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  DUNGEON DRESSING: 
  RAGING SWAN PRESS
  ARCHWAYS
  OSR
  
  	
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  DUNGEON DRESSING: ARCHWAYS 
  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 archways in your dungeon. Designed to be 
  used both during preparation or actual play, Dungeon Dressing: Archways is an invaluable addition to any GM's armoury! 
  C RE DI TS 
  Design: Brian Gregory 
  Development: Creighton Broadhurst  
  Art: William McAusland and Bradley K. McDevitt. 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 
  .................................................................................................
  Archways 
  2 
  ................................................................................................
  Major Archway Features 
  2 
  .................................................................
  Archway Styles 
  3 
  ................................................................................
  Archway Decoration 
  3 
  .......................................................................
  Minor Archway Features & Dressing 
  4 
  ............................................
  Archway Tricks & Traps 
  6 
  .........................................................................
  Archway of Echoes 
  6 
  .........................................................................
  Watery Grave 
  6 
  ...................................................................................
  OGL V1.0A 
  8
  .............................................................................................
  OSR
  
  A R C H WAYS 
  A marvel of architectural engineering the archway lends itself as 
  much to decoration as it does to functionality. The archway 
  provides an open, unhindered transition from one area to another. 
  Their use can make rooms and buildings feel more open and 
  accessible. As a method of transition, an archway can be the 
  physical or arcane entrance to somewhere beyond the mundane. 
   
  An archway extending beyond the wall it pierces and 
  continuing like a hallway is a vault. These hallways are natural 
  extensions of the archway. A series of archways running along a 
  wall or around a room separating two areas form an arcade. 
   
  Though normally constructed from carved stone, other 
  materials can be used. Wood can be shaped, metals can be 
  poured and bones of large creatures could all be used in an 
  archway’s construction. 
  MAJOR ARCHWAY FEATURES 
  Use this table, to generate interesting characteristics for your 
  dungeon archways. 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 simple, yet elegant archway1 pierces the wall.
  06-10
  A rounded undecorated archway of evenly cut, though 
  thickly mortared and haphazardly arranged, stones 
  pierces the wall.
  11-12
  The archway is wide enough for four people to stand 
  side by side and is much higher and more ornate than 
  other nearby features.
  13-14
  A complex mosaic forms the border of the archway. 
  Tiny glass tiles form a rampant grifﬁn.
  15-16
  This stacked bone archway is formed from large rib 
  bones2, whose tips extend out like overlapping ﬁngers.
  17-18
  A single block of carved obsidian forms the archway. 
  Its massive size dominates the wall.
  19-20
  The archway is vaulted for 2d10 feet. The walls are 
  smooth and of exceptional craftsmanship.
  21-22
  One stone is hollow3. Inside lies a brass key to a 
  nearby door.
  23-24
  A riot of painted colours decorates the archway.
  25-26
  A series of razor-sharp basalt stones protrude from the 
  archway’s ﬂanks.
  27-28
  Black and white streaks colour the archway’s mirror-
  smooth granite blocks.
  29-30
  A rosette carved into the archway’s keystone contains a 
  tapered garnet (100 gp).
  31-32
  Elaborate carvings of tentacles emerging from the 
  ﬂoor decorate the archway.
  33-34
  A portcullis blocks the archway. The portcullis’s lever is 
  cunningly hidden3 in the wall near the archway.
  35-36
  Carved demonic faces decorate the archway. The 
  demons’ leering faces laugh and grimace.
  37-38
  The archway is freestanding in the middle of a 
  chamber or wide passageway.
  39-40
  The stones of this archway are cut into a bas relief that 
  tells an ancient, but well known, tale.
  41-42
  An archway set into the middle of a wall forms the 
  frame for a mural of miners or stonemasons.
  43-44
  Two iron torch sconces ﬂank the archway; both are 
  tilted to the left.
  45-46
  Tiger eye inlayed with silver decorates the archway. 
  The stone’s layout forms a ﬂoral ﬁligree pattern.
  47-48
  A carven lidless eye surrounded by a writhing mass of 
  tentacles decorates the arch’s keystone.
  49-50
  A relief of an open mouth forms the archway. Stones 
  are cut into fangs ringing its mouth.
  51-52
  An inﬂexed archway built from two quarter circle 
  stones pieces the wall. Each stone is cut from a single, 
  sodalite block.
  53-54
  A stout iron bound wooden door ﬁlls the archway. The 
  door has a small barred viewing port.
  55-56
  A lancet archway constructed from rhodochrosite 
  stones of equal dimensions ﬁts ﬂush with the wall.
  57-58
  The stone of the archway is pitted with holes; beetles 
  and ants swarms over it.
  59-60
  An epidote column divides this archway. Small or 
  larger creatures must squeeze to get through.
  61-62
  This archway has roughly cut stones. Its sides are 
  straight with a single large stone at each base.
  63-64
  The deep archway is vaulted for 10 feet. The vault’s 
  walls are of crudely cut stones.
  65-66
  A set of carved ﬁgures support the archway. They 
  stand on each other’s shoulders.
  67-68
  Two statues of warriors raising their spears in salute 
  support the archway.
  69-70
  The sandstone forms a jagged archway. Red and 
  orange colours sparkle from quartz trapped in its 
  surface.
  71-72
  Bent wooden staves form the archway. Their colour is a 
  deep, rich mahogany.
  73-74
  This triangular style archway is of alternating sizes of 
  calcite. The pattern is offset with long ﬂat stones 
  extending into the walls.
  75-76
  Every other stone in the archway is of a different 
  colour, creating a patchwork effect.
  77-78
  The atlantiste of the archway is carved into a triangular 
  shape. The tips of the stones point inside the archway.
  79-80
  Corroded steel axes are mounted above the archway. 
  Their condition makes them useless.
  2
  
  1.
  A dwarf, gnome or engineer can conﬁrm the archway’s 
  superior construction. 
  2.
  A wizard can conﬁrms the bones are dragons’ ribs. 
  3.
  A successful ﬁnd secret doors roll locates. 
  ARCHWAY STYLES 
  Archways come in many styles. Other than the standard round top 
  archway, some other commonly encountered styles include: 
  •
  Inﬂexed Archway: Inﬂexed archways have a convex quarter 
  circle mirrored left to right at their apex. 
  •
  Lancet Archway: The simplest style of archway. It has tall 
  uprights and a steeply pointed peak; often set in a series.  
  •
  Ogee Archway: A top style deﬁned by an “S” curve shape 
  (mirrored left to right) at its apex. 
  •
  Shouldered Archway: The top of the archway is deﬁned by a 
  quarter, inward rounded corner above which is set a ﬂat top.  
  ARCHWAY DECORATION 
  Archways are rarely plain and unadorned. An archway’s 
  decoration can be simple or ornate. Adorned with carvings, paint 
  or tile archways may announce the transition from common areas 
  to those of greater importance. This is often done with imposing 
  designs or bas relief’s depicting the importance of the next 
  location. Often the master stonemason or the dungeon’s design 
  lavish care and attention decorating them. Use this table to 
  randomly determine the basic kind of decoration present, adding 
  ﬂavour as necessary. 
  81-82
  Cut blocks of calcite ﬁlter and reﬂect any light brought 
  into the archway. The area glows slightly orange as a 
  result, when light is brought within.
  83-84
  A large carved skull keystone tops the archway. Darkly 
  coloured dust heightens its glowering features.
  85-86
  This reverse ogee archway is ﬂanked by cyclopean 
  half-columns. Its design makes it difﬁcult to look at.
  87-88
  Extravagant carvings of mythical beasts decorate the 
  archway. A rearing dragon decorates the keystone.
  89-90
  Manacles hang from either side of the archway. A 
  horribly mutilated corpses hangs from both sets.
  91-92
  This archway has vivianite supports. Its spiral 
  appearance is that of a staircase.
  93-94
  A set of stairs ascends/descends on the other side of 
  the archway.
  95-99
  An ogee archway built from tall, thick stones sits atop a 
  small ﬂight of stairs.
  100
  The archway is freestanding. It is ﬁlled with an 
  iridescent blue mist.
  D20
  ARCHWAY DECORATION
  1
  Marching warriors
  2
  Kneeling priests
  3
  Elaborate scrollwork
  4
  Dragons
  5
  Wild beasts
  6
  Holy symbols
  7
  Religiously signiﬁcant images
  8
  Warriors ﬁghting racial enemies
  9
  Wilderness scene
  10
  Prayer or hymn
  11
  Otherworldly scene
  12
  A dire warning or curse
  13
  Magical sigils or runes
  14
  Bones
  15
  Clouds
  16
  Obviously otherworldly scene
  17
  Tentacles or other ancient, unknowable symbols
  18
  Famous personalities
  19
  Carvings are defaced; roll again to determine the kind 
  of decoration featured.
  20
  Carving is partially ﬁnished; roll to determine the kind 
  of decoration featured.
  3
  
  MINOR ARCHWAY FEATURES & DRESSING 
  Use this table, to generate interesting features for your archways. 
  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
  Empty vials lie on the ground. Some are broken while 
  others still leak ﬂuids.
  02
  A slight draft ﬂows up from the tiles within the archway.
  03
  A twisted gate blocks the passage. Intruders slip 
  through the bars as if it were difﬁcult terrain.
  04
  Seemingly random chips and nicks decorate the 
  archway’s walls.
  05
  Reddish-blue fungi grows on the archway and forms a 
  sodden curtain of hanging vegetation.
  06
  A broad-headed axe protrudes from one wall. Its 
  handle is nowhere to be found.
  07
  Thick cobwebs ﬁll the archway. A halﬂing skeleton (in 
  rotting clothes) hangs within a dusty cocoon.
  08
  Faintly glowing green moss grows thickly over the 
  archway’s stones and ﬂoor.
  09
  Clothing is scattered around the archway. The smell of 
  decomposition is thick in the air.
  10
  A broken, almost burnt out torch lies on the ﬂoor. 
  Spots of blood mar the surrounding stone.
  11
  Slippery brown slime coats the ﬂoor, making the area 
  difﬁcult terrain.
  12
  Shards of broken lute lie on both sides of the archway.
  13
  A dented shield emblazoned with a rampant wyvern 
  lies on the ﬂoor.
  14
  Pale yellow puffballs of mould cover the archway. 
  15
  Several bedrolls lie on the ﬂoor. Their disarray denotes 
  a hasty departure.
  16
  A jumble of bones partially blocks the opening. Most 
  bear the marks of many tiny teeth marks.
  17
  A spider had begun spinning its web in the archway.
  18
  Drag marks of heavy objects mar the ﬂoor. The gouges 
  are deep and wide.
  19
  Claw marks rake one sides of the archway. The marks 
  are deep and rough.
  20
  The smell of vomit ﬁlls the air. The mortar around the 
  archway pulses like blood vessels.
  21
  Roots dangle around the archway. The tangled mass 
  blocks sight of what lies beyond.
  22
  The sound of settling weight emanates from the 
  dangerously unstable archway1.
  23
  A body lies on the ﬂoor, a blowgun dart in its arm. The 
  ﬂesh surrounding the wound is discoloured.
  24
  Thick, pearlescent lichen grows over the archway. 
  Small bumps dot the lichen’s surface. 
  25
  A broken key attached to a length of frayed string lies 
  to the side of the archway.
  26
  The archway is (badly) bricked up.
  27
  Powdery mildew coats the archway’s stones. Golden 
  dust motes drift in the air.
  28
  The stones sweat foul-smelling liquid; a thick cloud of 
  ﬂies buzzes about. The cloud blocks vision for 10 ft. 
  around the archway.
  29
  An obvious tripwire, one end attached to a 10-foot 
  pole and the other tied to a balanced shield, crosses 
  the archway.
  30
  An arcane pattern is set into the ﬂoor in the archway2.
  31
  Sickly green ooze seeps from the base stones of the 
  archway, birthing foul rivulets on the ﬂoor.
  32
  A charred rope lies on the ﬂoor. An iron spike 
  hammered into the arch’s keystone is attached to a 
  similar length of rope.
  33
  Spiny crystal growths jut from the archway’s peak.
  34
  Glowing ichor covers the ﬂoor. It appears to be the 
  blood of some creature.
  35
  A large wooden table, standing on its end, blocks the 
  archway. The words “Keep out” daubed in blood marks 
  its top.
  36
  Small albino plants grow from the mortar of the 
  archway. They end in a cluster of sticky hairs.
  37
  The smell of earthy rot ﬁlls the air. Muddy footprints 
  proceed through the archway.
  38
  Bloody feathers are strewn about the hallway close 
  to the archway.
  39
  Nonsensical runic markings are scrawled on one side 
  of the archway.
  40
  Scraps of a torn map is scattered on the ﬂoor.
  41
  A dead eviscerated goblin lies in the archway. Curled 
  up, it clutches at its stomach.
  42
  A copper piece is wedged between two stones. The 
  next stone to the left is marked with an “X.”
  43
  A broken keg has spilled oil in the archway, covering 
  2d3 squares to either side; sconces holding lit torches 
  blaze from the wall.
  44
  A stone from the archway has fallen, weakening the 
  structure3.
  45
  Tufts of thin pale white grass grow around the archway. 
  The grass is short and springy; perhaps unnaturally so.
  46
  Oak supports hold up the archway1.
  47
  A small archway4 hides behind a thick growth of 
  mould.
  48
  A hasty chalk map is drawn on the ﬂoor. It shows the 
  location of a nearby secret door.
  49
  The archway has partially collapsed, but is still safe3.
  50
  A locket (worth 20 gp) on a silver chain lies on the 
  ﬂoor. It contains a portrait of a small child.
  4
  
  1.
  A dwarf, gnome or engineer can conﬁrm the archway is 
  dangerously unstable. 
  2.
  A wizard or cleric can identify this as the remains of a 
  protection from evil 10 ft. radius spell. 
  3.
  A dwarf, gnome or engineer can conﬁrm the archway is 
  stable. 
  4.
  A successful ﬁnd secret doors roll locates. 
  51
  Dense cobwebs ﬁll the archway. The cobwebs are 
  actually a permanent illusion.
  52
  Streaks of bloody handprints mar the arch.
  53
  A swarm of wasps nest at the arch’s peak. They buzz 
  about the archway but ignore intruders who do not 
  attack their nest.
  54
  Partially chipped away, an image of a gaping maw 
  adorns the arch’s keystone
  55
  Some construction is blasted away. Scorch marks 
  remain on what is left of the archway.
  56
  The archway is cracked badly. Dust falls from its broken 
  keystone at the top of the archway.
  57
  Random painted handprints cover the archway.
  58
  Corroded bands of steel are riveted to each of the 
  stones. The bands reinforce the archway3.
  59
  A heavy curtain is drawn across the archway.
  60
  A broken and splintered door partially blocks the 
  archway. It hangs precariously on one hinge.
  61
  Sickly blue/white smoke wafts through the arch.
  62
  A crushed scroll case lies on the ﬂoor. Mouldy velum 
  pokes from within.
  63
  Thick boards of pine spiked in place with climbing 
  pitons block the archway.
  64
  The archway bleeds a thick, glossy rubescent ﬂuid.
  65
  The badly written word "Doom" (written in Orc) 
  decorates the archway.
  66
  A spiral of charcoal marks the stones near the base of 
  the archway.
  67
  Soot covers the ceiling and archway. Two blackened 
  and crushed human skulls lie on the ﬂoor.
  68
  A trail of blood and intestines passes through the 
  archway. Bloody handprints mar the ﬂoor.
  69
  A row of pebbles lines the ﬂoor at the archway’s base. 
  One pebble is jet black in hue.
  70
  Decay has taken its toll on the archway’s stones. Their 
  surface crumbles, if touched.
  71
  Broken furniture is piled up blocking the archway. 
  Arrows protrude from the makeshift barricade.
  72
  Harmless beetles swarm over a meat-covered bone.
  73
  The stench of the sewer percolates through the 
  archway. The smell drowns out all others.
  74
  Inky blackness (a darkness spell) obscures what lies 
  beyond the archway.
  75
  The stink of reptiles pervades the air. Small dried 
  scales lie on the ﬂoor.
  76
  A broken crate lies on the ﬂoor, ﬁlled with broken 
  bottles. The smell of alcohol ﬁlls the air.
  77
  Frost coats the archway. A cold, moist wind blows 
  through it into the characters’ faces.
  78
  The smell of brimstone pervades the area. Flickering 
  light shines through the archway.
  79
  The outline of a secret archway4 cuts through the 
  opposite wall to the archway.
  80
  A trail of mouldy grain runs through the archway. It 
  ends in a small pile.
  81
  The stone of the archway is melted to slag. Its shape is 
  malformed and sagging.
  82
  The archway and nearby walls are water stained up to 
  the ceiling.
  83
  Small stalactites hang from the archway’s peak. Thin, 
  glossy strands dangle down.
  84
  Small patches of soot and scorch marks mar the 
  archway’s peak.
  85
  A tattered brown curtain ﬂaps in the archway.
  86
  Semi-circular holes pierce the archway’s stones. The 
  smoothness of the holes is unnatural.
  87
  All the archway’s decorationhas been defaced. Dust 
  and gravel litter the ﬂoor.
  88
  Small, round holes pierce each stone of the archway. 
  Each once held a gemstone.
  89
  Shadows dance oddly over the archway, in torchlight.
  90
  A thick coat of dust covers the area.
  91
  Six carven hash marks decorate the wall, next to the 
  archway. The last mark is an arrow pointing up.
  92
  A small mirror is propped up next to the archway. It 
  reﬂects the other side of the archway.
  93
  Water pools on a ﬂagstone at the centre of the 
  archway. Small drops fall from the keystone.
  94
  A stack of stones sits next to the archway. A scroll is 
  hidden within and contains the last desperate 
  message of a doomed adventurer.
  95
  Dwarven runes mark the archway as safe. Booted 
  footprints can be seen in the dust.
  96
  The archway, unlike the surrounding stone, has been 
  transformed into ﬂesh.
  97
  The smell of roasted meat hangs in the hot air. The 
  sound of ﬁre and clinking metal come from ahead.
  98
  Sparkling dust coats the ﬂoor. Footprints cross the dust 
  and continue onto the next room.
  99
  Sporadically, strong gusts of wind issue from the 
  archway. They have a 75% chance of extinguishing 
  unprotected ﬂames.
  100
  Soot and scorch marks cover the ﬂoor. The outline of a 
  humanoid ﬁgure mars the opposite wall.
  5
  
  A R C H WAY TR I CKS & T RAPS 
  Archways 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 can protect archways. 
  ARCHWAY OF ECHOES 
  This ﬁendish trap uses a modiﬁed confusion-like effect to sow 
  chaos in an invading party’s ranks. This is a great trap to place near 
  a guard post—the noise it creates when activated is guaranteed to 
  attract any nearby creatures’ attention which means the characters 
  could end up dealing with the trap and hordes of angry guards! 
   
  Activation: A character activates this trap when they pass 
  through the archway. This trap must be manually reset. 
   
  Find the Trap: A character making a successful ﬁnd/remove 
  traps check ﬁnds the trap. 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove roll disables the trap. A character failing this check by 20% 
  or more accidentally activates the trap. Alternatively, a character 
  making a successful ﬁnd secret doors roll ﬁnds a small stone 
  decorated with a tile pattern set into the archway which controls 
  the trap. Destroying the stone with the tile pattern (AC 8, hp 20) 
  defeats the trap. 
   
  Effect: When triggered, this trap has the following effects: 
  As you pass through the archway, a soft echoing sound begins to 
  resonate through the nearby stones. 
  •
  Echoing Sound (Round 1): A quiet echoing sound coming 
  from the archway’s stones begins. A successful hear noise roll 
  reveals the sound is 
  c o m i n g f r o m t h e 
  archway. 
  •
  Louder Noise (Round 
  2): The noise gets 
  louder. Character 
  within 40 ft. of the 
  archway suffer a -20% 
  chance to their hear 
  noise rolls. There is no 
  other noticeable effect 
  this round. Characters 
  i n n e a r b y r o o m s 
  automatically hear the 
  noise created by 
  the trap. 
  •
  Deafening Noise (Round 3): Each character within 40 ft. of 
  the archway must make a saving throw against spells as the 
  walls, ﬂoor and ceiling of the area begin to throb in tandem 
  with a thunderous cacophony. Deaf characters are immune to 
  this trap’s effects. 
  •
  Confusion Reigns (Round 4 – 10 [Affected Characters]): 
  Characters who failed their save act as if affected by a 
  confusion spell for the next six rounds. Such characters may 
  attempt a new saving throw against spells each round at the 
  start of their turn to throw off the trap’s effects. 
  •
  Resist the Chaos (Round 4 – 10 [Unaffected Characters]): 
  At the start of their turn, a character unaffected by the trap’s 
  effects but within the area of affect must make a saving throw 
  against spells or become affected as detailed above. 
  Variant: Some of these traps also comprise creatures immune to 
  the archway’s sonic effects. Undead and constructs make excellent 
  companions to the Archway of Echoes as they can prey on 
  confused and disabled intruders. 
   
  Variant: At higher levels, this trap can be augmented with a 
  more powerful confusion effect. In this instance the spell is 
  particularly potent and characters hearing the stones may suffer a 
  -1, -2 or even -3 penalty to their saving throws to resist the trap. 
  WATERY GRAVE 
  This trap seals unfortunate explorers in a chamber before ﬂooding 
  it with water. (Other versions of this trap uses sand). Nastier 
  versions of this trap also incorporate bound water elementals or 
  other (hungry) aquatic creatures.  
   
  The circular chamber has four archways each set at a cardinal 
  compass point and its ceiling is 15 ft. high. A blue wavelike mosaic 
  decorates the ﬂoor. To escape, the characters must either disarm 
  or destroy the trap, or break their way through one of the 
  chamber’s iron doors. 
   
  Activation: A character activates this trap when they touch the 
  mosaic. This trap automatically resets after two hours. 
   
  Find the Trap: A character making a successful ﬁnd/remove 
  traps roll with a -10% chance of success ﬁnds the trap. 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove traps roll disables the trap’s mechanism in each archway. 
  Destroying the mechanism in each archway (AC 4, hp 30) defeats 
  the trap atop that arch. However, a character intent on disarming a 
  trap or destroying a mouth must ﬁrst scale the relevant archway or 
  wait for the water level to rise sufﬁciently. 
   
  A character failing to disarm the trap by 20% or more 
  accidentally activates the trap. Alternatively, a character making a 
  successful ﬁnd secret doors roll discovers a bas relief of the water 
  element sigil positioned on the opposite side of each archway 
  which controls that archway’s water jet. 
   
  Effect: When triggered, this trap has the following effects: 
  As you touch the light blue wavelike mosaic set into the ﬂoor of 
  this circular chamber, heavy iron doors slam down from the 
  archways blocking all four exits. 
  6
  
  •
  Door Slams Shut (Round 1): An iron door (AC 2, hp 30) 
  slams down to block each archway.  
  •
  Ominous Gurgling (Round 2): Mouths carved into each 
  archway’s keystone swivel downwards (spot secret doors roll 
  notices). An ominous gurgling sound emanates from each 
  archway. 
  •
  Flooding (Rounds 3-10): Powerful jets of water erupt from 
  the mouth atop each archway. The room begins to ﬂood; 
  every round each mouth increases the water level by half a 
  foot. Water levels in the chamber have the following effects: 
  • 1 ft. – 3 ft. Deep: Small or larger creatures treat the ﬂoor as 
  difﬁcult terrain (it costs 2 squares of movement to enter 
  each square). 
  • 4 ft. – 6 ft. Deep: Small or smaller creatures must swim in 
  the chamber. Medium or larger creatures treat the ﬂoor as 
  difﬁcult terrain (it costs 2 squares of movement to enter 
  each square). 
  • 6 ft. and Deeper: All characters in the chamber must swim 
  or sink. When the water reaches the ceiling, the characters 
  must hold their breath or drown.  
  •
  Drain Away (1 Hour): The water drains slowly through tiny 
  holes in the base of the four archways.  
  Variant: As the version of the trap detailed above, but four water 
  elementals enter the chamber through the water jets and attack 
  any living creatures within. If the trip utilises sand, or other 
  substance, replace these elementals with elementals of the 
  relevant type.  
  7
  
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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: Archways. ©Raging Swan Press 2020; Author: Brian Gregory. 
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  8
  
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan GM's Miscellany Dungeon Dressing/Raging Swan Dungeon Dressing Archways.pdf