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  DUNGEON DRESSING: 
  RAGING SWAN PRESS
  DUNGEON ENTRANCES
  OSR
  
  	
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  DUNGEON DRESSING: DUNGEON ENTRANCES 
  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 dungeon entrances in your dungeon. 
  Designed to be used both during preparation or actual play, Dungeon Dressing: Dungeon Entrances is an invaluable addition to any GM's 
  armoury! 
  C RE DI TS 
  Design: Jeff Erwin and Greg Marks 
  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 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 
  .................................................................................................
  Dungeon Entrances 
  2 
  ..............................................................................
  Foreshadowing 
  2 
  ...............................................................................
  A Death-Trap Foyer? 
  2 
  .......................................................................
  Major Entrance Features 
  3 
  ................................................................
  Minor Entrance Features & Dressing 
  4 
  ............................................
  Secret Entrances 
  6 
  .............................................................................
  OGL V1.0A 
  8
  .............................................................................................
  
  D UN GEO N EN TRAN CES 
  Whether it be a cobweb covered gate, a portcullis adorned with a 
  green iron devil's face or a ﬁssure in the stony ground belching a 
  sulphurous smoke, the entrance to your dungeon sets the tone for 
  the adventure. If done well, it is likely to be the encounter talked 
  about most by everyone who plays your adventure. Not every 
  character lives to the end, but everyone plays the ﬁrst encounter. 
  Make it memorable.  
  FORESHADOWING 
  In the haste to get your players into the thick of your masterpiece 
  dungeon, do not skimp on the entrance. The way you dress the 
  dungeon’s entrance, not only sets the tone, but gives your players 
  some inkling of what to expect. Is it a natural entrance littered with 
  the bones of animals and the occasional traveller? That suggests 
  rough tunnels, lack of light and likely some feral monsters or 
  animals. Is it a monstrous gate with a complicated lock between 
  two statues of dwarven warriors? Savvy players are already noting 
  the likelihood of solid passageways, the necessity of dealing with 
  locks and the high probability of mechanical traps. Of course, you 
  won't want to give away all the dungeon’s secrets in the ﬁrst 
  encounter, but it never hurts to scatter hints of what might lie 
  beyond with a strong and evocative ﬂavoursome description. 
  A DEATH-TRAP FOYER? 
  Beyond the mood you hope to evoke, you should also 
  consider the original purpose of the entrance when the 
  dungeon was constructed. Was it intended to be a 
  welcoming entrance to entertain foreign dignitaries or 
  rich merchants? Was it a heavily defended gauntlet 
  meant to lure an enemy to their doom? While the 
  former might offer interesting things for the 
  characters to explore, the second is much more 
  likely to be investigated. If your entrance is 
  inviting or intriguing enough,  the characters will 
  likely enter it of their own accord, placing them 
  just where you want them.  
   
  Entrances might have a door, a portcullis, a 
  stair and even a selection of traps. Putting 
  these features together can create a 
  memorable entrance, and opening 
  encounter for your dungeon. 
  2
  
  MAJOR ENTRANCE FEATURES 
  Use this table, to generate interesting characteristics for your 
  dungeon entrances. Some features listed below may be 
  inappropriate based on your dungeon’s setup—ignore or modify 
  such entries as appropriate. 
  1.
  +15% chance to climb walls 
  2.
  Successful ﬁnd secret door roll reveals. 
  3.
  Successful open locks roll picks. 
  4.
  Detect magic or similar spell reveals. 
  D%
  MAJOR FEATURE
  01-06
  The entrance lies near the bottom of an abandoned 
  moss-covered well. In the well’s wall, ﬁfteen feet down 
  from its mouth, muddy bricks protrude slightly in a 
  spiral downward1 sixty feet to the bottom where a 
  secret door2 grants entry to the dungeon. A few inches 
  of rainwater and thick mud ﬁll the bottom of the well.
  07-12
  A circle of magical runes large enough for an average 
  wagon with a team of horses encloses images of 
  clouds and birds painted onto the ﬂoor. A faint breeze 
  of cold, fresh air blows from the circle. Speaking the 
  correct command word while in the circle causes the 
  creature to disappear and reappear in the dungeon.
  13-18
  A tumbledown two-storey tower of grey stone is 
  perched upon a low mound in a foggy moor. Broken 
  arrow shafts, rusty swords and bleached bones poke 
  through the soggy soil for hundreds of feet around the 
  hill. The tower is empty but for a skeleton seated at a 
  simple table, an empty bottle of wine before it and a 
  ﬁne longbow at its side. An iron key that opens a 
  nearby trapdoor hangs from a leather thong around 
  the skeleton's neck.
  19-24
  A worked tunnel protrudes the length of a spear into 
  an earthen mound. Vines and moss cover the entrance 
  while a putrid sludge ﬂows sluggishly out onto the wet, 
  muddy ground. The stonework is chipped and worn, 
  suggesting it is ancient. A scream, or possibly some 
  strange bird call, echoes from within.
  25-30
  The entrance is a broad hole located on the side of a 
  steep cliff. A rickety wood and rope elevator, sized for 
  six Medium creatures provides access. It may, or may 
  not, be safe. Two sets of machinery—one at the top and 
  one at the bottom—control the elevator.
  31-36
  The entrance is a set of stairs behind a locked3 
  portcullis. A carving of a phoenix decorates the wall 
  above the portcullis. The carving radiates faint 
  evocation magic4.
  37-42
  To prevent intruders, the dungeon’s entrance is inside 
  a traditional fortiﬁed keep surrounded by a crenulated 
  wall. A water-ﬁlled moat with a raised drawbridge 
  surrounds the keep.
  43-49
  The dungeon’s entrance lies at the end of a fog-ﬁlled 
  box canyon. Thirty feet across with steep-sided walls 
  more than sixty feet high, the approach is littered with 
  large boulders. Two huge iron-bound wooden doors 
  stand ajar with the left door hanging solely by one 
  hinge. Enemies could lurk anywhere…
  50-56
  A crude, cracked brick roadway disappears beneath 
  the desert sands and is only visible here and there. It 
  leads to a natural cave in an outcropping of rock that 
  stands out prominently in the desert. A primitive 
  painting in white outside the cave depicts a stickman 
  holding a spear and several four-legged creatures, 
  each with a single horn and long tails.
  57-62
  The entrance is behind a shelf of old, dusty books in a 
  large library. The door is opened when a character 
  pulls on the correct series of books.
  63-68
  A line of square, marble columns march toward a 
  grand archway. Above the entrance, a frieze depicts a 
  bearded man lounging upon a stone while golden 
  birds bring him bunches of grapes.
  69-74
  A broad staircase of black stone rises to a door of iron, 
  painted bright red and covered in dripping blue runes. 
  The door pierces a wall of plain stone and radiates 
  signiﬁcant heat.
  75-81
  The entrance to the dungeon, a round door with a 
  ship's wheel in the centre, is in a grand hall with walls 
  carved to depict stone ships sailing out of the walls 
  towards the middle of the hall. The ﬂoor is of dark blue 
  tiles and the room is strangely ﬁlled with the scent of 
  sea air. It is colder than normal in the hall.
  82-87
  A soaring narrow bridge crosses a grand chasm to a 
  gate of golden bars. The bridge rises at a steep grade 
  to the higher side making it difﬁcult to see what lies 
  beyond the gate. On either side of the bridge stands a 
  winged lion statue; one stands rampant while the 
  other has its mouth wide in a feral roar.
  88-94
  Built into the side of a hill, a low moss-roofed cottage 
  protrudes as far as a horse. A candle ﬂickers beyond a 
  clouded glass window, barely visible past the gnarled 
  trees and thorny bushes. Sickly herbs grow in boxes 
  under the windows. Rustling in the underbrush and the 
  reﬂection of small eyes suggest the land is alive with 
  fauna that are not at all disturbed by the party's 
  approach. Some may even be eager to feast on the 
  characters’ warm ﬂesh.
  95-100
  Glowing blue lichen and large mushrooms line the 
  cavern, growing out of the soft loamy soil. A pale white 
  vine grows along the ground, through bones of small 
  animals. Water drips from the ceiling like a slow steady 
  rain, making conversation difﬁcult. The dungeon’s 
  entrance lies beyond the mushrooms at the end of a 
  winding path.
  3
  
  MINOR ENTRANCE FEATURES & DRESSING 
  Use this table, to generate interesting features for your entrances. 
  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
  01-02
  A cave-in, rock fall or collapsed wall has covered the 
  entrance and requires several hours of excavation to 
  clear a path. Once half the rubble is cleared, the 
  characters must proceed cautiously or the remaining 
  rocks may shift and collapse.
  03-04
  The entrance is barricaded with boxes, chests and 
  barrels. There are signs of a struggle—sprays of blood, 
  a few old bones and a discarded boot. Given the 
  barricade has been pushed aside, it appears 
  whomever attacked was able to successfully breach 
  the entrance.
  05-06
  As above, but the barricade appears to have been 
  arranged to keep something in.
  07-08
  Large-sized, clawed footprints of some four-legged 
  creature tracks in and out of the entrance.
  09-10
  The entrance has been overtaken by nature. Trees (or 
  giant mushrooms, shrubs or other ﬂora appropriate to 
  the climate) partially occlude entry.
  11-12
  The entrance has been covered by an illusion1 making 
  it appear as the surrounding landscape.
  13-14
  The tidy dungeon entrance shows signs of recent 
  cleaning and maintenance.
  15-16
  Dense spider webs shroud the entrance.
  17-18
  Seven rotting humanoid heads are mounted on spears 
  in a semicircle before the entrance. All have been 
  roughly severed and are too decayed to recognise. 
  The stench of rotting ﬂesh is overpowering.
  19-20
  A crudely painted blue door on the side of a 
  monstrous conifer provides a magical entrance to the 
  dungeon. Turning the shiny brass door knob reveals a 
  blinding aquamarine light. Travellers ﬁnd themselves 
  in a new location, when it clears.
  21-22
  A cart hitched to a donkey is parked near the entrance. 
  The donkey happily chews on grass, ignoring anyone 
  approaching. Booty looted from the dungeon 
  including old doors, torch sconces, old furniture and a 
  large statue of a smiling elven maiden swaddled in a 
  shawl ﬁlls the cart. The goods can be sold for 60 gp.
  23-24
  Splashes of different colours paint the area near the 
  entrance. Their purpose is not clear.
  25-26
  A large branch, wilting but still green, lies in front of 
  the entrance. It could hide a hastily dug pit. 
  27-28
  An open ten-foot wide pit lies just inside the entrance. 
  The pit is twenty feet deep and iron spikes stud its 
  bottom. The pit holds no bodies, but brown stains 
  suggest someone fell into it at some point.
  29-30
  A dented helmet with a blood-encrusted feather 
  plume lies on the ground, near the entrance.
  31-32
  A pair of torches ﬂank the entrance. One burns with a 
  magical cold ﬂame, while the other is unlit. The ﬂame 
  for the active torch is permanently extinguished if the 
  torch is removed from its sconce.
  33-34
  A big red "X" is drawn on the ﬂoor, near the entrance.
  35-36
  Placed facing the entrance are hundreds of eyeballs of 
  all sizes and colours, ﬂoating in jars ﬁlled with a clear, 
  thick liquid. They do not radiate magic.
  37-38
  The corpse of a female halﬂing explorer lies just 
  outside the entrance, a dried stain leaving a trail into 
  the entrance from where she crawled. She appears to 
  have died within the last three days from multiple bite 
  wounds. Most of her equipment has been looted, but 
  she still carries a pouch holding 12 sp and an 
  unlabelled potion vial.
  39-40
  A trail of 27 silver coins, spaced evenly, leads into the 
  entrance. Ominous blood splatters are clearly visible 
  along the path the coins take.
  41-42
  A copper coin with the number one crudely etched 
  upon it has been wedged into a crack, crevice or 
  under a stone near the entrance.
  43-44
  A crow picks at a tangle of colourful string caught in a 
  thorny bush. Careful inspection reveals it has tassels 
  and appears to have been torn from a thin material, 
  such as a shawl. The scrap is no bigger that a man's 
  ﬁnger, but looks of good craftsmanship.
  45-46
  Faint acrid smoke periodically wafts from the entrance. 
  It is not enough to provide concealment. Whatever 
  creates the smoke lurks close to the entrance.
  47-48
  A long abandoned campsite is hidden in the 
  underbrush a bow shot from the entrance. There is a 
  ring of stones for a small ﬁre and three depressions 
  suggest someone slept there. Those that excavate the 
  ﬁre pit ﬁnd the remains of old animal bones and a 
  partially melted brass cap for a scroll tube.
  49-50
  Scorch marks mar the entrance and a wand made of 
  yew, snapped into three pieces, lies discarded on the 
  ground. If the entrance was barred or otherwise 
  blocked, the obstruction has been damaged by the 
  ﬂames and is now at 50% of its original hit points.
  51-52
  A large wooden pole with a crossbeam atop it has 
  been set into the ground before the entrance.  An orc 
  in a rent chain shirt is cruciﬁed upon it. Several arrows 
  pierce his body.
  53-54
  Half of a set of mangled battered manacles, now 
  covered in rust, lie atop a rock. The top of the rock 
  shows damage from where something heavy was 
  pounded against it.
  55-56
  A burnt out torch stub is wedged into a crack in the 
  wall. Soot stains the wall behind it. If lit, it burns weakly 
  for one minute before guttering out.
  4
  
  57-58
  Shattered red glass—the remains of a crystal decanter—
  litter the ﬂoor inside the entrance. In the middle of the 
  shards lies a carved bone stopper shaped as a ﬁst with 
  one ﬁnger pointing out. It is worth 2 gp.
  59-60
  A grave has been dug in the earth (or piled under 
  rubble if the ﬂoor is not easily excavated) and a shield 
  lies atop it. The top half of the heavy steel shield is 
  painted blue and the bottom is yellow. Emblazoned on 
  the front is a longsword, point down, with a pair of 
  feathered wings sprouting from the middle of the 
  blade. A set of humanoid bones lies in the grave.
  61-62
  A large brown bear sleeps in front of the entrance. It 
  has randomly wandered by, and if the party returns 
  later, it has moved on.
  63-64
  The smell of sweet, ﬂowery perfume hangs in the air. 
  There is no obvious source, but the odour dissipates 
  over thirty minutes.
  65-66
  A crumpled piece of parchment is tacked to the wall or 
  a nearby tree. In Common, it reads "Wanted Dalat 
  Thunderock, For Banditry and Murder." It gives a 
  description of a burly dwarf missing one arm.
  67-68
  Several small niches have been carved around the 
  entrance. Each contains some small keepsake in 
  remembrance of the fallen: a dagger, a silver necklace 
  (3 gp), a brass ring (1 gp), three feathers tied together 
  with a green string and a blue enamelled steel 
  gauntlet; among others.
  69-70
  A reinforced wall of stone blocks stands across the 
  entrance. It looks new and out of place.
  71-72
  A maggot-infested corpse of a large dog lies inside 
  the entrance. The corpse is only a day or two old. One 
  of the dog’s legs lies ten feet away from the body.
  73-74
  Lightning has struck in front of the dungeon entrance 
  and turned a swath of ground to smooth black glass.
  75-76
  A dozen caltrops are spread before the entrance. They 
  are old and dirt encrusted and easily missed2. 
  Characters oblivious to the danger, may stand on one. 
  77-78
  A brown cloth sack with a loaf of hard, stale bread lies 
  in the entryway. A coin-sized hole has been gnawed 
  through the cloth; rodent droppings lie nearby.
  79-80
  Three empty, dark glass bottles lie on the ﬂoor. They 
  smell of strong alcohol, but are (sadly) empty.
  81-82
  Written in Common sloppily over the entrance in dried 
  blood are the words "Welcome to Hell." Fingerprints in 
  the blood make it clear the writing was done by a small 
  clawed hand.
  83-84
  A piece of paper is trapped against the side of the 
  entrance, ﬂuttering in a slight breeze. The sketch 
  depicts the entrance with three armoured men seen 
  from behind and a young woman in leathers with a 
  sketch pad in the foreground. The picture is very good 
  and provides enough detail to identify the woman, if 
  she is ever encountered.
  85-86
  The entrance’s door, portal or portcullis is chipped and 
  shows signs of having been pried open. A bent, 
  rusting crowbar lies in a nearby corner.
  87-88
  Two dozen caltrops are scattered outside the entrance 
  and a large puddle of ﬂammable oil covers the ﬂoor 
  inside the entrance. Bloody rags lie further inside.
  89-90
  A wagon of weathered timber, missing all its wheels, 
  rests on two logs in front of the entrance. Tall grass 
  grows up around it and the hardware is heavily 
  corroded with rust, suggesting the wagon has been 
  here for some considerable time.
  91-92
  Wisps of colourful light dance before the entrance, 
  shedding bright light for twenty feet. They can be 
  suppressed with dispel magic but return an hour later.
  93-94
  The stub of a purple candle rests in a puddle of wax. If 
  lit, the candle burns for ﬁfteen minutes.
  95-96
  A tripwire is strung across the entrance2. It is 
  connected to a metal shield balanced atop a shield. If 
  a characters doesn’t see the tripwire stepping into it 
  causes the shield to loudly clatter to the ﬂoor.
  97-98
  A wooden stool, sized for a Medium creature, stands 
  next to the entrance. Placed next to the stool is a crude 
  wooden box. The word "fee" is written in Common, on 
  the side of the box.
  99-100
  A statue has been dragged in front of the entrance, 
  gouges in the ground making it clear it came from 
  inside the dungeon. The statue portrays a snarling, 
  fanged woman with a serpent's tail and six arms. Each 
  arm holds an actual metal weapon that can, with some 
  care, be removed from the statue's grip. The weapons 
  carried comprise a spear, longsword, dagger, trident, 
  khopesh and kama.
  1.
  Successful saving throw against spells disbelieves. 
  2.
  Successful ﬁnd/remove traps roll detects.
  5
  
  SECRET ENTRANCES 
  Use this table, to generate a secret entrance for your dungeon. 
  Some features listed below may be inappropriate based on your 
  dungeon’s setup—ignore or modify such entries as appropriate. 
  1.
  Secret doors generally require a ﬁnd secret door roll to spot. 
  Some doors may be easier or harder to locate. 
  D%
  SECRET ENTRANCES1
  01-05
  Thick curtains of ivy and thorny vines obscure the 
  entrance. They undulate slightly in the breeze.
  06-10
  Mouldering brickwork blocks the entrance, but it is 
  easily dismantled.
  11-12
  A mighty tree grows out of this cave-like entrance, 
  obscuring the entrance shaft from sight.
  13-14
  A rock or mudslide covers the doorway.
  15-16
  A collapsed wagon lies across a trapdoor.
  17-18
  A bare expanse of sand conceals a stone slab that 
  serves as a trapdoor.
  19-20
  The sunken entrance lies in a deep pool or lake. The 
  entrance cavern is ﬂooded, but the passages beyond 
  rise quickly to drier caverns.
  21-22
  Guano or other ﬁlth covers the secret entrance.
  23-24
  Innumerable thick strands of spider-silk render this 
  door nearly invisible.
  25-26
  Canvas or burlap, cunningly painted to resemble the 
  surrounds, stretches across the entrance.
  27-28
  Access to the dungeon is on the side of an overgrown 
  ditch or moat, obscured by weeds.
  29-30
  A collapsed hut or outhouse hides the secret entrance.
  31-32
  A narrow crack in a tumbled crag leads to a cave that 
  intersects with the dungeon.
  33-34
  A large ﬂagstone or ﬂat rock serves as a trapdoor. It is 
  cunningly weighted and can be opened easily. 
  35-36
  An abandoned house’s cellar opens into a long, dusty 
  and part-collapsed tunnel.
  37-38
  The dungeon is accessed through a cell or oubliette in 
  a gaol or castle.
  39-40
  Walking widdershins in a circle of toadstools reveals a 
  magic opening on a nearby knoll.
  41-42
  A large freestanding tomb conceals steep stairs 
  leading down into the dungeon.
  43-44
  A ruined shrine or folly conceals a narrow set of stairs.
  45-46
  Access to the dungeon is concealed within a huge 
  clock or other mechanical device.
  47-48
  The secret entrance is hidden under a mural, itself 
  containing clues to the nature of the complex.
  49-50
  A banner or tapestry covers the entrance, which is 
  within a busy hall or reception room.
  51-52
  The corpse or bones of a huge creature partially 
  obscures the entrance.
  53-54
  A waterfall or sheet of ice blocks the view of this cave-
  like tunnel.
  55-56
  This door is covered in rock and leaves fastened to 
  make it blend in to the surrounding environment.
  57-58
  A great barrel or vat within a wine cellar conceals a 
  secret set of stairs.
  59-60
  The entrance is hidden behind a cabinet in a busy, 
  cluttered shop within a town or village.
  61-62
  An altar or megalith blocks an old entrance to 
  underground tunnels.
  63-64
  A crevasse, nearly invisible because of overhanging 
  trees, conceals the entrance.
  65-66
  Access to the dungeon is through a well’s wall just 
  above the surface of the water. Sometimes, after heavy 
  rain, the entrance ﬂoods.
  67-68
  The entrance, while faintly visible, is halfway up a sheer 
  cliff; no stairs reach the entrance.
  69-70
  A small door under a bridge leads to the dungeon.
  71-72
  The entrance stands beneath a long pier, reachable 
  only at low tide.
  73-74
  This mountainside entrance is covered by the nest of a 
  huge bird or other ﬂying monster.
  75-76
  A boulder, cleverly counterbalanced, serves as a 
  hidden door to the dungeon.
  77-78
  The dungeon is accessible through a cave or alley 
  used as a rubbish tip; waste and ﬁlth blocks the door.
  79-80
  A paper-maché or plaster piece of stage scenery 
  conceals a small door.
  81-82
  The entrance is through a dovecote or coop. 
  Characters entering the coop, cause panic among the 
  birds within; the birds loudly burst forth—perhaps 
  alerting any nearby dungeon denizens to the intruders. 
  83-84
  An icehouse or smokehouse conceals the door.
  85-86
  To reach the entrance, explorers must traverse a 
  complicated and overgrown, monster-infested hedge-
  maze of cunning design.
  87-88
  The doorway appears in the mist or fog, seemingly 
  insubstantial. It is only accessible when the weather 
  conditions are just right.
  89-90
  A model or diorama contains a tiny magical door, that, 
  if touched, teleports an individual into the dungeon.
  91-92
  A mirror or painting allows magical access to the 
  interior of a dungeon.
  93-94
  The doorway is a simple closet or cabinet with a 
  permanent link to the inside of the dungeon.
  95-99
  Access to this dungeon is possible by means of an old 
  dumbwaiter or priest hole.
  100
  A simple illusion of a rock wall conceals the entrance. A 
  deep, camouﬂaged pit lies just beyond the illusion. 
  6
  
   
  7
  
  OGL V1.0A 
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  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: Dungeon Entrances. ©Raging Swan Press 2021; Author: Jeff Erwin and Greg Marks. 
  To learn more about the Open Game License, visit wizards.com/d20. 
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  8
  
  R A G I N G S W A N P R E S S . C O M  
   EVERYTHING  
       is Better with  
  Tentacles 
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
    
  
SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan GM's Miscellany Dungeon Dressing/Raging Swan Dungeon Dressing Dungeon Entrances [print] (OSR).pdf