of wet, webbed footprints lead away from the 
  well as if something has recently climb forth. 
  44
  A tangle of roots pierce the well’s walls and hang down 
  into the water below.
  45
  Ghostly faces swirl about in the inky black water ﬁlling 
  this well. 
  46
  The well’s stone walls have been transformed into 
  quivering, rotting ﬂesh. The ﬂesh oozes pus into the 
  water below. Creatures drinking the water may 
  become nauseated.
  47
  A long ladder rests against the well’s wall.
  48
  Stones and rubble are piled about the well to both 
  conceal it and make the approaches harder.
  49
  The well smells like a toilet. 
  50
  The fresh corpses of three goblins lie mangled on the 
  ground about the well. 
  51
  A odd, unidentiﬁable slime trail runs passed the well.
  �4
  
  52
  A section of the well wall has collapsed, partly blocking 
  the shaft. 
  53
  Gutted candles ﬂoat on the water's surface. 
  54
  A weak whirlpool effect stirs the well’s water. 
  55
  A broken longsword lies near the well; dried blood 
  covers its blade.
  56
  A crude arrow is carved into the ground; it points away 
  from the well. 
  57
  A cage large enough for one human dangles over the 
  well. A crank enables it to be raised and lowered.
  58
  A complex hand crank provides water from this deep 
  well; it is easily operated (and just as easily sabotaged). 
  59
  The sound of loud splashing echoes from the well; the 
  water within is turbulent but no creature is visible.
  60
  A faint purple and silver mist rises from the well. 
  61
  Three buckets stand next to the well; all have had their 
  bottom smashed out.
  62
  Ghostly grey puff balls of fungi cover the inner wall of 
  the well down to the waterline. 
  63
  Sand, gravel and rocks ﬁll this well. No water can be 
  extracted from within without extensive digging. 
  64
  This dry well has been used as a rubbish dump. The 
  stench of decay emanates from its depths.
  65
  A dry, hot wind carrying the smell of sulphur and 
  drifting ash blows up from the well. 
  66
  Tiny glowing ﬁsh swim in the well’s waters. 
  67
  The well uses a crank shaft to draw up water, but it is 
  badly damaged; turning the crank causes the 
  mechanism to fall out of the ceiling. 
  68
  The water in the well is just warmer than body 
  temperature. 
  69
  A tight wisp of smoke rises from the well; a discarded 
  torch lies on a ledge just above the waterline. 
  70
  A column of light periodically projects from the well, 
  illuminating the ceiling above for ten seconds. 
  71
  The smeared remains of a message written in charcoal 
  decorate the well’s wall. It is unreadable. 
  72
  An obviously new iron grate covers this old well. 
  73
  The water in the well is heavy with dust and grit; it must 
  be strained before drinking. 
  74
  A shattered clay pot lies on the ﬂoor; among the 
  shards, lies a grotesquely gnarled severed hand. 
  75
  A plume of red algae grows on the cold water in this 
  old crumbling well. 
  76
  Half-burned, now extinguished, candles line the 
  ground around the well’s mouth. 
  77
  The ceiling above the well is scared by acid. 
  78
  Though empty and dry, the well is ﬁlled with bobbing 
  and blinking tiny points of light. 
  79
  The skeletal remains of a dwarf in tattered leather 
  armour are tangled in chains hanging into the well. 
  80
  A burned shield and the remains of charred arrows 
  litter the area around the well. 
  81
  The well’s bucket has been replaced with a three-foot 
  diameter tarnished brass bell. 
  82
  The well has crumbled into ruin. The wall surrounding 
  it is in bad condition and collapses into the well if 
  touched, which makes a loud racket sure to draw any 
  nearby dungeon denizens to investigate.
  83
  A host of bats dwell in the well. 
  84
  The statues of two female drow stand nearby. 
  85
  Coins are hammered into the cracks in the ﬂoor 
  surrounding the well; 25 gp worth of bent and twisted 
  copper and silver coins can be recovered with one 
  hour of work.
  86
  The skeletal remains of a humanoid lie partially 
  submerged at the bottom of the well.
  87
  This dry well is the camouﬂaged entrance to a warren 
  of small tunnels.
  88
  This well is 100-foot deep. 
  89
  An iron ladder descends into the well; the bottom half 
  is missing.
  90
  The sounds of sobbing emanate from the well.
  91
  Dark blue fungus grows in the well. Disturbing the 
  fungus releases a cloud of (harmless) spores.
  92
  The gleam of a few copper and silver coins can be 
  made out at the bottom of this well. 
  93
  Half the body of a human adventurer lies near the well; 
  he appears to have been bitten in half. 
  94
  Jets of ﬁre erupt from the well in spiraling tornados of 
  smoke and heat.
  95
  The well water has recently had fresh honeysuckle 
  ﬂowers cast into it; a thick layer obscures the water. 
  96
  The well is an illusion, designed to torment those 
  desperate to drink.
  97
  A macabre wall of bones once surrounded the well; it 
  has been smashed apart—debris lies scattered about 
  the chamber.
  98
  Recent signs of a campﬁre—scorched stone and still 
  warm ash—mar the ground near this well. 
  99
  Four iron spikes pierce the walls of the well; stout 
  ropes hang from each one. At the bottom of the well, a 
  narrow tunnel leads away to the north.
  100
  A permanent wall of force covers the well; beneath 
  glimmers the unmistakable glint of partially 
  submerged gold.
  �5
  
  WELL TRICKS & TRAPS 
  Wells are not always safe. Occasionally, the dungeon’s denizens 
  hide clever traps and tricks in key locations throughout the 
  complex. The traps and tricks here are examples of such features 
  that can be used to protect wells. Remember, these traps only 
  work if the characters explore the well in question.  
  FALLING INTO WELLS 
  Adventurers are curious folk and often explore a well shaft in 
  search of hidden treasures or secret passages. Sometimes, they—
  or their foes—fall into the well; use the table below, to determine 
  how much falling damage such individuals suffer: 
  1: The water must be at least 10-foot deep. 
  METHANE-FILLED WELL 
  Methane gas ﬁlls this dry well. Explorers entering the well risk 
  death through suffocation or ﬁery explosion. This well’s crumbling 
  walls descend into shadow and gloom. At the very bottom of the 
  well, an archway is barely visible. 
   
  The well has the following features of note: 
  •
  Depth: The well is 60 ft. deep. 
  •
  Walls: The well’s dry, crumbling walls can be scaled with a 
  +10% chance of success. 
  Activation: When a character descends 20-foot into the well, they 
  begin to suffer the effects of methane gas exposure as detailed in 
  “Effects” below. 
   
  Finding the Trap: An alert, cautious character in the well 
  detects the faint scent of rotten eggs; even a distracted explorer 
  detects the smell halfway down the shaft. 
   
  Defeating the Trap: A character holding their breath and not 
  carrying a naked ﬂame bypasses the trap’s ill effects.  
   
  A character searching the bottom of the well has a 1 in 6 
  chance of noticing a small ﬁssure in the wall. (A dwarf has a 50% 
  chance of noticing the ﬁssure while an elf has a 2 in 6 chance of 
  spotting the ﬁssure). Blocking the ﬁssure stops the methane 
  entering the well.  
   
  Effect: When triggered, this trap has one of two effects: 
  •
  Explosion: If a character brings an open ﬂame 20 ft. into the 
  well, the methane ﬁlling the shaft explodes. Characters caught 
  in the blast suffer 4d6 ﬁre damage (a successful save against 
  breath weapons halves the damage). Those injured while 
  climbing must immediately make a successful Climb Walls 
  check or fall to the bottom of the well (suffering 1d6 damage 
  for every 10 ft. fallen).  
  •
  Suffocation: A character in the well without a naked ﬂame 
  who isn’t holding their breath must roll equal or less than their 
  Constitution score on 4d6 (+1 for every previous roll made) 
  every round or start to suffocate. A suffocating character falls 
  to the bottom of the well, suffers 1d6 damage per 10 ft. fallen 
  and lands prone. 
  THE GRAVITY WELL 
  This well is affected by a reverse gravity spell. Characters 
  exploring the well’s depths are propelled out by powerful magic.  
   
  The well has the following features of note: 
  •
  Depth: The well is 100 ft. deep. 
  •
  Walls: The well’s mortared walls are difﬁcult to climb (-10% 
  chance of climbing). 
  •
  Ceiling: The ceiling above the well is 20 ft. high. 
  Activation: When a character gets 10 ft. away from the water at 
  the bottom of the well, a reverse gravity spell activates. The trap 
  resets itself after one hour. 
   
  Find the Trap: A character casting ﬁnd trap discovers the 
  gravity well trap; alternatively detect magic cast into the well 
  uncovers a powerful magical alteration aura under the water at the 
  bottom of the well (this is the iron plate detailed below). 
   
  Defeating the Trap: The reverse gravity trap is centred on an 
  iron plate at the bottom of the well; destroying the plate (hp 60) 
  destroys the trap. Casting dispel magic on the plate negates the 
  trap with the normal chances of success. 
   
  Effect: When triggered, this trap has the following effects: 
  Suddenly an invisible force hurls you out of the well. 
  •
  Reverse Gravity: Characters in the well with at least one hand 
  free can try to grab a wall by rolling equal to less than their 
  Dexterity score on 4d6 (3d6 if they have two hands free) to 
  stop themselves falling out of the well and onto the ceiling 
  above. Falling characters suffer 1d6 damage per 10 ft. “fallen”. 
  Additionally, the reverse gravity expels the water from the well 
  in a geyser-like fashion. This reveals the iron plate at the 
  bottom of the well. Characters in the well when the trap 
  activates are drenched and blinded for 2 rounds (a successful 
  saving throw against breath weapon negates this effect). The 
  reverse gravity effect lasts for 1 segment.
  DISTANCE
  FALLING INTO 
  SHALLOW WATER
  FALLING INTO  
  DEEP WATER1
  10 ft.
  1d6
  —
  20 ft.
  2d6
  —
  30 ft.
  3d6
  1d6
  40 ft.
  4d6
  2d6
  50 ft.
  5d6
  3d6
  60 ft.
  6d6
  4d6
  70 ft.
  7d6
  5d6
  etc.
  etc.
  �6
  
  WELL OF MADDENING VISIONS  
  The walls of this well are cut from the normal stone of the 
  dungeon; the water is accessible by a simple oak hand crank and 
  can be raised in a small bucket hewn from red agate (worth 100 
  gp). The water shimmers with a slight sapphire iridescence. 
   
  The well has the following features of note: 
  •
  Depth: The well is 30 ft. deep. 
  •
  Walls: The well’s smooth walls are difﬁcult to climb (-10% 
  chance of climbing). 
  Activation: Only water drawn with the red agate bucket (and 
  consumed within one hour) has the powers and effects noted 
  below. The bucket holds enough for three draughts. The trap 
  resets itself after one hour. 
   
  Find the Trap: A detect magic spell reveals the water in the 
  red agate bucket radiates both divination and illusion magic. A 
  character casting ﬁnd trap discovers the red agate bucket and the 
  water within comprise the trap. 
   
  Defeating the Trap: Destroying the red agate bucket (hp 20) 
  destroys the trap. Casting dispel magic on either the water or the 
  bucket may negate the trap with the normal chances of success. 
   
  Effect: When triggered, this trap has the following effects: 
  As you drink the cool, refreshing water drawn forth from the well 
  strange visions start to swirl at the corners of your eyes. A grey mist 
  descends, and you are suddenly elsewhere. 
  When drunk, the well’s waters have the following effects: 
  •
  Vision: The character receives a vision (as if the character had 
  rolled 10 or more on 2d6 after casting a vision spell) of the 
  person, place or object most on their mind. The vision is at ﬁrst 
  benign and may impart valuable information to the character.  
  •
  Phantasmal Killer: As the vision ends, its tone and content 
  change. Where the scene was once benign, things become 
  more sinister in nature. A person may be struck down by 
  treachery, a place destroyed or an object broken. At the 
  vision’s climax, the agency doing the destroying turns and 
  regards the character. It then transforms into a horrible 
  amalgamation of the character’s worst fears and attacks as a 
  phantasmal killer. 
  Aftermath: Characters surviving drinking from the Well of 
  Maddening Visions are fatigued for one hour. 
   
  Variant Trap: A confusion spell targets any creature drinking 
  the enchanted water.
  �7
  
  OGL V1.0A 
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  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Dungeon Dressing: Wells. ©Raging Swan Press 2019; Author: Brian Gregory. 
  To learn more about the Open Game License, visit wizards.com/d20. 
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  �2
  
   
   
   
   
   
   
   
   
   
   
   
   
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan GM's Miscellany Dungeon Dressing/Raging Swan Dungeon Dressing Wells 2.0.pdf