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  DUNGEON DRESSING: 
  RAGING SWAN PRESS
  CEILINGS & WALLS
  OSR
  
  	
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  DUNGEON DRESSING: CEILINGS & WALLS 
  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 ceilings and walls in your dungeon. Designed 
  to be used both during preparation or actual play, Dungeon Dressing: Ceilings & Walls is an invaluable addition to any GM's armoury! 
  C RE DI TS 
  Design: Alexander Augunas and Aaron Bailey 
  Additional Design: Creighton Broadhurst  
  Development: Creighton Broadhurst  
  Art: William McAusland and Matt Morrow. 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 2020. 
  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 
  .................................................................................................
  Ceilings 
  2 
  ...................................................................................................
  Major Ceiling Features 
  2 
  ...................................................................
  Ceiling Styles 
  3 
  ...................................................................................
  Ceiling Terms 
  3 
  ...................................................................................
  Minor Ceiling Features & Dressing 
  4 
  ...............................................
  Ceiling Tricks & Traps 
  6 
  .....................................................................
  Cave-In 
  6 
  .............................................................................................
  Crushing Ceiling 
  6 
  .............................................................................
  Falling Block 
  6 
  ....................................................................................
  Walls 
  8 
  ........................................................................................................
  Major Walls Features 
  8 
  ......................................................................
  Common Wall Decorations 
  9 
  ...........................................................
  Minor Walls Features & Dressing 
  10 
  ................................................
  Walls Tricks & Traps 
  12 
  ......................................................................
  Crushing Walls 
  12 
  ..............................................................................
  Mechanical Mimic 
  12 
  .........................................................................
  Murder Holes 
  12 
  ................................................................................
  OGL V1.0A 
  14
  ...........................................................................................
  OSR
  
  C E I LIN GS 
  A ceiling affects a room’s mood and style. A ceiling’s style can vary 
  between simple and plain to expansive and elaborate with ornate 
  painted frescos (or somewhere in between). 
  MAJOR CEILING FEATURES 
  Use this table, to generate interesting characteristics for your 
  ceilings. Some features may be inappropriate based on your 
  dungeon’s setup—ignore or modify such entries as appropriate. 
  D%
  MAJOR FEATURE
  01-05
  The domed and multi-faceted ceiling is seemingly 
  comprised of some kind of hard, slightly ribbed 
  organic substance1.
  06-10
  An expansive and vivid fresco featuring several 
  examples of powerful ﬁgures2 is expertly painted onto 
  the plaster ceiling.
  11-12
  The bleached white bones of a large creature support 
  the curved stone ceiling3.
  13-14
  The ceiling is conical with a tiny aperture allowing a 
  beam of light to be focused onto a low stone dais in 
  the centre of the room.
  15-16
  The smooth, unadorned ceiling has a domed aperture 
  in the centre from which hangs a large, ornate iron 
  pentagram-shaped candelabrum.
  17-18
  With a black background punctuated with shimmering 
  crystals, the ceiling has been decorated to mirror a 
  constellation of stars4.
  19-20
  The wooden ceiling—the remains of a ship’s hull—
  comprises tarred boards and tightly ribbed timber 
  trusses and rafters.
  21-22
  Painted knot work motifs frame an intricate design of 
  concentric ﬂeur-de-lis medallions on the ceiling.
  23-24
  The ceiling is quartered with intricate plastered 
  mouldings; each section bears a lavish fresco in tribute 
  to one of the four seasons.
  25-26
  A guilt and enamelled relief of a lion rampant with two 
  heads dominates the white plastered ceiling.
  27-28
  Intricate and highly detailed, the ceiling and walls are 
  painted with a fresco portraying a multitude of angels 
  locked in combat with a horde of Hell’s denizens.
  29-30
  Made from thousands of tiny ivory panels carved with 
  runes and sigils, the ceiling is embellished with a large 
  mosaic depicting a bird rising from ﬂames.
  31-32
  The panels in the coffered ceiling are shield-shaped 
  and brightly painted with a variety of heraldic and 
  religious sigils5.
  33-34
  Four large pools ﬁlled with what appears to be a thick 
  black undulating ﬂuid6 pierce the ceiling. The pools 
  emanate an overwhelming aura of evil, and their 
  contents seemingly resist gravity.
  35-36
  A mixture of exquisite sculpture and bas relief cover 
  the ceiling in a beautiful and artistic map of the 
  surrounding kingdoms.
  37-38
  The ceiling is in the shape of an inverted dome and is 
  abstractly painted to resemble the world with its 
  continents, seas and kingdoms.
  39-40
  A helix of tightly wound staircases mirrors one another 
  as they spiral towards the centre of the room’s cone-
  shaped ceiling.
  41-42
  The ceiling is constructed to look like a scrolled 
  parchment with text chiselled into the stone page. (The  
  text is a prayer to the patron power of the dungeon’s 
  original lord).
  43-44
  Water cascades from a diamond-shaped aperture in 
  the ceiling, creating a waterfall which empties into a 
  sinkhole piercing the ﬂoor.
  45-46
  A large stone medallion of an eight-pointed star 
  embellishes the groin-vaulted ceiling.
  47-48
  Several complex clockwork mobiles depicting an 
  unknown solar system hang from the ceiling. The 
  planets are made from spheres of semi-precious 
  stone. The set (intact and complete) is worth 400 gp.
  49-50
  Marble pillars protruding from the room’s walls depict 
  warriors with their swords raised towards each other. 
  These crossed swords create the vaulted ceiling’s ribs.
  51-52
  The thick canopy of a large living tree comprises the 
  ceiling; the tree’s thick trunk serves as the sturdy pillar 
  supporting the ceiling.
  53-54
  The painted ceiling portrays a blue sky and wisps of 
  clouds akin to that of a perfect summer day.
  55-56
  Numerous large demonic statues embellish the 
  ceiling. Hanging from the tails of each is a large iron 
  gibbet cage.
  57-58
  The ceiling, painted with blue and green paint and 
  embellished with glass tiles, resembles the ever-
  moving surface of the sea.
  59-60
  The plain white plaster ceiling is decorated with red 
  handprints made by many different individuals.
  61-62
  Seemingly crafted from a single pane of tinted glass 
  the ceiling is nearly opaque and provides a dim view 
  of the room above.
  63-64
  The ceiling has been constructed with a mechanical 
  trapdoor. A hidden lever7 operates the door and drops 
  a wooden ladder into the chamber.
  65-66
  The ceiling is dodecahedral with a single point. Each 
  side is painted with a fresco depicting a different 
  hellish realm and its devilish lord.
  67-68
  A dais when stood upon levitates up to the ceiling (a 
  segment of which retracts enabling access to the area 
  or chamber above).
  2
  
  1.
  A druid or ranger can identify the ceiling as the underside of 
  a giant sea turtle’s shell. 
  2.
  A cleric or wizard can identify the ﬁgures as long forgotten 
  deities.  
  3.
  A cleric or wizard can identify them as a dragon’s leg bones. 
  4.
  A character with astrological knowledge identiﬁes the 
  constellation. 
  5.
  The devices include those of several prominent knightly 
  orders and families. 
  6.
  A cleric or wizard can identify them as infernal portals. 
  7.
  A successful ﬁnd secret door roll locates. 
  CEILING STYLES 
  Ceilings come in many styles: 
   
  Coffers: These are sunken panels in the shape of a square, 
  rectangle or octagon in a ceiling, sofﬁt or vault. 
   
  Domed: This ceiling resembles the hollow upper half of a 
  sphere. 
   
  Hipped: All sides slope downwards to the walls, usually with a 
  fairly gentle slope. 
   
  Vault: An arched shape used to provide a space within a 
  ceiling. 
   
  Barrel Vault: This is the simplest form of a vault and resembles 
  a barrel or tunnel cut lengthwise in half. 
   
  Vault, Fan: Curving ribs radiate upward like the ribs of a fan to 
  form concave half cones that meet or nearly meet at the apex. 
   
  Vault, Groin: When two semi-circular barrel vaults of the 
  same diameter cross one another their intersection (a true ellipse) 
  is known as a groin. 
   
  Vault, Rib: The intersection of two or three barrel vaults 
  produces a rib vault (which is also known as a ribbed vault). 
  CEILING TERMS 
  Ceilings comprise several common features:  
   
  Buttress: Vertical feature used to stabilise an arch, ceiling or 
  vault.  
   
  Gable: Triangular section between edges of roof and walls. 
   
  Pillars: A vertical structure used as a support for a ceiling. 
   
  Truss/Rafters: A series of sloped structural beams used to 
  support the ceiling and its associated loads. 
  69-70
  The ceiling appears to be of an unknown mottled 
  stone. Investigation reveals it to be the petriﬁed 
  underside and gills of a giant mushroom.
  71-72
  The ceiling is not solid but is instead an ironwork grille 
  made from many diagonal bars.
  73-74
  The highly polished ceiling mirrors the area below.
  75-76
  The rough ceiling—studded with metallic ore—glitters 
  invitingly in the characters’ lights.
  77-78
  The ceiling comprises magically toughened glass and 
  is transparent. Several skeletons clad in rags and 
  surrounded by gear sprawl in the space above.
  79-80
  A large, inverted dome dominates the ceiling. When 
  properly commanded, the dome opens like a gigantic 
  eye which moves and blinks. The eye can act as a 
  crystal ball once a week, on command.
  81-82
  The pillars supporting the ceiling are life-like statues 
  of devils holding wickedly curved swords.
  83-84
  The ribs of the domed ceiling splay out like a giant 
  spider’s web. Investigation reveals the ribs are of 
  magically hardened spider web.
  85-86
  The ceiling is a dense forest of stalactites which have 
  grown until they meet an equally dense stand of 
  stalagmites growing up from below.
  87-88
  Old mottled, faded purple paint covers the ceiling, 
  giving the room a diseased—or bruised—look.
  89-90
  A great crack runs through the ceiling and down one 
  wall. When it rains, water drips down through the crack 
  to stain the ﬂoor.
  91-92
  Stone rafters jut from the walls to support the ceiling. 
  Shadows cluster thickly around the rafters, which make 
  good hiding places. A secret door7 pierces the wall 
  high up near the ceiling next to a rafter. 
  93-94
  The ceiling is a false ceiling of painted hide treated to 
  look like stone. A small crawlspace lies above and 
  several tiny peepholes7 piece the ceiling. 
  95-99
  The vaulted ceiling has partially collapsed, and is 
  sagging dangerously in the centre of the room.
  100
  Roll again to determine the ceiling’s appearance. The 
  ceiling is also trapped. Refer to “Ceiling Tricks & Traps”.
  3
  
  MINOR CEILING FEATURES & DRESSING 
  Use this table, to generate interesting features for your ceilings. 
  Some features may be inappropriate based on your dungeon’s 
  setup—ignore or modify such entries as appropriate. 
  D%
  MINOR FEATURE OR DRESSING
  01
  A section of the ceiling appears to have melted; 
  molten rock—now cooled—has dripped onto the ﬂoor.
  02
  A fresco of a ruling noble has been vandalised with the 
  words, “Power to the rebellion.” 
  03
  A haze of green ﬂame—a highly combustible natural 
  gas—wreaths the ceiling1.
  04
  Thick, wet cobwebs cover the ceiling. The webs are so 
  damp they resist natural ﬁre; only magic can burn 
  them away.
  05
  Long, thick viscous globules of a dark brown slime 
  hang from the ceiling. A long white funeral gown 
  which ﬂutters in an unseen draught, is stuck to the 
  ceiling.
  06
  A long, thin ladder leans against the wall. A pot of 
  whitewash balances on the top rung.
  07
  The mouldering corpse of a dungeon denizen lies 
  partially buried in the rubble of the collapsed ceiling.
  08
  The prints of wet, bare human-sized feet are visible 
  across the ceiling.
  09
  Numerous limp and dusty pennants and banners hang 
  from the vaulted ceiling.
  10
  A profusion of javelins, crossbow bolts, arrows and 
  axes are imbedded in the ceiling.
  11
  A tatty canvas is strung up as a hammock, between two 
  rafters or pillars.
  12
  Streamers of many colours hang from the ceiling.
  13
  Of shattered plaster and charred stone, the ceiling is 
  crackling with arcs of red lightning.
  14
  The buttresses supporting the vaulted ceiling have 
  been sabotaged1. A loud noise or explosion could 
  trigger a collapse of the whole ceiling.
  15
  A crimson pool collects as blood drips from the rafters. 
  A corpse slumps over one rafter.
  16
  Water drips from a small crack in the ceiling.
  17
  Softly glowing arcane runes mark this high ceiling.
  18
  The ceiling is cold which causes condensation to form 
  and water to drip into the room.
  19
  The vivid illusion of a beautiful sunrise on the ceiling is 
  ﬂickering and failing.
  20
  Several blocks of stone have been removed from the 
  ceiling, to reveal a small storage niche.
  21
  A small black cat meows softly from its perch among 
  the rafters and trusses.
  22
  Glowering eyes peer down from the shadowed ceiling. 
  Light reveals no lurking creatures.
  23
  Dark green moss and lichen cover the moist, 
  pockmarked stone ceiling.
  24
  A bucking and swaying sack hangs from the ceiling. 
  Inside is an irritated and angry half-starved cat.
  25
  A rope hangs from the ceiling above a chasm which 
  has swallowed a large section of the ﬂoor.
  26
  The skeletons of unlucky individuals are impaled on 
  spikes protruding from the ceiling.
  27
  The boards which make up the ceiling have become 
  swollen leaving several unsightly bulges.
  28
  The impaled body of a humanoid lies on the ﬂoor 
  grasping a splintered stalactite which has broken off 
  from the ceiling.
  29
  Thick roots have grown through the ceiling forcing 
  several blocks of stone to fall to the ﬂoor.
  30
  A russet-coloured mould is growing in thick clumps 
  across the ceiling and walls.
  31
  Bloodied and lifeless, a body lies next to scrawled 
  words written in blood “Look above…we are all lost.”
  32
  A lit lantern sits on the ﬂoor. A trail of gore and ichor 
  splatters the ﬂoor, one wall and ceiling.
  33
  A beautiful dream catcher hangs from the ceiling.
  34
  An inexpertly hidden grey net hangs from the ceiling.
  35
  Dark green algae covers the trusses of the ceiling, as if 
  the chamber had been submerged in water.
  36
  A dark black tar-like substance drips from the ceiling. It 
  sizzles when it hits the ﬂoor.
  37
  Deep gouging claw marks are visible in the stone of 
  the ceiling.
  38
  An owl hoots and tilts his head to watch the party from 
  its perch among the rafters.
  39
  A huge humanoid-shaped dent has been made in the 
  metal ceiling.
  40
  Two chains attached to iron rings in the ceiling swing 
  gently. Broken manacles lie on the ﬂoor.
  41
  Several large logs brace the sagging ceiling.
  42
  A thick caustic smell ﬁlls the chamber as white vapours 
  emerge from the chamber’s ceiling and pillars.
  43
  Nailed across the ceiling is a banner with the word 
  “Welcome” in large bright green letters.
  44
  The ceiling appears in a state of mid-collapse; 
  fractured stone hangs impossibly in midair.
  45
  Thick curling tendrils of steam spray into the room 
  through small holes in the stone ceiling.
  46
  The faint sound of grinding from above is 
  accompanied by falling dust and grit1.
  47
  A rough and teetering scaffold tower has been built to 
  aid in repainting the ceiling.
  48
  A red tinted light glimmers on the ceiling and casts 
  lurid shadows about the area below.
  49
  Soot covers the ceiling.
  4
  
  1.
  A dwarf or other character wise in the ways of mining knows 
  this gas is explosive. 
  2.
  This effect is similar to faerie ﬁre. 
  3.
  A successful ﬁnd secret door roll spots. 
  4.
  A cleric or paladin knows this is the symbol of a demon lord. 
  50
  A section of plaster has cracked and fallen to smash on 
  the ﬂoor; thick dust covers everything.
  51
  The coffered ceiling has had several panels 
  vandalised; one once protected a secret niche.
  52
  The ceiling emits a subtle mauve glow2.
  53
  Hundreds of dark, but luscious, green vines have crept 
  up the pillars and now blanket the ceiling.
  54
  A multitude of furniture is stacked precariously in one 
  corner. The teetering tower reaches the ceiling.
  55
  The wooden buttresses supporting the ceiling have 
  begun to bow; signs of cracking are evident.
  56
  Many cracks run through the ceiling.
  57
  Many of the glass panes comprising the ceiling have 
  been smashed; shattered glass litters the ﬂoor.
  58
  The unadorned rafters and ceiling are hung with 
  macabre trophies of skulls and bones of humanoids.
  59
  A once elaborate, now vandalised, fresco of an epic 
  battle decorates the ceiling.
  60
  The lifeless body of an unfortunate rogue hangs from 
  his malfunctioned climbing harness.
  61
  The lifeless body in full plate with his sword skewered 
  through his chest is stuck to the metal ceiling. Beneath 
  him is a raised pressure pad slick with blood.
  62
  Several small spy holes pierce the ceiling3.
  63
  The ceiling—comprising a chunk of super-tough stone—
  is much lower than in surrounding rooms.
  64
  An ‘X’ is marked on the ground beneath a large stone 
  medallion on the ceiling.
  65
  The ceiling is thick with a frost which glows with a 
  bright crystal-like shimmer.
  66
  Preparatory charcoal work for a painting covers the 
  newly whitewashed ceiling. The picture will depict a 
  ﬂight of dragons.
  67
  A section of one pillar has broken and a squished 
  metal strongbox is wedged in the gap as a support.
  68
  The ceiling is a forest of stalactites; among it lives a bat 
  colony that swarms if disturbed.
  69
  The imprint of a large gauntleted ﬁst in the stone 
  ceiling is easily visible.
  70
  A perfectly round hole pierces the glass ceiling; 
  shattered glass lies beneath the hole.
  71
  The paint and plaster on the ceiling has thinned 
  enough to make out the sigil of a deity4 beneath.
  72
  The metal ceiling is stretching and rivets are breaking; 
  water is spurting through the gaps.
  73
  Stalactites have been removed from the ceiling. They 
  have been neatly stacked nearby.
  74
  A sign written in Dwarven reads, “Ceiling unsafe.”
  75
  A bloodied notepad containing sketches and notes 
  about hundreds of frescos and vaulted ceilings lies on 
  the ﬂoor.
  76
  The chamber is thick with viscous spider web. Five 
  cocooned corpses are visible in the web.
  77
  The ceiling has small magical lights; several have gone 
  out while others blink intermittently.
  78
  Screaming emanates through the iron grill ceiling. 
  Blood rains down and the screams cease.
  79
  Several climbing pitons have been driven into the 
  stone ceiling. A long rope connects the pitons.
  80
  Ornamental gargoyles decorate the room’s corners.
  81
  A shoeless body lies broken on the ﬂoor.
  82
  Several pillars lie smashed over the segmented body 
  of a gargantuan centipede.
  83
  A section of the ceiling have been repaired with a 
  permanent wall of force.
  84
  A layer of slippery orange ooze coats the ceiling.
  85
  Several horse bridles are tied to a thick chain wrapped 
  around the ceiling’s thickest rafter.
  86
  Several sheets of rustling parchment are stuck against 
  the ceiling, by a strong draught.
  87
  A set of platemail-covered legs protrude through 
  several broken boards in the ceiling.
  88
  A huge boulder has shattered the ceiling and now 
  rests precariously against three pillars.
  89
  Hundreds of candles ﬂicker on the ceiling’s wax-
  covered rafters.
  90
  A large block of stone hangs in a primitive crane, ready 
  to be hoisted into a gap in the ceiling.
  91
  Dust and dirt falls from the ceiling as a small tremor 
  shakes the room.
  92
  Refuse and sewage drains through a large opening in 
  the ceiling.
  93
  The ceiling is teeming with thousands of beetles.
  94
  A noose looped over the rafters hangs around the 
  neck of a mouldering corpse.
  95
  A stone block has fallen from the ceiling. Blood 
  splatter surrounds the fallen block.
  96
  The painted ceiling depicts a summer sky.
  97
  The painting of a grinning skull decorates the ceiling.
  98
  A mass of rusted chains hang from the ceiling.
  99
  A damp patch mars the ceiling. Cold water drips from 
  it onto the ﬂoor.
  100
  Roll again to determine the ceiling’s dressing. The 
  ceiling is also trapped. Refer to “Ceiling Tricks & Traps”.
  5
  
  CEILING TRICKS & TRAPS 
  Of course, ceilings are not always safe. Occasionally, a dungeon’s 
  designer hides clever traps and tricks in key locations throughout 
  the complex. The traps and tricks here are examples of such 
  features that can be installed in ceilings.  
  CAVE-IN 
  Cave-ins are incredibly dangerous. Whether caused by 
  happenstance or design, a cave-in can bury an entire adventuring 
  party. Unless deliberately set as a trap, a cave-in does not normally 
  occur without warning. Warning signs could include: 
  •
  A ﬁne network of cracks running throughout the ceiling. 
  •
  Dust and small stones falling from the ceiling. 
  •
  Warning sigils carved or daubed on the walls of passageways 
  leading to the area. 
  •
  Dust and grit covering the ﬂoor. 
  Activation: Major impacts, loud noises, explosions and the like 
  can trigger an accidental collapse. Deliberate collapses can be 
  triggered by collapsing pillars and so on. Cave-ins do not reset. 
   
  Find the Danger: A dwarf making a successful stonecunning 
  roll, a character with a background in mining or a thief making a 
  successful ﬁnd/remove trap roll realises the area is dangerously 
  unstable. 
   
  Effect: Not all cave-ins are created equal, but all comprise a 
  bury zone and a slide zone. Characters in the bury zone suffer the 
  damage noted below and are buried. A successful saving throw 
  against breath weapons halves the damage and the character 
  avoids being buried. Characters in the slide zone making a 
  successful saving throw against breath weapons suffer no damage 
  and are not buried.  
  •
  Minor: Characters in the bury zone suffer 5d6 damage; those 
  in the slide zone suffer 2d6 damage.  
  •
  Normal: Characters in the bury zone suffer 8d6 damage; 
  those in the slide zone suffer 3d6 damage. 
  •
  Major: Characters in the bury zone suffer 12d6 damage; 
  those in the slide zone suffer 5d6 damage. 
  CRUSHING CEILING 
  This trap use the ceiling to crush intruders to a bloody pulp.  
   
  Activation: A character activates this trap when they step on a 
  hidden pressure plate. Once triggered, the ceiling returns to its 
  original position after six rounds.  
   
  Find the Trap: A character making a successful ﬁnd/remove 
  trap roll ﬁnds the trap. 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove trap roll disables the trap. A character rolling 10% more 
  than their chance to disarm the trap accidentally activates the trap. 
  Destroying the ceiling or the room’s stone door defeats the trap. 
  Alternatively, a character making a successful ﬁnd secret door roll 
  spots a small switch at ﬂoor level next to the door which activates 
  and deactivates the trap. 
   
  Characters in the room when the trap activates can try one of 
  these two strategies (or something else) to avoid being crushed: 
  •
  Create a Niche: A character can smash a niche in the ﬂoor or 
  ceiling (AC 3, hp 40). One Medium or smaller creature can 
  hide in a niche. 
  •
  Brace the Ceiling: A character reaching the ceiling who rolls 
  under their Strength score on 5d6 arrests the ceiling’s 
  descent for one round. 
  Effect: When triggered, this trap has the following effects: 
  A grinding sound emanating from the ceiling 25 ft. above your 
  head heralds the beginning of its slow descend to the ﬂoor. 
  •
  The Beginning (Round 1): The chamber’s stone door (AC 3, 
  hp 40, a successful open locks unlocks) slams shut and the 
  crushing ceiling activates. 
  •
  Descending Ceiling (Round 2-5): The crushing ceiling 
  descends 5 ft. each round. When it reaches the ﬂoor it inﬂicts 
  12d6 damage on all individuals in the chamber.  
  •
  Retreating Ceiling (Round 6): The ceiling retreats to its 
  original starting position at a speed of 5 ft. per round. 
  FALLING BLOCK 
  The falling block trap is a staple of dungeon design. These blocks 
  can be of any size; larger blocks can block passageways, provide 
  cover in combat and so on.  
   
  Activation: A character activates this trap when they step on a 
  hidden pressure plate. Once activated, the stone block must be 
  manually winched back into position to reset the trap.  
   
  Find the Trap: A character making a successful ﬁnd/remove 
  trap roll ﬁnds the trap. 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove trap roll disables the trap. A character rolling 10% more 
  than their chance to disarm the trap accidentally activates the trap. 
  Destroying the stone block (AC 3, hp 80) or its chain (AC 3, hp 20) 
  defeats the trap. Alternatively, a character making a successful ﬁnd 
  secret door roll spots a small switch next to the pressure plate 
  which activates and deactivates the trap. 
   
  Effect: When triggered, the trap has the following effects:  
  Without warning, a stone block falls from the ceiling. 
  •
  Falling Stone Block: A Medium-sized stone block falls from 
  the ceiling (THAC0 10, 5d6 bludgeoning damage).  
  Variant: A Huge-sized stone block falls from the ceiling ( THAC0 5, 
  8d6 bludgeoning damage). 
  6
  
   
  7
  
  W AL LS 
  One is hard-stretched to design a dungeon without noting the 
  appearance of its walls. Whether the dungeon is an ancient and 
  forgotten crypt haunted by the ghosts of yesteryear or a newly-
  built den of smugglers and slavers staffed by men most foul, a 
  dungeon’s walls help set the tone for an adventure as well as 
  player expectations for what horrors might lurk within. 
  MAJOR WALLS FEATURES 
  Use this table, to generate interesting characteristics for your 
  walls. Some features may be inappropriate based on your 
  dungeon’s setup—ignore or modify such entries as appropriate. 
  D%
  MAJOR FEATURE
  01-05
  An intricate carving of a mythical place decorates the 
  wall. Rendered in astounding detail, the carving is a 
  work of art (and could hide a trigger for a secret door, 
  a trap or clue as to how to reach the mythical locale). 
  06-10
  A number of small storage nooks are incorporated into 
  the wall; all have hinged wooden doors.
  11-12
  1d12 prisoners were sealed within the wall, their cells 
  marked by small, barred openings from which their 
  remains can be viewed.
  13-14
  An elegant wooden crowning with a motif matching 
  the chamber’s purpose decorates the wall.
  15-16
  The wall is a patchwork of different materials; these 
  materials may be of the same type, such as multiple 
  kinds of wood or stone.
  17-18
  The wall was designed as a gauntlet and has 2d4 
  arrow slits openings.
  19-20
  The wall is built with an alcove designed to house a 
  statue. The alcove stretches from the chamber’s ﬂoor 
  to its ceiling, but the statue is missing.
  21-22
  The wall has 1d3 barred windows; each window is 
  ﬁtted with a ﬂickering continual light spell which casts 
  lurid, dancing shadows into the room or corridor.
  23-24
  Fine gravel or sand was added to the wall’s 
  construction materials, giving it a rough texture.
  25-26
  The wall is perfectly smooth and cannot be climbed 
  without magical aid.
  27-28
  Rather than being perfectly vertical, the wall leans 
  inwards to meet the ceiling at a 45° angle.
  29-30
  Decorative paper covers the wall. Now discoloured 
  and torn in places, the paper has clearly seen much 
  better days. 
  31-32
  The wall is painted an exotic orange hue. In places, 
  however, the paint is ﬂaking away. 
  33-34
  Iron hooks protrude from the wall, allowing objects 
  such as weapons, suits of armour and clothes to be 
  hung there. Macabre battle trophies could also hang 
  from the hooks.
  35-36
  Exquisite stone shelves line the walls and jut out into 
  the corridor or room; there is a 10% chance each shelf 
  holds a forgotten valuable item.
  37-38
  A secret door2 is built into the wall. This door may lead 
  to a forgotten chamber or a secret passage. The door’s 
  trigger—a slightly raised stone at ﬂoor level—subtly juts 
  from the wall nearby.
  39-40
  The wall was designed to display a fantastic tapestry 
  and includes several iron hooks as well as the tapestry 
  itself (or perhaps its remains).
  41-42
  A holy (or unholy) symbol is prominently painted on 
  the wall.
  43-44
  The wall was constructed from petriﬁed creatures 
  whose expressions and forms continue to haunt the 
  area and its surrounds.
  45-46
  The wall was twisted and warped into its current shape 
  by a spell such as stone shape or warp wood.
  47-48
  The wall was created by a spell, such as wall of stone or 
  wall of iron.
  49-50
  The wall is reinforced to withstand punishment, 
  increasing its hit points by 50%.
  51-52
  The wall has several protruding blocks designed to 
  allow defenders within the chamber to gain cover from 
  one of the chamber’s entrances.
  53-54
  The wall was designed to act as a fountain and utilises 
  a hidden decanter of endless water and a myriad of 
  tiny holes to achieve this effect. The water drains away 
  through cleverly carved drainage channels.
  55-56
  Fine oak wood panelling covers the walls. The 
  panelling features a concealed door1 which enables 
  access to a small priest hole.
  57-58
  The wall has been treated with an alchemical 
  substance to give it a unique, relaxing scent. This scent 
  could relax select types of creatures or mask other 
  smells in the area.
  59-60
  Roll twice on this table. The wall possesses a magical 
  glamour that fools viewers into thinking the wall has 
  the ﬁrst result when it actually possesses the second3. 
  Alternatively, the illusion could conceal a trap.
  61-62
  Each brick in the wall bears a religious symbol carefully 
  carved into its surface. Some of the symbols are picked 
  out with lurid-coloured paint.
  63-64
  This brick wall is built around several large chunks of 
  stone which were too tough for the builders to 
  remove. The chunks stick out into the area, creating an 
  obstacle (and cover in combat). 
  65-66
  Niches surmounted with decorative arches pierce the 
  walls. A different fresco decorates each niche and 
  depicts an important life event for the dungeon’s 
  original master. 
  8
  
  1.
  A successful ﬁnd secret door roll with twice the normal 
  chance of success spots. 
  2.
  A successful ﬁnd secret door roll spots. 
  3.
  A successful saving throw against spells resists. 
  COMMON WALL DECORATIONS 
  Many dungeon walls are decorated in some way. Common 
  decorations include the features described below. 
  ARRAS, BANNERS & TAPESTRIES 
  Serving as both decoration and covering, arras, banners and 
  tapestries are common features in temples, great halls, 
  bedchambers and similar areas. They can conceal doors or other 
  rooms beyond. In battle, a canny combatant can hide behind a 
  tapestry, try to pull it down to entangle a foe or even climb it to 
  escape an enemy.. 
  CARVINGS & RELIEFS 
  There are three basic kinds of carving a dungeon delver may 
  encounter. These carvings could decorate walls, pillars and other 
  substantial dungeon features. 
   
  Low-Relief: Also known as bas relief this kind of carving 
  features a projecting image with a shallow overall depth. 
   
  Mid-Relief: In mid-relief carvings, over half of the depicted 
  subject projects from the wall. No elements of the carving, 
  however, are undercut or fully disengaged from the background. 
   
  High-Relief: In high-relief, more than half the mass of the 
  sculpted ﬁgure (or other subject) projects from the background. 
  Sometimes prominent features—such as a hand, head or weapon—
  are completely undercut and detached from the background. 
  FRESCOS 
  A fresco is a wall painting executed on a section of lime plaster or 
  whitewashed wall. Frescos can depict anything. They are 
  susceptible to water damage, however, and frescoes discovered 
  in dungeons may be water damaged, peeling away from the wall 
  or splattered with blood or grime. 
  TORCH SCONCES 
  In dungeons populated by creatures that need light, torch sconces 
  are a common feature. Set into the wall such features can be 
  nothing more than a plain ﬁxture for a torch or can be much more 
  elaborate—wrought in some fantastical shape such as a mailed ﬁst, 
  bony arm and the like. 
  WAINSCOT TING 
  Wood panelling is often used 
  to cover and decorate walls. 
  W a i n s c o t t i n g 
  c a n 
  i n c o r p o r a t e d o o r s —
  concealed, secret or 
  obvious—and can be 
  painted or carved. 
  67-68
  As 65-66, but the frescoes have been systematically 
  defaced and smashed. 
  69-70
  The wall is set on stone rollers and can be pushed 
  back and forth to change the size of the space. Doing 
  so creates a low rumbling sound audible throughout 
  the surrounding areas. 
  71-72
  Thin ventilation shafts1 pierce the wall near the ceiling, 
  providing fresh air and a slight breeze. Paranoid 
  characters may think the shafts are parts of a trap. 
  73-74
  A small collapse has dumped a tumbled pile of bricks 
  onto the ﬂoor. The collapse has also revealed a natural 
  cavern behind the wall.
  75-76
  Fine wainscotting once covered the walls, but much of 
  it has been battered and pulled off. Haphazardly-piled 
  debris litters the ﬂoor.
  77-78
  Glowing arcane and esoteric runes decorate the walls 
  at human head height. The runes speak of glory, death 
  and the unspeakable horrors of the “other worlds 
  beyond our own”.
  79-80
  Arrow slits pierce the walls. Beyond the slits, a narrow 
  passageway links several chambers and enables 
  guards to quickly move about the place.
  81-82
  Three deep arched niches pierce the wall. A carefully 
  ordered pile of bones ﬁlls each niche. A pyramid of 
  skulls rests atop each pile of bones.
  83-84
  Strange scrabbling and scratching sounds emanate 
  from behind the wall2. A colony of vermin live in a 
  honeycomb of small cracks behind the wall, but none 
  of the cracks reach this area.
  85-86
  Faint thumping and moaning sounds come from 
  behind a recently bricked up archway. An emaciated 
  prisoner—near death—is incarcerated beyond.
  87-88
  A barred gate barely one-foot high pierces the wall 
  near the ceiling. A sluggish dribble of water emerges 
  from within to ooze down the wall.
  89-90
  Sections of wall are crumbling away as if the stone 
  itself was beset by some terrible disease.
  91-92
  Cleverly concealed piping in the walls supplies four 
  burning lamps with a steady supply of oil. Breaking the 
  lamps or pulling them from the wall results in oil 
  sluggishly ﬂowing into the room.
  93-94
  Roll twice on this table ignoring results of 93-100. 
  Integrate both features rolled into the area’s 
  description. The features could be combined in some 
  way or appear on different walls.
  95-99
  Roll again. The resulting feature is present, but was 
  clearly added after the wall’s construction.
  100
  The wall is trapped. Refer to “Wall Tricks & Traps”.
  9
  
  MINOR WALLS FEATURES & DRESSING 
  Use this table, to generate interesting features for your walls. 
  Some features may be inappropriate based on your dungeon’s 
  setup—ignore or modify such entries as appropriate. 
  D%
  MINOR FEATURE OR DRESSING
  01
  Signs of extensive acid damage—partially melted 
  bricks and the like—are evident throughout the area.
  02
  A proclamation of love—two sets of initials surrounded 
  by a heart—is lightly carved into the wall.
  03
  A mould infestation has taken over the crumbling wall, 
  reducing its strength by half.
  04
  A patch of thick, spongy brown-coloured mould has 
  grown over the wall.
  05
  A patch of mottled yellow and off-white mould has 
  taken over the wall.
  06
  An important clue is inscribed into the wall, either as 
  grafﬁti or faint carvings made with a knife.
  07
  A small area on the wall is lighter and cleaner than the 
  area surrounding it, suggesting an item was hung 
  there before being removed.
  08
  Nicks and dents—from deﬂected weapon blows—mar 
  the wall, and hint at a desperate battle fought here.
  09
  Part of the wall is charred, save for a humanoid-shaped 
  spot in the centre of the damage.
  10
  Someone appears to have recently attempted to clean 
  the wall with soap and water. 
  11
  A light or one-handed weapon such as a dagger is 
  wedged into a crack in the wall.
  12
  Small numerals are etched into the wall, noting the 
  passage of time.
  13
  A meaty slop clings to the wall as though a plate of 
  food were thrown at it.
  14
  Once-eldritch runes decorate the wall, expended 
  following the casting of a powerful spell.
  15
  Torch sconces line the wall. Only a few yet hold 
  torches, and one sconce has been partially ripped 
  from its setting.
  16
  The spoils of conquest, including weapons, armour or 
  even severed limbs, are displayed upon the wall.
  17
  Water oozes from the base of the wall, to form a small, 
  shallow puddle. 
  18
  The wall is smeared with a now dry foul-smelling 
  yellowy white substance.
  19
  A childish illustration drawn or carved into the wall 
  depicts a dragon eating a warrior.
  20
  The wall’s mortar is crumbling and overly dry; it is easy 
  to scrap more out from between the wall’s bricks. 
  21
  The wall has been used as a canvas by an obviously 
  talented artist.
  22
  Blood splatter coats the wall.
  23
  Damage from arrows, crossbow bolts or similar pieces 
  of ammunition dot the wall. Several projectiles remain 
  embedded in the wall; others lie at its base.
  24
  Hundreds of sketches of a particular subject adorn the 
  wall; these sketches may be of a prominent local NPC 
  or even a member of the party.
  25
  Scorch marks cover the wall. Ash, charred wood and 
  charcoal lie at its base.
  26
  Dried wild ﬂowers are pressed onto the wall.
  27
  Roll on “Major Wall Features”. The result is actually a 
  wandering mimic in disguise.
  28
  Major patches of the wall are damaged and have 
  begun to crumble away; treat the wall as though it had 
  half its normal number of hit points.
  29
  The wall is set slightly at an angle—it seems to lean into 
  the ceiling.
  30
  A number of wax dolls are pinned to the wall by their 
  heads; these dolls could resemble the characters or a 
  prominent NPC.
  31
  The wall is slowly sloughing away, in places.
  32
  Damage from acidic corrosion dots the wall.
  33
  Water leaks into the chamber from a small opening at 
  the top of the wall.
  34
  The wall is scarred and heavily cracked; either the 
  original construction was at fault or a slight earth 
  movement is responsible for the damage.
  35
  Something has made the wall unnaturally smooth to 
  the touch.
  36
  Several rusty iron pegs protrude from the wall at 
  various heights and angles.
  37
  A crude drawing of a monster decorates the wall. 
  There is a 25% chance this illustration depicts the most 
  dangerous monster in the dungeon.
  38
  A small ledge—about one foot high and two-foot wide
  —at ground level juts from the wall.
  39
  An old archway—now bricked up—pierces the wall. 
  Examination reveals the brickwork is comparatively 
  new2. What lies beyond (and why was it bricked up)?
  40
  A small section of wall has collapse, covering the ﬂoor 
  with rubble and debris. 
  41
  Vines, growing from cracks in the ﬂoor, choke the wall. 
  These vines offer no protection to whatever lies 
  beneath.
  42
  As above, except a strange weed lurks on the wall.
  43
  Ancient runes written in a long-dead language pepper 
  the wall. They name a long-dead sorcerer. 
  44
  A piece of furniture has been smashed into the wall; its 
  broken pieces litter the ground.
  45
  The wall has been recently whitewashed; it is brilliantly 
  white and ready for painting (or grafﬁti). 
  46
  A fell prayer dedicated to a dark power is deeply 
  incised into the wall.
  10
  
  1.
  A successful ﬁnd secret door roll spots. 
  2.
  A dwarf using stonecunning detects. 
  47
  A holy (or unholy) symbol is scrawled onto the wall.
  48
  A severed limb is nailed to the wall; a smear of blood 
  covers the wall and ﬂoor below the grisly decoration.
  49
  The notes and musings of a genius (but mad) artist, 
  writer, wizard or philosopher cover the wall.
  50
  Glittering specks of minerals cling to the wall and 
  create a rainbow of colours in even the faintest light.
  51
  A spray of spots of a variety of sizes on the wall are 
  unexplainably darker than other parts.
  52
  Different coloured bricks set into the wall outline a 
  large unholy symbol. 
  53
  Countless ﬁst-sized holes dot the wall. A bat swarm 
  makes its home in a cave beyond the holes.
  54
  A gargoyle clings to the wall, pretending to be nothing 
  more than a decoration.
  55
  The wall has been inexplicably bleached of colour in a 
  vaguely man-shaped patch.
  56
  Thick black curtains obscure the wall (and perhaps a 
  concealed door, hidden guard niche or the like).
  57
  Small niches high up in the wall each contain a skull, 
  which leers down at those traversing the area. 
  58
  A silken tapestry of spider webs cling to the wall.
  59
  Countless ﬁst-sized holes dot the cobweb-wreathed 
  wall. A swarm of spider lurks in the holes.
  60
  Cracks, erosion and mould damage cover the wall. 
  From a certain angle, the damage looks a little bit like 
  a face depicted in proﬁle.
  61
  An iron hook—such as those used to hang a painting—
  protrudes from the wall.
  62
  Magically created albino mushrooms grow on the wall.
  63
  The wall is leaking a green, slimy substance.
  64
  The wall has been split open by water erosion.
  65
  The wall is drenched in slick, pungent oil; the entire 
  wall bursts into ﬂames if it is dealt ﬁre damage.
  66
  Several long wooden ﬂoorboards lean against the wall.
  67
  A dark spirit passed through the wall, sapping it of any 
  resemblance of warmth, cheer or good tidings.
  68
  Letters cut from various tomes and pressed onto the 
  wall, spell out one or more of the characters’ names.
  69
  Many ﬁst-sized holes, plugged with new mortar, pierce 
  the wall.
  70
  Empty torch sconces protrude from the wall. An 
  upturned leather shoe hangs from one sconce.
  71
  A piece of archaic poetry or philosophy is scribed onto 
  the wall in an elder dialect of the dungeon’s dominant 
  denizen. It speaks of an ancient queen. 
  72
  Whitewash is ﬂaking away from the wall. The faded 
  remnants of a large landscape painting depicting the 
  surrounding lands is also visible. 
  73
  Small patches of mineral embedded in the wall 
  glimmer in the party’s lights.
  74
  A grey ooze makes its home in a jagged irregular hole 
  at the base of the wall.
  75
  The wall is coated with a grainy substance that, if 
  licked, tastes like the individual’s favourite meal.
  76
  A wooden door—complete with rusting hinges—leans 
  against the wall. A nearby doorway lacks a door.
  77
  Parts of the wall have been removed, exposing bare 
  rock beneath, and piled on the ﬂoor.
  78
  A dirty sheet hangs from a protruding brick. 
  79
  Four wooden pegs jut from the wall; two have dirty 
  brown cloaks hanging from them. Splatters of mud 
  cover the ﬂoor below.
  80
  Some of the mortar holding the wall’s bricks in place 
  has a distinct reddish tinge akin to dried blood.
  81
  A faith sheen of moisture on the wall glimmers in the 
  party’s lights.
  82
  Forlorn, rusting tapestry hooks hang from the wall near 
  the ceiling. From their placement, a long arras once 
  hung here.
  83
  A bloody, smeared handprint marks the wall near an 
  exit. From the size of the print, it looks to have been 
  left by a creature the size of an ogre.
  84
  A religious symbol is crudely carved into the wall.
  85
  Dead whiteish yellow fungus clings to the wall. It 
  crumbles to dust, if touched.
  86
  An empty water ﬂash hangs from a bump in the wall.
  87
  Drab paint, used to obliterate an older painting1, 
  covers the wall.
  88
  Several bricks have been removed from the wall at 
  human head height to reveal an (empty) once-secret 
  treasure niche.
  89
  The wall is warm to the touch.
  90
  A broken spear shaft lies on the ﬂoor by the wall.
  91
  Unreadable water-stained posters cover the wall.
  92
  Blue paint covers an irregularly-shaped swath of wall.
  93
  Thin, glimmering slime trails, akin to those left by slugs, 
  criss-cross the wall. 
  94
  “Keep Out” is daubed on the wall in whitewash.
  95
  A small ﬁst-sized hole piercing the wall has been 
  crudely carved to resemble an open mouth. 
  96
  The conﬁguration of the walls amplify and distort  
  echoes of events in surrounding areas. 
  97
  The wall oozes a gooey, amber sap that has ensnared 
  thousands of insects.
  98
  A foul, violet mist leaks from cracks in the wall.
  99
  The wall has two features. Roll twice on this table.
  100
  The wall is trapped. Refer to “Wall Tricks & Traps”.
  11
  
  WALLS TRICKS & TRAPS 
  Of course, walls are not always safe. Occasionally, the dungeon’s 
  designer hides clever traps and tricks in key locations throughout 
  the complex. The traps and tricks here are examples of such 
  features that a well-constructed wall can hide. 
  CRUSHING WALLS 
  This classic trap utilises a chamber’s wall to crush intruders to 
  death. Best used in empty chambers or rooms cloaked with an 
  illusion to appear treasure-ﬁlled these traps are some of the 
  deadliest mechanical traps a dungeon delver can face.  
   
  Special Note: The version of this trap assumes a 30 ft. square 
  room with one exit. Modifying the chamber’s size gives the 
  characters more or less time to escape the trap. Moving the 
  position of the door also affects this trap’s lethality. 
   
  Activation: A character activates this trap when they stand on 
  a pressure plate in the centre of the room. The trap resets after 
  one hour. 
   
  Find the Trap: A character making a successful ﬁnd/remove 
  trap roll discovers the trap. 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove trap roll disables the trap. A character rolling 10% more 
  than their chance to disarm the trap accidentally activates the trap. 
  Destroying the pressure plate (AC 3, hp 20) or wall (AC 3, hp 80) 
  defeats the trap. Alternatively, a character making a successful ﬁnd 
  secret door roll spots a small switch next to the chamber’s door 
  which activates and deactivates the trap. 
   
  Characters in the room when the trap activates can try one of 
  these two strategies (or something else) to avoid being crushed: 
  •
  Create a Niche: Create a Niche: A character can smash a 
  niche in the ﬂoor (AC 3, hp 40). One Medium or smaller 
  creature can hide in a niche. 
  •
  Brace the Ceiling: A character who rolls under their Strength 
  score on 5d6 arrests the wall’s advance for one round.  
  A grinding sound emanating from one of the walls heralds doom. 
  Slowly and surely, the wall begins moving across the room toward 
  you. 
  Effect: When triggered, this trap has the following effects: 
  •
  Round 1: The chamber’s stone door (AC 3, hp 40, successful 
  open locks roll unlocks) slams shut and the crushing wall 
  activates. 
  •
  Rounds 2-7: The crushing wall advances 5 ft. each round. 
  When it meets the other wall it inﬂicts 12d6 damage on all 
  individuals in the chamber. Characters so damaged are 
  pinned until round 10. 
  •
  Round 10: The wall retreats to its original position, at a speed 
  of 5 ft. per round. 
  MECHANICAL MIMIC 
  This subtle trap is designed to ensnare greedy adventurers. It 
  activates when a thief fails to understand its true nature. 
   
  Activation: A character activates this trap when they 
  mistakenly attempt to open the secret door. The trap resets after 
  one minute. 
   
  Find the Trap: A character failing a ﬁnd/remove trap roll 
  identiﬁes the trap as a secret door. A character making a 
  successful ﬁnd/remove trap roll reveals the trap’s true nature and 
  location. 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove trap roll disables the trap. A character rolling 10% more 
  than their chance to disarm the trap accidentally activates the trap. 
  Destroying the pressure plate (AC 3, hp 20) defeats the trap. 
  Alternatively, a character making a successful ﬁnd secret door roll 
  spots a small switch next to the pressure plate which activates and 
  deactivates the trap. 
   
  Effect: When triggered, the trap has the following effects: 
  •
  False Identiﬁcation: A character that fails to successfully ﬁnd 
  the trap, identiﬁes the mechanical mimic as a secret door. 
  Attempting to operate a mechanical mimic without 
  identifying its true nature triggers the trap. When the trap 
  activates, a chute located under the disarming character 
  opens, dropping them into a dangerous area, holding prison 
  or similar location. A character making a successful saving 
  throw against breath weapon avoids the trap as it opens 
  beneath their feet. 
  MURDER HOLES 
  A classic trap, automatic murder holes can be placed in almost 
  any dungeon locale. 
   
  Activation: A character activates this trap when they step on a 
  hidden pressure plate. The trap must be manually reset.  
   
  Find the Trap: A character making a successful ﬁnd/remove 
  trap or ﬁnd secret door roll locates the trap. 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove trap roll disables the trap. A character rolling 10% more 
  than their chance to disarm the trap accidentally activates the trap. 
  Destroying the pressure plate (AC 3, hp 20) defeats the trap. 
  Alternatively, a character making a successful ﬁnd secret door roll 
  spots a small switch next to the pressure plate which activates and 
  deactivates the trap. 
   
  Effect: When triggered, the trap has the following effects: 
  A click beneath your foot heralds three concealed murder holes 
  sliding open. Crossbows hidden in the wall unleash a volley of 
  bolts at you. 
  •
  Bolt Attack: Heavy crossbow (THAC0 10, 12-5 piercing 
  damage); multiple weapons (three separate crossbows attack 
  the same target simultaneously). 
  12
  
   
  13
  
  OGL V1.0A 
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  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  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: Ceilings. ©Raging Swan Press 2014; Author: Aaron Bailey.  
   
  Dungeon Dressing: Walls. ©Raging Swan Press 2014; Author: Alexander Augunas.  
   
  Dungeon Dressing: Ceilings & Walls. ©Raging Swan Press 2020; Author: Alexander Augunas and Aaron Bailey. 
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan GM's Miscellany Dungeon Dressing/Raging Swan Dungeon Dressing Ceilings & Walls 2.0.pdf