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  DUNGEON DRESSING: 
  RAGING SWAN PRESS
  GATES & PORTALS
  OSR
  
  	
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  DUNGEON DRESSING: GATES & PORTALS 
  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 gates and portals in your dungeon. Designed 
  to be used both during preparation or actual play, Dungeon Dressing: Gates & Portals is an invaluable addition to any GM's armoury! 
  C RE DI TS 
  Design: Greg Marks 
  Development: Creighton Broadhurst 
  Art: William McAusland 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 2021. 
   
  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 
  .................................................................................................
  Gates & Portals 
  2 
  ......................................................................................
  Deﬁnitions 
  2 
  ........................................................................................
  Construction 
  2 
  ....................................................................................
  Lock and Key 
  2 
  ...................................................................................
  There and Back Again 
  2 
  ....................................................................
  Major Portal Features 
  3 
  ......................................................................
  Minor Portal Features & Dressing 
  4 
  .................................................
  Portal Destinations 
  6 
  ..........................................................................
  OGL V1.0A 
  8
  .............................................................................................
  
  G AT ES & PORTALS 
  Most adventures take place in a medieval fantasy world. One of 
  the advantages of that setting is the many environments the 
  adventurers can experience, but the drawback is that in general, 
  adventurers often can't move from one to the next any faster than 
  a horse can carry them. Magical portals or gates solve this 
  problem, rushing your characters headlong into the next 
  adventure in yet another amazing locale, with the added bonus of 
  mystery. For most portals, the adventurers never know exactly 
  what's on the other side until they step through! 
  DEFINITIONS 
  Although both gates and portals transport travellers from one 
  place to another instantaneously, there are slightly different to one 
  another. A portal generally transports characters from one place to 
  another on the same plane of existence while a gate moves 
  travellers from one plane to another. The tables in this supplement 
  use the word “portal,” but feel free to change it to whichever is 
  most appropriate for your game and the destination you want the 
  party to explore.  
  CONSTRUCTION  
  Some portals or gates arise naturally; the result of a planar rift or 
  other occurrence. However, most gates or portals are the result of 
  intentional construction by a magically talented creator. They are 
  generally at least 15-ft. across, though some are smaller or larger 
  and can shed light or be invisible (these characteristics are set at 
  the time of creation). They are normally enclosed by a frame or 
  doorway-type structure, but they do not need to be. Generally 
  unattended objects won’t pass through a portal unless it has been 
  designed that way.  
   
  The construction of a permanent magical portal can take many 
  forms and this results is widely varied appearances. In all cases, 
  their creation requires a powerful spellcaster. To create a 
  permanent ﬁxture, the creator must know teleport for a portal or 
  gate to create a gate.  
   
  Portals enabling travel over exceptional distances, such as 
  other planets or hard to enter planes, may need special 
  components, which increases the project’s cost and complexity.  
  LOCK AND KEY 
  One of the more useful and important properties of portals and 
  gates is the ability to control who can use them. A direct path to 
  one's home, laboratory or secret vault is a dangerous thing to 
  leave unprotected. Below is a selection of options that might be 
  added to a gate or portal at the time of its construction.  
   
  If you desire, magical portals and gates can be activated 
  through trial and error. 
  •
  Doors: Portals can be blocked at their destination. If the exit 
  portal is blocked by doors, rubble or other objects 
  completely obstructing the exit, the portal does not function.  
  •
  Passphrase: The portal does not open unless a magical 
  password or passphrase is spoken aloud, in the correct 
  language, near the gate.  
  •
  Portal Key: Portals can be designed so only those holding a 
  particular object can pass through. These can be anything the 
  caster desires from actual keys to holy symbols and suchlike. 
  Whatever the key is, it is non-perishable and speciﬁcally 
  keyed to the portal. Creating new keys requires the portal 
  itself, either an existing key or the original spellcaster, and 
  components costing 1/100th of the construction cost.  
  •
  Speciﬁc Persons: Portals can also be keyed to only allow 
  speciﬁc persons, races, genders or alignments to pass 
  through. Construction of these types of locks requires an 
  appropriate detect spell (for example, detect evil), as well as 
  an additional expensive suitable material components.  
  •
  Traps: It is not uncommon to trap portal entrances using the 
  normal rules for traps. However a particularly devious, yet 
  risky, trick is to trap the destination. Traps at the destination 
  cannot be detected or disarmed from the entrance of most 
  portals, but if they do not eliminate or neutralise the intruder, 
  the foes have already breached the protected area.  
  THERE AND BACK AGAIN 
  Most portals or gates are designed for two-way travel. However, 
  whether due to malfunction or design, some portals vary. 
  •
  One-Way Travel: The portal travels in a unidirectional 
  manner. Travellers can pass through the portal, but once 
  they’ve arrived, they cannot return the way they came.  
  •
  Variable Destination: Some portals lead to more than one 
  place. If this is due to a malfunction, this may be a random 
  location. Otherwise the destination ﬂuctuates based on some 
  cycle of time, weather or light, which portal key is carried, 
  passphrase used or the traveller’s race, alignment or other 
  characteristic.  
  2
  
  MAJOR PORTAL FEATURES 
  Use this table to generate interesting characteristics for your 
  dungeon’s portal. Some features listed below may be 
  inappropriate based on your dungeon’s setup—ignore or modify 
  such entries as appropriate. 
  1: Detect invisibility or successful ﬁnd secret door roll spots. 
  2: Successful open lock roll opens. 
  D%
  MAJOR FEATURE
  01-04
  The portal is invisible1 and has no obvious features to 
  mark its location. Only strange airﬂow near the portal 
  betrays its presence.
  05-08
  An arch of birchwood and vines encloses a swirling 
  mass of fresh green leaves. When any creature steps 
  through the portal, the leaves momentarily change to 
  rich autumnal colours.
  09-12
  A locked set of double doors2 made of human bones 
  bar the portal.
  13-16
  The portal, a disc of red light hovering in midair, is cold 
  and hard to the touch. Only those carrying the correct 
  token can push through the barrier.
  17-20
  The magical portal is behind a false wooden door. 
  Opening the door, causes its yellow, shimmering light 
  to pour forth.
  21-24
  The portal is set into the bottom of an otherwise empty 
  shallow pool. Steps lead down to the portal.
  25-28
  Two great iron pillars, depicting roaring demonic faces 
  in a whirl of ﬂame, ﬂank the glowing red portal.
  29-32
  The portal appears as a male bearded face of glowing 
  golden light. As a creature approaches, the face’s 
  mouth widens to accommodate their entrance.
  33-36
  A huge painting of a hillside road hangs on the wall. By 
  touching the painting one can walk into the scene. 
  Those in the room see a painted version of the 
  creature walk over the hill out of sight.
  37-40
  Dozens of birds ﬂit among the trees in a sunlit clearing. 
  If a character whistles the correct sequence of ﬁve 
  notes, the birds ﬂy into the clearing and form a circle, 
  rotating counter clockwise, with a portal of white 
  clouds in the centre.
  41-44
  The portal is composed entirely of shadows at the top 
  of a dark and winding stair. The stairs are spaced close 
  together, such as might be appropriate for a halﬂing-
  sized individual.
  45-48
  Curtains of white gauze are drawn across the portal. 
  Red braided sashes hang from hooks on either side of 
  the doorway so the curtains can be cinched up.
  49-52
  The portal is a miasma of ﬂame and smoke in a 
  ﬁreplace of brass-edged brick. When the portal is 
  closed, the ﬂames die down to a few glimmering coals 
  that never burn out.
  53-56
  The portal is a full-length silver mirror. When activated, 
  a faint image of the destination overlays the reﬂection 
  in the glass and one can step through to that location.
  57-60
  A simple wooden gate breaches a hedge. Opening 
  and stepping through the gate from either side 
  transports the creature through the portal.
  61-64
  The portal takes the form of a bookshelf full of tomes. 
  By reciting a passphrase, the shelf slides to the side 
  revealing a dark hallway of stone. Somewhere in the 
  distance, a ﬂickering light and the crackling of a ﬁre 
  can be heard.
  65-68
  A small, plain altar sits in the middle of a simple room 
  with only a white mat before it and a uncoloured wax 
  candle on the altar. Lighting the candle transports 
  everyone in the room to an identical room at the target 
  destination. A quiet gong sounds to signal the arrival 
  of new guests.
  69-72
  A great wine tun is set into the wall. By twisting its tap, 
  a character can cause the tun to pivot. This reveals a 
  glowing blue portal piercing the wall beyond.
  73-76
  The portal appears in four different locations, and is 
  active for only ﬁfteen minutes of every hour in each 
  location. All four entrances reach the same destination.
  77-80
  A crystal arch in the shape of an inverted catenary 
  glows with a soft white light at its heart. The glow is 
  slightly warm and a relaxed sense of calm emanates 
  from the arch.
  81-84
  A complicated ﬂoor mosaic depicts a creature iconic of 
  the portal’s destination (such as an angel, elemental or 
  demon). By pressing on the creature, the tiles fall away 
  into a void below the ﬂoor to reveal a spiral stair 
  leading down ﬁlled with bright light. The colour of the 
  light provides a clue as to the portal’s destination. 
  85-88
  Two cherry trees wind together, petals falling from 
  their blossoms in an endless, vision-obscuring rain. The 
  “rain” is the portal.
  89-92
  The portal is a ring of white spotted, red toadstools 
  growing in moist, loamy soil. One round after a 
  character steps into the ring, a blue-white smoke rises 
  from the mushrooms and blocks all vision. When the 
  smoke clears, the character is somewhere else.
  93-96
  A silver wire frame, the size of two grown men, 
  bejewelled with moonstones, encircles a cloying mist. 
  The mist does not react to breezes or movement, but 
  instead seethes and roils of its own accord. As a living 
  creature gets within 5 ft. of the frame the mist reaches 
  out to enfold them in its cool, damp embrace.
  97-100
  A small music box sits upon a marble pedestal. If 
  opened, wound and played, the little dancer inside 
  slowly spins to a sad melody. After it ﬁnishes, a swirling 
  portal opens in front of the pedestal and faint strains of 
  music sound from within.
  3
  
  MINOR PORTAL FEATURES & DRESSING 
  Use this table, to generate interesting features for the portal. 
  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
  1-2
  Two rotting human legs protrude from the portal, in a 
  puddle of dried blood. If pulled, they freely come 
  away. The other half of the body is not present, even if 
  someone goes through the portal to look for it.
  3-5
  The portal shimmers, reacting noticeably to a breeze 
  coming from the other side.
  6-7
  Pure water runs in rivulets from the portal, creating a 
  puddle on the ﬂoor.
  8-10
  The portal has malfunctioned and no longer reaches 
  its intended location. Instead, a traveller appears 
  2d100 feet from the destination in a random direction.
  11-12
  The portal requires the keyword “Paticio” be spoken to 
  operate. Someone has faintly carved the word into the 
  ﬂoor nearby.
  13-14
  The portal has been warped by time and magic such 
  that only sentient creatures can pass through. Mounts 
  and other animals do not pass through, instead 
  reappearing at the entrance one round after they 
  enter. Animal companions, special steeds or familiars 
  connected to their owner can pass through normally.
  15-16
  The portal’s key is lost or destroyed and there is no 
  way to open it short of powerful magic or the 
  construction of a new portal key.
  17-18
  A one-foot thick stone wall blocks the portal. The wall’s 
  construction is obviously slipshod and hurried. It can 
  be easily pulled down.
  19-20
  The portal is trapped on the other side with a dispel 
  magic (CL 10) that targets anyone passing through.
  21-22
  The portal has been drained of all magic. If a cure or 
  caused spell is cast into the portal, it opens for one 
  round per level of the spell used.
  23-24
  The portal is damaged, and travel is now one-way only. 
  Anyone entering from this side arrives safely, but must 
  ﬁnd another method of returning.
  25-26
  Travellers passing through the portal are injured by a 
  burst of elemental energy bleeding through from 
  another plane. To determine the type of damage roll 
  1d6: 1-acid, 2-cold, 3-electricity, 4-ﬁre, 5-sonic, 6-two 
  types of energy, roll twice ignore 6s.
  27-28
  The borders of the portal are painted on the ground in 
  bright purple paint.
  29-30
  Several plain stones lie on the ﬂoor in an arrow pattern, 
  pointing directly to the portal.
  31-32
  A bloody handprint mars the portal. The print is 
  smeared as if the person leaving it was trying to resist 
  being pulled through the portal. 
  33-34
  A rickety wooden chair sits next to the portal. A 
  quarterstaff leans against the chair and a wineskin 
  hangs from it.
  35-36
  A brightly coloured children’s ball ﬂoats in the centre 
  of the portal, caught in it and travelling neither forward 
  or back.
  37-38
  The ceiling, wall or other nearby feature has crumbled 
  and buried the portal. In the recent past, someone has 
  cleared away some of the rubble, creating a path that a 
  human-sized or smaller creature could use to access 
  the portal. A larger creature might be able to reach the 
  portal by squeezing through the path, but may 
  dislodge some of the unstable rubble.
  39-40
  Signs of a battle are evident around the portal. Dried 
  blood, broken crossbow bolts and burn marks cover 
  the ﬂoor.
  41-42
  A piece of parchment ﬂutters in the breeze, held in 
  place by a stone. In Common it reads, “Waited but you 
  did not arrive. Will try to re-establish contact each 
  midday.” The ink is still damp.
  43-44
  A dog, cat, rat or other animal appropriate to the 
  location, sits nearby howling at the portal. Animals 
  seem to instinctively notice the portal, whether it is 
  active or not, and it unnerves them.
  45-46
  While still functional, the portal shows signs of 
  damage. The gate is hacked, burned and dented, but 
  remains operational.
  47-48
  Wooden crates are neatly stacked near the portal. 
  Inside is a wide selection of hemp rope, lanterns, oil 
  and rations. The letters RQV are burned into the side of 
  each crate.
  49-50
  A stained, white linen sheet is tacked up in front of the 
  portal. It can easily be ripped down.
  51-52
  The horse-sized corpse of an alien reptilian beast with 
  only two legs rots in front of the portal.
  53-54
  A map drawn in charcoal on the ground before the 
  portal, displays the general layout of the destination 
  and its surrounds. No names or dangers are noted; 
  only the terrain features.
  55-57
  Acrid, black smoke pours from the portal ﬁlling the 
  area around it with choking fumes and providing 
  concealment. The smoke has no obvious source.
  58-60
  The remains of a campﬁre and general camping 
  detritus lie 100 feet from the portal. The campsite has 
  not been used for at least a week.
  61-62
  The odour of rotten meat is strong near the portal, and 
  gets stronger the closer one gets. Adjacent to the 
  portal, the stench is intense.
  63-64
  The portal hums loudly when living things approach 
  within 20 ft. The volume of the noise increases the 
  closer a creature approaches. The hum is not harmful, 
  but does alert those nearby that someone is 
  approaching the portal.
  4
  
  65-66
  A young human boy sits near the portal. He is hungry, 
  bored and willing talks with the party, introducing 
  himself as Sencil Van. He says he and his father found 
  the portal and his father told him to wait here while he 
  checked it. His father went into it, but hasn’t come out. 
  That was several hours ago. The boy may be telling the 
  truth or may be a monster in disguise.
  67-68
  The portal has become unstable and now ﬂuctuates 
  through different destinations. When it does so, the 
  colour of the portal rotates from red to green to gold. 
  Placed near the portal are three landscape paintings 
  depicting the different locations: a red blasted 
  landscape with ﬁre raining from the sky, a stag drinking 
  from a forest-shrouded river and an ornate temple with 
  angelic symbols prominently displayed on its walls.
  69-70
  The portal attracts insects. Flies, beetles and other 
  vermin crowd the surrounding area. A dangerous 
  swarm of vermin could lurk just beyond the portal.
  71-72
  Rusty chains with bloody hooks hang from the ceiling 
  around the portal. The chains are not magical.
  73-75
  A bear rug, complete with head and claws, lies on the 
  ﬂoor in front of the portal. It has suffered the ravages of 
  time and age, but is still worth 10 gp.
  76-78
  Air whistles towards the portal, as it is sucked inside. 
  Any creature or loose object under 300 lbs. within 30 
  ft. of the portal may be pulled ﬁve feet toward it1 every 
  round.  A creature adjacent to the portal, may be 
  pulled inside2.
  79-81
  A plain brass key hangs from a nearby hook. The key 
  radiates magic and is a portal key. It enables a return 
  journey through the portal. Without it, a traveller is 
  trapped on the other side.
  82-83
  A stoppered, dusty bottle lies on the ground. It is half 
  full with faintly salty water. The liquid is children’s tears 
  gathered by a necromancer for some foul purpose.
  84-85
  After the creation of the portal, someone built a great 
  iron clock3 around it. The doors only open for one 
  minute every hour on the hour. A character looking 
  through cracks in the clock’s housing spots the portal.
  86-87
  The portal interacts unusually with the local area, 
  disrupting the normal ﬂow of gravity. Small rocks ﬂoat4 
  on the ceiling or 20 ft. above the portal. The effect is 
  similar to a reverse gravity spell but those in its area of 
  affect fall upwards slowly (as if affected by feather fall) 
  and take no damage from striking objects. If the portal 
  is in a place with solid objects to grab onto, a character 
  can easily grab it to arrest their upward motion. The 
  effect is part of the portal and cannot be dispelled 
  without destroying the gate’s magic.
  88-89
  A path of small, brightly coloured stones has been set 
  into the ground leading directly to the portal, from 50-
  ft. away. If the stones are pried up, they weigh 20 lbs. 
  and could be sold for 5 gp. This does not affect the 
  portal’s operation. 
  90-92
  Shadows of creatures and terrain at the destination 
  dance across the portal’s surface. These shadows 
  could provide vital clues as to what lies beyond.
  93-94
  On the ﬂoor in front of the portal lies a non-magical 
  gold ring with three empty settings, each scarred with 
  the ﬂame of a small explosion. In one of the settings is 
  a sliver of a ruby, a fragment of a larger gem that once 
  sat there. The was once a ring of three wishes. The ring 
  is worth 100 gp.
  95-96
  Someone has scrawled “What is your heart’s desire?” 
  in Elven upon the portal’s frame.
  97-98
  Five shallow claw marks in the ﬂoor lead toward and 
  into the gate. One of them has a bloody ﬁngernail 
  from a human-sized humanoid lodged in its furrow.
  99
  The portal is barely functioning. Every round, the light 
  within ﬂickers and dims. The portal has only a 1 in 4 
  chance of sending a traveller to its destination.
  100
  A rough barricade of boxes, barrels and furniture has 
  been thrown up in front of the portal. The barricade is 
  less than sturdy and blood mars the side facing the 
  portal. The stonework surrounding the portal is 
  scorched and burnt.
  1.
  Roll equal or under Strength on 3d6 to resist. 
  2.
  Roll equal or under Dexterity on 3d6 to resist. 
  3.
  AC 3, hp 60. 
  4.
  Characters searching the area spot.
  5
  
  PORTAL DESTINATIONS 
  Use this table, to determine where the gate or portal leads. Some 
  locations listed below may be inappropriate based on your 
  dungeon’s setup—ignore or modify such entries as appropriate.  
  D%
  DESTINATION
  1-4
  The portal is designed as a quick escape route and 
  leads outside the dungeon or ruin in which is stands. 
  Choose a place distant, but within view of the entrance 
  to the dungeon. This portal is one-way. Perceptive 
  characters searching the area outside the dungeon 
  ﬁnd faint tracks in the portal’s vicinity hinting at its 
  occasional use.
  5-8
  Those passing through the portal arrive in a cage, 
  though their possessions do not. A sickly tree, a bucket 
  and shallow depression ﬁlled with hay are in the cage. 
  The travellers are now exhibits in a zoo with their 
  captors being dragons, outsiders or a powerful wizard, 
  as suits your campaign.
  9-12
  The portal leads into a 30 ft. by 30 ft. treasure vault. 
  The vault is lined with shelves, marble pedestals and 
  bins. Unfortunately the vault has already been raided 
  and most things of value are gone, though there are 
  still enough dropped coins and scattered knickknacks 
  to total 6d10 gp. This is an excellent place for the 
  characters to ﬁnd a piece of treasure, a tome or map 
  they might need for a future adventure.
  13-16
  The portal exits into a cavern deep beneath the 
  surface, dominated by a huge, alien city. A circular gate 
  pierces a black stone wall and behind the city wall rise 
  buildings that appear as odd swirling columns 
  decorated with dim purple and green lights. Shadowy 
  forms ﬂit between the columns, though they are too far 
  away to be certain what they are. Several tunnels exit 
  the area to further adventure. If the characters have a 
  light source active when they arrive, it stands out 
  dramatically against the otherwise oppressive 
  darkness and they likely ﬁnd out what lives in the city 
  sooner rather than later.
  17-20
  Stepping out of the portal, travellers ﬁnd themselves in 
  a shallow cave of ice and stone on the side of an arctic 
  mountain. A ﬁerce wind screams past the mouth of the 
  cave and a slippery narrow path climbs both up and 
  down, the mountain. Barely perceptible through the 
  swirling snow is a large fortress atop the mountain. 
  Those without magical protection quickly feel the 
  effects of the intense cold.
  21-24
  Heat immediately assails the characters, followed 
  quickly by the foul odour of brimstone. From the 
  desolate and blasted rocky red landscape and the ﬁre 
  falling from the sky, it is likely the travellers have 
  arrived in one of the lower planes. A demonic creature 
  appropriate to the party's level notices their arrival and 
  immediately moves to enslave them.
  25-28
  The sun shines brilliantly over the exit to the portal 
  which lies on the beach of a tropical island. A spear's 
  throw from the water lies dense vegetation and on the 
  horizon, smoke rises from a volcano. A few moments 
  after the travellers step through, drums sound from 
  deep in the jungle.
  29-32
  The portal exits on a cloud. Inexplicably the cloud is 
  solid and does not seem to be drifting on the breeze. 
  A small cottage, as one might ﬁnd in any forest, is 
  nearby. Inside resides an elderly human-looking 
  woman who calls herself Mother Bell. Mother Bell 
  invites travellers into her cottage and offers to make 
  them tea and sesame cakes while she determines what 
  they desire.
  33-36
  This one-way portal exits in the ceiling of a hollow 10-
  ft. stone sphere ﬁlled with an anti-magic shell that 
  stops a paper’s width from the portal. The sphere is 
  designed to be a cell from which there is little chance 
  of escape and, as such is buried 200-ft. below ground. 
  Four skeletons of previous explorers are here, having 
  starved to death decades ago.
  37-40
  The portal leads into the faerie realm. Taking in the 
  surroundings from the scrub-covered hill topped with 
  standing stones where they appear, a traveller can see 
  an ancient, murky forest to one side and a prairie 
  covered in wildﬂowers towards the other. On the 
  horizon, the sun is setting, covering the sky in a ﬁery 
  red and orange and allowing just the hint of full moon 
  to be seen in the sky.
  41-44
  The portal exits on the ﬁrst ﬂoor of a dreary tower. 
  Rotting tapestries depicting nobles at leisure decorate 
  the crumbling spiral stairs rising to the next ﬂoor. A 
  human skeleton, dressed in ﬁnery, steps forward and 
  offers a decanter of ﬁne wine and crystal glasses on a 
  brass platter. The necromancer that lives in the tower 
  happily welcomes guests. How else will he gain raw 
  materials for his experiments?
  45-48
  Stepping through the portal transports the explorer 
  into a chill darkness. A vaulted ceiling rises more than 
  a bow shot into the air, held aloft by pillars wider than 
  any giant. Great bearded faces and anvils are carved in 
  the pillars. The explorer has found a lost dwarven hold, 
  now home only to deadly traps, forgotten memories 
  and what dangers you wish to spring on unsuspecting 
  adventurers. The characters are likely far underground 
  and far from civilisation. 
  49-52
  The portal exits into a dusty shop overcrowded with 
  books in the middle of a busy city. All about, rises the 
  clamour of commerce. A bespectacled clerk looks up 
  brieﬂy at the characters’ arrival before returning to his 
  work. If the characters enquire as to their location, the 
  clerk tells them they must speak “to the master” before 
  shufﬂing off into the gloom. The shop smells of mildew 
  and rotting paper; shadows ﬁll the spaces between 
  towering piles of books. No-one comes to help them.
  6
  
  53-56
  The portal leads to a desolate ravine in front of a large 
  cave. Smoke drifts from the cave mouth and gnawed 
  humanoid and animal bones litter the ground. Some 
  still have bits of bloody ﬂesh clinging to them. The 
  corpse of a knight, blackened by intense ﬂame such 
  that joints of his plate armour have melted together, 
  lies face down not three paces from the entrance. A 
  deep, rumbling voice echoes from the cave and says, 
  “Has my next meal found its way to my door?”
  57-60
  The portal opens onto the middle of a soaring white 
  and gold bridge, so high that wisps of cloud tickle the 
  bottom of it. To either side rise the towering buildings 
  of a pristine city. Citizens in alabaster togas, gold 
  sandals and braided hair marvel at the strange 
  travellers, but do not accost them. The locals appear 
  almost human, but are clearly touched by whatever 
  plane the portal has lead to.
  61-64
  Exiting the portal, the characters ﬁnds themselves at 
  the bottom of a canyon. The sun is already setting and 
  strange unrecognised stars are just beginning to make 
  their appearance, shrouding the canyon ﬂoor in 
  gloom. Firelight ﬂickers from one direction, and 
  approaching the box canyon's end, the characters 
  ﬁnds an abandoned campsite complete with roaring 
  ﬁre, tents and a goodly supply of gear and equipment. 
  In the canyon, night falls suddenly, plunging the area 
  into deep darkness. 
  65-68
  The portal deposits the characters in the basement of 
  an inn. Everything is covered in dust and it does not 
  appear that anyone has visited it in some time. 
  Climbing the stairs to the main ﬂoor requires pushing 
  through fallen and charred timbers that block the 
  passage. Once the characters are aboveground, it is 
  clear the inn has suffered a ﬁre. The town it is in is 
  eerily abandoned. Doors stand open, shutters creak in 
  the wind, and wagons wait in the street without horses. 
  The town has the appearance of having been suddenly 
  abandoned, as if life just stopped and vanished with 
  no warning. There are no bodies. A sign lies in the dirt 
  at the edge of town, labelling this forgotten place—
  appropriately—as Desolation.
  69-72
  The portal drops the characters into a stark white 
  waiting room. After a few minutes, a man in white 
  robes enters, followed by several hulking thugs, also 
  wearing white. The man smiles blandly, asks the 
  characters their names and then records them in a 
  small white ledger titled "Craghill Asylum for the 
  Criminally Insane".
  73-76
  The portal leads to a small oasis, not more than three 
  wagons wide, ﬁlling a narrow valley between towering 
  sand dunes. A few trees provide shade and the water is 
  cool and clean. Characters clambering up a sand dune 
  see nothing but brutally hot sun and glaring white 
  sand, in all directions. A few vultures circle high up in 
  the sky. 
  77-80
  The portal leads to a perfect cubic room with a 
  perfectly square door in the middle of one wall. The 
  door opens easily and leads into a city where each 
  block is a perfect cube and all of the citizens are 
  constructs going about a life of complete order. Any 
  disruption of that order draws the local authority’s 
  prompt attention.
  81-84
  The portal leads into a wet underground room. The 
  walls are mould-covered stucco with a red fresco band 
  of geometric shapes now barely noticeable ringing the 
  room near the ceiling. The room radiates moderate 
  transmutation magic. Half of the ﬂoor is a pool of water 
  which leads to the bottom of a canal, and from there to 
  a city of marble porticos and long canals.
  85-88
  The portal’s destination is a rocky shore, pelted by surf 
  and driving rain. A light shines from a high hill where a 
  narrow, leaning mansion leers in the night. A slippery 
  path rises to the building, who has clearly seen better 
  days and now barely stands against the storm.
  89-92
  In a ﬂash of light, the travellers ﬁnds themselves inside 
  a mausoleum. Burial niches on the walls, capped with 
  marble plaques mark this as the ﬁnal resting place of 
  the de Montceux family, though from the dates, none 
  have been interred here for over 200 years. An iron 
  door exits the tomb, though the lock is easily opened 
  from the inside. The tomb lies in an overgrown 
  cemetery at the centre of a swampy wood. A vine- and 
  leaf-choked fountain in the centre of the cemetery has 
  a statue of a winged cherub, eyes downcast limply 
  holding a sword. The sword has weathered badly, and 
  rust stains the marble.
  93-96
  The portal leads to a hallway whose walls, ﬂoor and 
  ceiling are entirely mirrored, creating a disconcerting 
  image of the characters repeating endlessly. The only 
  non-mirrored surface are two doorknobs at each end 
  of the long hallway. One is silvered and warm while the 
  other is painted black and is faintly sticky, as if recently 
  grasped by a moist hand.
  97-100
  The portal leads to a library in the attic of an 
  abandoned farmhouse on the edge of the woods. 
  Through a cracked window, it is clear a battle is taking 
  place outside as dawn breaks. A large band of humans 
  and halﬂings defend a low rise against a horde of 
  goblins being driven forward by a few hobgoblins. 
  While the band on the ridge is currently holding out 
  with bows and ﬂaming oil, it is obvious they are vastly 
  outnumbered and will eventually be overwhelmed. 
  Indeed, from their vantage point in the attic the 
  characters can see a group of goblins sneaking around 
  the rise using the cover of the woods. The defenders 
  have not seen them. 
  7
  
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan GM's Miscellany Dungeon Dressing/Raging Swan Dungeon Dressing Gates & Portals 2.0.pdf