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  DUNGEON DRESSING: 
  RAGING SWAN PRESS
  FLOORS & TRAPDOORS
  OSR
  
  	
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  DUNGEON DRESSING: FLOORS & TRAPDOORS 
  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 ﬂoors and trapdoors in your dungeon. 
  Designed to be used both during preparation or actual play, Dungeon Dressing: Floors & Trapdoors is an invaluable addition to any GM's 
  armoury! 
  C RE DI TS 
  Design: Thomas King and Mike Welham 
  Development: Creighton Broadhurst  
  Art: William McAusland, Matt Morrow and Dean Spencer. Some 
  artwork copyright William McAusland, used with permission. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 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 
  .................................................................................................
  Floors 
  2 
  ......................................................................................................
  Major Floor Features 
  2 
  ......................................................................
  Common Floor Characteristics 
  3 
  .....................................................
  Minor Floor Features & Dressing 
  4 
  ..................................................
  Floor Tricks & Traps 
  6 
  .........................................................................
  Cantilevered Floor 
  6 
  ..........................................................................
  Musical Keys 
  6 
  ....................................................................................
  Spinning Floor 
  6 
  .................................................................................
  Venus Floor Trap 
  7 
  .............................................................................
  Trapdoors 
  8 
  ...............................................................................................
  Major Trapdoors Features 
  8 
  ..............................................................
  Common Trapdoor Characteristics 
  9 
  ..............................................
  Construction 
  9 
  ....................................................................................
  Concealed Trapdoors 
  9 
  .....................................................................
  Minor Trapdoors Features & Dressing 
  10 
  .......................................
  Trapdoors Tricks & Traps 
  12 
  ..............................................................
  Bashing Door 
  12 
  ................................................................................
  Flooding Chamber 
  12 
  .......................................................................
  What Goes Up... 
  12 
  ............................................................................
  OGL V1.0A 
  14
  ...........................................................................................
  OSR
  
  F LO OR S 
  The dungeon’s ﬂoor is the one feature with which every 
  adventurer will interact.  
  MAJOR FLOOR FEATURES 
  Use this table, to generate interesting characteristics for your 
  dungeon ﬂoors. 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
  This ﬂoor is comprised of an eight by eight array of 
  alternating squares of black and white marble; the four 
  centre squares reverse the pattern.
  06-10
  Two inches of undisturbed, fresh earth cover this rough 
  stone ﬂoor.
  11-12
  A round ﬂoor sits in this perfectly square room; the 
  gaps in the room’s corners created by the ﬂoor’s arc 
  reveals another hidden room underneath with no 
  other obvious entrances or exits.
  13-14
  This stone ﬂoor slopes downward to the east; the 
  western side sits one foot higher.
  15-16
  The cobbled stones comprising this ﬂoor seem more 
  at home in a city street than a dungeon.
  17-18
  This tiered ﬂoor has six-inch-tall steps every ﬁve feet; 
  the centre square has a shallow circular indention.
  19-20
  The marble ﬂoor does not meet the wall on any side; 
  the two-inch gap separating the ﬂoor from the wall 
  reveals a narrow trench of unknowable depth.
  21-22
  Pitted and old, the ﬂagstones comprising this room’s 
  ﬂoor have a diseased crumbling look. Investigation 
  reveals, the stone is easy to scuff, bash or cut. 
  23-24
  Mahogany slats securely fastened to one another 
  comprise this ﬂoor’s surface.
  25-26
  This polished steel ﬂoor’s mirror-like surface clearly 
  reﬂects the images of all treading upon it. 
  27-28
  At regular intervals, cofﬁn lids jut from the ﬂoor’s 
  surface; prying the lids open mostly reveals empty 
  cofﬁns or centuries-old corpses. A few of the cofﬁns, 
  though, might hold guardian undead. 
  29-30
  A circular seal dominates this marble ﬂoor; the seal has 
  a blue edge broken through by a golden roc carrying a 
  bundle of spears.
  31-32
  The metal ﬂoor echoes with a tone, which increases in 
  pitch as a character proceeds toward the far door.
  33-34
  This transparent ﬂoor has the hardness of stone and 
  reveals another room below with the same dimensions 
  as this room.
  35-36
  An etched map covers the ﬂoor; this map could show 
  another level of this dungeon, the location of a hidden 
  treasure or another location altogether.
  37-38
  In each corner of this room, a soft light emanates from 
  the ﬂoor, illuminating nothing more than the section of 
  ﬂoor where it glows.
  39-40
  Thick, plush carpet covers the ﬂoor; the carpet has a 
  strange, almost hypnotic, pattern.
  41-42
  The centre portion of this ﬂoor moves of its own 
  accord, carrying passengers from the entrance to the 
  opposite door at a rate of 20 feet per round; moving in 
  the opposite direction to the ﬂoor reduces a 
  character’s speed by 10 feet.
  43-44
  Each ﬁve-foot square section of ﬂoor lights up with a 
  different colour and sounds a different tone when 
  something weighing more than 50 pounds steps (or 
  lands) on it.
  45-46
  Glyphs cover the ﬂoor’s entirety; any attempt to study 
  them reveals them to be nothing but gibberish.
  47-48
  Metal grates line this ﬂoor; investigation reveals an 
  eight-inch-tall crawlspace underneath.
  49-50
  The ﬂoor seems to be a solid block of ice; occasionally, 
  a thin, one-inch layer of water forms and subsequently 
  refreezes. Slowly, the ﬂoor is rising to meet the ceiling.
  51-52
  This stone ﬂoor rings hollowly when traversed; a 
  hidden panel in the ﬂoor reveals an empty eight-inch-
  tall space below the ﬂoor.
  53-54
  A threadbare carpet covers the stone ﬂoor; the carpet 
  shows the most wear in an obvious path.
  55-56
  This metal ﬂoor is magnetised; characters wearing 
  metal armour move at half speed, attacks with metal 
  weapons have a –2 penalty and dropped metal items  
  must be prized from the ﬂoor.
  57-58
  This rough ﬂoor is actually a chitinous shell1.
  59-60
  This gold-plated ﬂoor gleams in the light. The gold is 
  fake2 and is nothing more than a thin paint.
  61-62
  This “ﬂoor” comprises several wooden planks over a 
  deep pit. One of the wooden planks is rotten3. 
  63-64
  Someone has painted this stone ﬂoor to depict a 
  beach, battered by incredibly detailed crashing waves.
  65-66
  The ﬂoor is hinged at opposite walls and has a seam at 
  the centre; a winch outside the room allows a 
  character to raise both ends of the ﬂoor, revealing a 
  space below the ﬂoor.
  67-68
  This surprisingly sturdy ﬂoor appears to be crafted 
  from many strips of laminated paper. In places, faint 
  illegible writing is still barely visible2.
  69-70
  An open silver eye, roughly ten feet in diameter, juts 
  out a few inches from the ﬂoor; the eye does not follow 
  any movement, but the next time the party visits the 
  room it is closed.
  71-72
  This stone ﬂoor is cut such that it spirals downward ten 
  feet before reaching a small hole in the room’s centre.
  2
  
  1.
  Druid or ranger identiﬁes. 
  2.
  Close examination reveals. 
  3.
  Successful ﬁnd concealed doors roll spots. 
  4.
  Successful ﬁnd/remove traps roll removes intact. 
  5.
  –20% chance Stealth checks made to move silently. 
  6.
  A character rolling under or equal their Strength score eight 
  times succeeds. 
  COMMON FLOOR CHARACTERISTICS 
  In a dungeon sometimes not even the ﬂoor is safe, and it is a 
  foolish adventurer who assumes that it is so. However, dungeon 
  ﬂoors come in many varieties, and a wise adventurer is keenly 
  aware of on what they stand.  
   
  Flagstone: Flagstone ﬂoors are made of ﬁtted stones. They 
  are usually cracked and only somewhat level. Slime and mould 
  grows in these cracks. Sometimes water runs in rivulets between 
  the stones or sits in stagnant puddles. Flagstone is the most 
  common dungeon ﬂoor, and one of the easiest to pierce with a 
  trapdoor, pit trap or the like. 
   
  Uneven Flagstone: Sometimes old ﬂagstone ﬂoors become 
  so uneven a character must roll equal or under their Dexterity 
  score on 3d6 to run or charge across them. Failure by 3 or more 
  means the character can’t move that round as they slip and 
  rebalance themselves. 
   
  Hewn Stone Floors: Rough and uneven, hewn ﬂoors are 
  usually covered with loose stones, gravel, earth or other debris. A 
  character must roll equal or under their Dexterity score on 3d6 to 
  run or charge across such a ﬂoor. Failure means the character can 
  still act, but can’t run or charge that round. 
   
  Natural Stone Floors: The ﬂoor of a natural cave is normally 
  uneven. Some adjacent ﬂoor surfaces might vary in elevation by 
  only a foot, so that moving from one to the other is no more 
  difﬁcult than negotiating a stair step, but in other places the ﬂoor 
  might suddenly drop off or rise up several feet or more. Rubble 
  and stalagmites often slow movement on a natural stone ﬂoor.  
   
  Grate: A grate often covers a pit or other area lower than the 
  main ﬂoor. Grates are usually made from iron, but large ones can 
  also be made from iron-bound timbers or even bone. Many grates 
  have hinges to allow access to what lies below (and can be locked 
  like any door). Unwary characters crossing a grate might trip and 
  fall or trap their foot between the bars.  
  73-74
  A mild static discharge accompanies those walking on 
  this metal ﬂoor; the electricity deals no damage.
  75-76
  This ﬂoor is merely hard-packed earth with no other 
  remarkable features. However, if the characters dig 
  into the earth they discover a veritable carpet of 
  tangled bones.
  77-78
  A hidden switch in this room3 reveals a spiral staircase 
  corkscrewing downward into darkness.
  79-80
  This transparent ﬂoor is the only thing that stands 
  between the characters and the seemingly endless 
  void below.
  81-82
  This obsidian ﬂoor’s centre features a gold sun (worth 
  400 gp if removed intact4). Stylised rays emerge from 
  the sun; the longest point to a secret door.
  83-84
  This laminated wooden ﬂoor has a woven pattern with 
  a different symbol contained within the centre of each 
  diamond in the weave.
  85-86
  Round serrated blades poke two-inches up from this 
  marble ﬂoor; a blade rotates freely when a character 
  attempts to spin it. This is an unﬁnished, triggered or 
  broken trap.
  87-88
  This sturdy wooden ﬂoor has a series of springs 
  underneath it that cushion the blows of those landing 
  on it; the ﬂoor reduces the effective distance for falling 
  onto it by 10 feet.
  89-90
  The ﬂoor’s maker crafted it to amplify the sounds of 
  those traversing it5. If the ﬂoor is wood, it creaks 
  alarmingly and loudly; if it is stone, footsteps clack 
  loudly in the room.
  91-92
  Several small red rugs cover this plain wooden ﬂoor; 
  one conceals a trapdoor. All the rugs are threadbare 
  and clearly old and much used. 
  93-94
  This ﬂoor has four identically-sized quadrants, each 
  composed of different materials: basalt, granite, 
  sandstone and shale.
  95-99
  One-foot-square ceramic tiles cover the ﬂoor; each tile 
  has a spiral pattern either painted in a different colour 
  or in a different direction from a tile with the same 
  colour. The pattern is bafﬂing.
  100
  This stone ﬂoor has a heavy, round stone cap in one 
  corner of the room, its seam barely noticeable3. The 
  stone cap is difﬁcult to unscrew6. Once this is 
  completed, however, a dark room and a dusty spiral 
  staircase are revealed.
  3
  
  MINOR FLOOR FEATURES & DRESSING 
  Use this table, to generate interesting features for your ﬂoors. 
  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
  Fresh guano coats the ﬂoor.
  02
  The ﬂoor shows evidence of a heavy rectangular 
  object dragged from one door to another.
  03
  In a dark corner of this room, a cluster of ﬁve-foot-tall 
  purple fungi grow in damp earth exposed by the 
  ﬂoor’s cracked surface.
  04
  Charred insect carcasses litter the ﬂoor; a handful of 
  the insects reﬂexively twitch.
  05
  A 10-foot square section of the ﬂoor glows red and 
  becomes warm to the touch, but it deals no damage to 
  a character touching it.
  06
  A thin coating of grease covers the ﬂoor1. Characters  
  moving at full speed may fall prone2.
  07
  Long grooves mar the ﬂoor’s surface, as though a large 
  and powerful clawed creature pawed at it. The stone is 
  scrapped and splintered.
  08
  A ten-foot-high ant mound has erupted through the 
  ﬂoor; thousands of ants swarm nearby.
  09
  Crude chalk arrows mark a seemingly random path 
  along this ﬂoor.
  10
  Broken shards of glass, set so the pointy sides are up, 
  jut from the ﬂoor; treat them as caltrops.
  11
  One section of ﬂoor gives slightly when a character 
  weighing more than 150 pounds crosses it1.
  12
  The ﬂoor suddenly ripples as if some large creature 
  moved just below it.
  13
  The ﬂoor constantly cleans itself; blood, dirt and other 
  minor detritus dissolves within two rounds.
  14
  A hole pierces the ﬂoor in one corner, as if a rodent 
  had chewed through it from underneath.
  15
  The word “Danger” is scrawled on the ﬂoor in relatively 
  fresh blood.
  16
  A thin layer of pebbles covers the ﬂoor, making 
  moving silently here difﬁcult3.
  17
  A series of two-foot-tall wooden barricades are afﬁxed 
  to the ﬂoor.
  18
  The ﬂoor is uneven and in bad repair.
  19
  Something has removed the top of the ﬂoor; the new 
  surface bears indentions indicating the ﬂoor was 
  carved into a jigsaw puzzle before removal.
  20
  Insubstantial tentacles erupt from the ﬂoor and grasp 
  ineffectively at the characters.
  21
  Each ﬁve-foot section of the ﬂoor holds up until all 
  creatures leave that section, at which point it falls away 
  into a pit of indeterminate depth.
  22
  Small drifts of dog and cat hair lie piled up against the 
  chamber’s walls4.
  23
  Water bubbles up through cracks in the ﬂoor.
  24
  The rotting remains of a partially eaten goblin corpse 
  lie on the ﬂoor.
  25
  A repeated thumping sounds comes from somewhere 
  beneath the ﬂoor.
  26
  A two-inch-diameter, four-inch-deep gouge in the ﬂoor 
  shows where something extremely heavy hit it.
  27
  The ﬂoor had symbols or a pattern on it, but they have 
  been effaced by scratches.
  28
  “You lose” is written in chalk on the ﬂoor.
  29
  Soapy water covers a section of the ﬂoor. An 
  abandoned mop lies nearby.
  30
  Drying pools of blood cover the ﬂoor; a trail of blood 
  leads out the opposite door.
  31
  A chunk of ﬂoor sits loosely over its former spot; a pair 
  of coins lies beneath the loose ﬂooring, and are 
  responsible for the raised bit of ﬂoor.
  32
  Hundreds of marbles cover the ﬂoor. Characters 
  moving at full speed through the area may fall prone5.
  33
  Thick fog roils up from the ﬂoor to a height of ﬁve feet.
  34
  A ﬁve-foot wide slime trail coats the ﬂoor.
  35
  A pair of skeletons rest on the ﬂoor; both reach out to 
  a door with their right arms.
  36
  One section of the ﬂoor has melted as if some 
  incredibly powerful, but self-contained, ﬁre struck it.
  37
  A small campsite ﬁlls one of the room’s corners; two 
  bedrolls and the ashen remains of a ﬁre mark the site.
  38
  A jumble of muddy tracks crisscross the ﬂoor.
  39
  A beaten metal tray rests on the ﬂoor; the remnants of 
  days-old meals lie atop it on carved wooden plates.
  40
  A seven-foot diameter hole pierces the ﬂoor; earth lies 
  scattered around the hole and a nearby pickaxe is 
  jammed into the ﬂoor.
  41
  The shadows cast by the characters on the ﬂoor do not 
  seem to match perfectly with their movements; those 
  on the walls appear correct.
  42
  Crude chalk drawings of a dragon eating various 
  humanoids adorn the ﬂoor.
  43
  A small tree etched or illustrated on the ﬂoor animates, 
  growing taller and blossoming.
  44
  Scratches, made by a knife or other blade, form a tally 
  sheet on the ﬂoor; the count stands at 44.
  45
  When a random character steps on the ﬂoor, the stone 
  seeps blood.
  46
  Soot covers the ﬂoor with the exception of a ten-foot-
  square area, which marks the location of a recently 
  moved object.
  47
  One section of ﬂoor has been removed, revealing dark 
  (and disturbed) earth beneath.
  4
  
  1.
  Successful ﬁnd concealed doors roll spots. 
  2.
  Rolling equal or under a character's Dexterity score on 3d6 
  negates. 
  3.
  -10% chance to move silently. 
  4.
  Close examination identiﬁes. 
  48
  A chalk drawing on the ﬂoor has an alternating set of 
  single and double squares leading up to a semicircle; 
  two pebbles rest in separate squares.
  49
  Thick dust covers the ﬂoor.
  50
  Tiny holes cover the ﬂoor’s entirety; a handful of the 
  worms that bored through still crawl on it.
  51
  Spikes—a tripped trap—jut up from the ﬂoor.
  52
  A hastily sketched summoning circle covers the ﬂoor; a 
  tiny section of the circle has been erased.
  53
  A bulge1 marks the location of a colossal skull; further 
  digging reveals the creature’s skeleton.
  54
  A roughly circular section of ﬂoor has been bleached 
  and still smells of caustic chemicals.
  55
  When a character steps on the ﬂoor, it crumbles into 
  dust, which results in a six-inch drop; the remainder of 
  the ﬂoor behaves the same way.
  56
  Something has placed a ring crafted from a speciﬁc 
  metal (bronze, copper, iron and lead) on the ﬂoor in 
  each corner of this room.
  57
  The words “Go to t...” crudely inscribed in the ﬂoor, 
  trail off at the ﬁnal ‘t,’ as if something had hauled away 
  the inscriber mid-stroke.
  58
  A crude drill stands upright; the iron bit has only 
  penetrated the ﬂoor by about an inch.
  59
  A chalk pentagram decorates the ﬂoor.
  60
  A section of ﬂoor shows pitting and stains indicating a 
  caustic liquid was spilled here.
  61
  A rat-sized black and red spider scurries across the 
  ﬂoor and disappears into a gap in a corner.
  62
  A buried pipe running under the ﬂoor has burst; 
  sludge seeps up through the ﬂoor.
  63
  Rusted caltrops cover the ﬂoor. A character injured by 
  a caltrop may contract a mild disease.
  64
  A chalk cross marks one part of the ﬂoor.
  65
  The ﬂoor brieﬂy (for one round) displays a scene from 
  another location in the dungeon.
  66
  One at a time, one-foot-square sections of the ﬂoor 
  levitate, creating an escalating path, which seems to 
  lead nowhere.
  67
  A sundial set in the ﬂoor tracks something, evidenced 
  by a moving shadow, but does not follow normal time.
  68
  Scattered rice covers the ﬂoor; a single set of tracks 
  passes through the mess.
  69
  A tremor rocks the area, cracking the ﬂoor; the 
  characters may fall prone2.
  70
  A skeletal arm reaches through the ﬂoor and attempts 
  to grasp at a character’s legs.
  71
  For every step a character takes on the ﬂoor, a faint 
  shriek emanates from elsewhere.
  72
  A crude palisade is set on the ﬂoor, spear tips pointing 
  towards the characters’ entrance.
  73
  Pinpricks of violet light appear and disappear on the 
  ﬂoor, in no discernible pattern.
  74
  A large canvas map of the world covers the ﬂoor; pins 
  stick out of several locations on the map.
  75
  A ﬁve-foot square section of ﬂoor has a reverse gravity 
  effect, which cause only slight disorientation unless a 
  character stops there.
  76
  A pentagram drawn on the ﬂoor slowly dissolves into 
  smoke after the characters enter the room.
  77
  When a character steps on a section of ﬂoor, an 
  audible click sounds, but nothing else happens.
  78
  The ﬂoor suddenly drops six inches; this has no 
  adverse effect on the characters standing on it.
  79
  A chill pervades the area; frost covers the ﬂoor.
  80
  Brambles grow through the ﬂoor creating an effect 
  similar to entangle.
  81
  An explosion has reduced one section of the ﬂoor to 
  rubble; a corpse lies beneath the rubble.
  82
  Mould and mushrooms cover the ﬂoor.
  83
  Rubble fallen from the ceiling covers the ﬂoor.
  84
  An inch of standing water covers the ﬂoor.
  85
  A section of the ﬂoor audibly cracks.
  86
  A pristine tablecloth lies on the ﬂoor.
  87
  A rat emerges from a hole in the ﬂoor.
  88
  Gouts of steam erupt from the ﬂoor.
  89
  Several metal racks rest on the ﬂoor; a number of 
  cooling pies sit on the racks.
  90
  A ten-foot square section of the ﬂoor is outlined in a 
  luminescent material.
  91
  A mild adhesive coats the ﬂoor; while sticky, it does 
  not impact movement.
  92
  Wind swirls a pile of leaves about the ﬂoor.
  93
  A section of ﬂoor suddenly explodes.
  94
  The ﬂoor shines with an intense light.
  95
  The smell of rotten eggs rises from the ﬂoor; the odour 
  causes mild discomfort to those who can smell it, but 
  otherwise causes no ill effect.
  96
  A single platinum coin lies on the ﬂoor.
  97
  Nozzles rise up from the ﬂoor and spray oil on the 
  characters5; characters coated in oil catch on ﬁre, if 
  they suffer ﬁre damage.
  98
  Several unﬂattering chalk caricatures of the characters 
  cover the ﬂoor.
  99
  Intermittent rust spots dot the ﬂoor.
  100
  The ﬂoor is trapped. Refer to “Floor Tricks & Traps.”
  5
  
  FLOOR TRICKS & TRAPS 
  Of course, ﬂoors 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 be used to protect ﬂoors.  
  CANTILEVERED FLOOR 
  This cleverly engineered trap drops intruders into a pit from which 
  escape is difﬁcult. This engineering marvel gives the illusion of a 
  freestanding ﬂoor that gently arcs upward toward a door on the 
  opposite side of the room. Gaps on either side of the ﬂoor reveal 
  a 20-foot drop to an earthen pit below. Once intruders are in the 
  pit, they are at the dungeon master’s mercy. 
   
  Activation: A character activates this trap when they step into 
  the ten-foot square in front of the opposite door. This trap must be 
  manually reset.  
   
  Find the Trap: A character making a successful ﬁnd/remove 
  traps roll locates the trap. 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove traps roll disables the trap. Destroying the fulcrum (AC 2; 
  hp 40) holding the ﬂoor in place defeats the trap, but also causes 
  the ﬂoor to collapse into the pit. Alternatively, a character making 
  a successful ﬁnd secret doors roll ﬁnds a small switch at ﬂoor level 
  that locks the trapped ﬂoor in place. 
   
  Effect:  When triggered, this trap has the following effects: 
  Suddenly, the ﬂoor tips upward and you start sliding into a pit! 
  •
  See Saw Floor (Round 1): When a character triggers the 
  trap, the ﬂoor dislodges those on it into the pit below (2d6 
  falling damage; a character rolling equal or under their 
  Dexterity score on 4d6 avoids; multiple targets [all targets on 
  the ﬂoor]). Scaling the pit’s walls is hard as they are made of 
  packed earth (-10% chance to climb). 
  •
  Fire (Round 2): Flaming oil falls into the 10 ft. square directly 
  below the trigger section of the ﬂoor (THAC0 10; 2d6 ﬁre 
  damage); multiple targets (all targets in a 10-ft.-square area). 
  Collapsing Ceiling: This version of the trap adds injury to injury 
  as the ﬂoor falls into the room below moments after the 
  characters themselves end up in the pit.  
  •
  Falling Debris (Round 3): The ﬂoor falls into the pit, crushing 
  all within (THAC0 5; 4d6 bludgeoning damage). 
  MUSICAL KEYS 
  This trap uses music to damage its victims. Before placing it, the 
  GM must determine the correct sequence of notes to bypass the 
  trap. This could be the favourite tune of the person setting the 
  trap, a password spelled out by stepping on certain tiles or the 
  opening bars of a hymn dedicated to some dark, foul power. 
  Whatever the passcode, the characters should have had a chance 
  to learn it in previous encounters; otherwise the trap devolves to a 
  couple of skill checks and possibly a bit of damage.  
   
  This ten-foot-square room features a tiled ﬂoor; each tile is 
  two-foot-square and has a different colour and pattern to the 
  others. A locked bronze door stands across the room. 
   
  Activation: A character activates this trap when they step onto 
  the 21st tile. This trap resets automatically. 
   
  Find the Trap: A character using detect magic (or similar) 
  detects evocation magic in the area.  
   
  Defeating the Trap: A character using dispel magic and 
  making a successful roll to dispel the magic of a 9th-level 
  spellcaster dispels the trap’s magic elements. A silence, or similar 
  spell, defeats the trap, but does not unlock the bronze door. 
   
  Effect: When triggered, this trap has the following effects: 
  As you step on the ﬂoor, a musical note sounds. 
  •
  Tune (Tiles 1-20): A musical note intones, but has no adverse 
  effect on the character. A character skilled at playing music 
  must roll equal or under their Intelligence score on 3d6 to 
  recognise the note; bards succeed on this roll automatically.  
  •
  Wrong Note (Incorrect tile after 20-tile grace period): 
  Spell effect (glyph of warding; 45-ft.-radius centred on 
  character stepping on erroneous tile [18 ﬁre damage and, 
  deafened for 2d6 rounds; successful saving throw against 
  spell negates deafness and halves damage; multiple targets]). 
  •
  Effect (Correct sequence of tiles):  The door unlocks. 
  SPINNING FLOOR 
  This clever mechanical trap works well when used with ﬂying 
  creatures. Alternatively, a dungeon’s master might stock the pit 
  with constructs or undead that lurk ready to slay any who fall into 
  their realm. 
   
  This circular room has a ﬂoor painted with a spiral pattern that 
  seems to twist of its own accord, giving it a hypnotic quality. 
   
  Activation: A character activates this trap when they come 
  within 10-foot of the door. This trap must be manually reset.  
   
  Find the Trap: A character making a successful ﬁnd/remove 
  traps roll locates the trap. 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove traps roll disables the trap. Alternatively, a character 
  making a ﬁnd secret doors roll notes the ﬂoor is designed to ﬂip.  
   
  Effect: When triggered, this trap has the following effects: 
  As you step on it, the ﬂoor begins to slowly spin. 
  •
  Spinning Floor (Round 1): The ﬂoor begins to spin slowly, 
  giving the spiral pattern a hypnotic quality. Treat this effect as 
  hypnotism (successful saving throw against spells negates]) 
  but it is not a spell. It affects all characters in the room, and 
  those failing their saving throw do nothing but quietly stand 
  and stare at the pattern. 
  •
  Speeding Up (Rounds 2-6): The spinning ﬂoor speeds up 
  knocking all creatures on the ﬂoor prone (characters rolling 
  equal or under their Dexterity on 4d6 resist). Additionally, 
  characters on the spinning ﬂoor become sick with nausea 
  (successful saving throw against poison negates; duration 
  1d4 rounds after the ﬂoor stops spinning) and can do nothing 
  but retch. 
  6
  
  •
  Tipping Over (Round 7): The ﬂoor ﬂips over dumping 
  anyone on it into a 30-ft. deep pit (3d6 falling damage; 
  characters not nauseated can roll equal or under their 
  Dexterity on 5d6 to avoid). Characters in the pit are trapped 
  until the trap is disarmed or the ﬂoor is broken open. 
  Lurking Monsters: Sometimes creatures lurk below this trap 
  waiting for victims. Treat these creatures as a separate encounter, 
  and remember that at least for a round or two, some of the 
  characters may be too nauseated to act. 
  VENUS FLOOR TRAP 
  This clever mechanical trap uses an explorer’s greed and lust for 
  treasure to ensnare them. The treasure in each cavity is fake—a 
  careful examination reveals this fact. 
   
  Several oblong cavities, ﬁlled with coins and other small metal 
  objects, lie in parallel lines leading toward the opposite door. Six-
  inch long, rounded iron beams, reminiscent of door hinges sit in 
  the ﬂoor’s centre.  
   
  Activation: The trap activates when 50 lbs. or more of weight 
  comes within 5 ft. of a cavity. The trap resets after 30 minutes.  
   
  Find the Trap: A character making a successful ﬁnd/remove 
  traps roll locates the trap. 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove traps roll disables the trap. Alternatively, a character 
  making a successful ﬁnd secret doors roll ﬁnds a small switch near 
  the door that activates and deactivates the trap. A ranger has a 
  base chance of 35% to uncover a circuitous, safe path among the 
  cavities which avoids triggering the trap. Finally, destroying the 
  hinges (AC 3; hp 20) by each cavity defeats the trap. 
   
  Effect: When triggered, this trap has the following effects: 
  •
  Snaps Shut (Round 1): The ﬂoor snaps shut around each 
  cavity (5d6 bludgeoning damage; successful saving throw 
  against breath weapons negates); multiple targets (all targets 
  in the area); those taking damage are trapped within a cavity 
  (AC 3, hp 40). 
  •
  Acid Attack (Rounds 2-9): Cavities ﬁll with acid (2d6 acid 
  damage per round); multiple targets (all targets taking 
  damage from the ﬁrst effect). 
  •
  Acid Drains Away (Round 10): Small holes open in the 
  cavities and the acid drains away; Trapped targets who have 
  died are dissolved and disappear down the drain. 
  Hungry Vermin: Instead of acid ﬁlling the cavities, small monsters 
  such as rats, giant centipedes and the like could swarm forth to 
  devour trapped characters. 
  7
  
  T R A PD OO R S 
  Trapdoors come in many different shapes and sizes. They are one 
  of the most basic dungeon features and often provide access to 
  hidden chambers, treasure vaults, cellars, prisons and so on.  
  MAJOR TRAPDOORS FEATURES 
  Use this table, to generate interesting characteristics for your 
  dungeon trapdoors. 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
  The door is made of ossiﬁed bone and has half a skull 
  embedded in its surface. The skull is worn smooth, as if 
  stroked by many hands.
  06-10
  This rusted brass door oozes a red liquid, as if it was 
  holding back a rising tide of blood. When opened, it 
  reveals nothing but empty space.
  11-12
  The door and the ﬂoor around it are carved to 
  resemble a yawning maw ﬁlled with pointed teeth.
  13-14
  This black iron door has Abyssal runes etched into its 
  surface. They read, “Descent into Madness.”
  15-16
  This trapdoor opens onto a long, darkened shaft. The 
  door triggers a magic mouth that loudly roars and 
  growls from the bottom of the shaft.
  17-18
  This door bears the motif of a coiling snake, set with 
  alien runes that refuse translation.
  19-20
  The trapdoor looks eerily similar to an ordinary door 
  one might ﬁnd in someone's cellar. It's disturbing 
  blandness gives an unsettling feeling, as if it was 
  merely a façade hiding something truly horriﬁc.
  21-22
  Unlike normal trapdoors, this door is located in a wall. 
  The odd location and shape means one must climb 
  through it awkwardly.
  23-24
  This iron trapdoor bears the symbol of a giant, 
  unblinking eye. The eye seems to follow one's 
  movement around the room.
  25-26
  When this trapdoor is open, a magic mouth sings a 
  jaunty, merry tune about the horrible, grisly end 
  intruders will meet if they pass through the door.
  27-28
  Magically-preserved skin covers the trapdoor. This 
  ﬂesh-covering is made from discoloured, mismatched 
  pieces, obviously from different creatures; poorly-done 
  stitches mar its uneven surface.
  29-30
  This trapdoor is of dwarven artiﬁce. It is shaped like a 
  stylised dwarf face; the key ﬁts into the dwarf's mouth.
  31-32
  A brass carving adorns this well-crafted iron door. It 
  depicts a group of elven nobles sitting at an 
  extravagant feast. On closer inspection, sharpened 
  fangs ﬁll the nobles’ mouths and the fare comprises 
  humanoid remains.
  33-34
  This door bears a motif of roiling waves, with half a 
  dozen tentacles breaching the water and reaching 
  towards the frame.
  35-36
  Carved from solid granite, this door bears a bull's head 
  on its surface. The bull’s horns form the door’s handle.
  37-38
  A large, brass symbol depicting an eight-pointed star 
  adorns the trapdoor. A purple hued ruby is embedded 
  in its centre (value 500 gp).
  39-40
  This trapdoor comprises four inches of smoked glass. 
  Indistinct shapes can be made out beyond.
  41-42
  This door appears to be of extremely shoddy 
  manufacture, but it is not1.
  43-44
  This trapdoor bears the image of a smiling man, but 
  the eyes are mere slits and the smile is stretched to 
  disturbing proportions.
  45-46
  Sleek marble scales laid out to form the Celestial rune 
  for “dragon” cover this trapdoor.
  47-48
  This door is designed to blend seamlessly with the 
  surrounding ﬂoor1.
  49-50
  A pair of crossed scimitars are emblazoned on this 
  trapdoor, set about a painted diamond-shaped ruby.
  51-52
  A six-pointed star-burst, surrounded by a series of 
  smaller ones and carved from purplish marble, are 
  emblazoned on this trapdoor.
  53-54
  This trapdoor bears the symbol of a wagon wheel; 
  each spoke ends in a sharpened point.
  55-56
  A large keyhole pierces the centre of this iron 
  trapdoor. It appears locked, but this is a ruse.
  57-58
  A stylized goat's skull adorns this trapdoor. A carving 
  written in Abyssal reads, “The prince shall return.”
  59-60
  The image of a beautiful horned winged woman 
  standing in front of an adoring crowd of robed ﬁgures 
  decorates this trapdoor.
  61-62
  This wooden trapdoor is painted in a series of garish 
  colours, nearly nauseating in their brightness.
  63-64
  When opened, this trapdoor activates a magic mouth, 
  which gives a blood-curdling, banshee-like scream.
  65-66
  A painted image of the night sky adorns this trapdoor.
  67-68
  A large, open hand is emblazoned on this trapdoor; a 
  stylised eye decorates the centre of the hand’s palm.
  69-70
  A carving of a roaring ﬁre adorns this trapdoor. 
  Strangely, it is warm to the touch.
  71-72
  This simple iron trapdoor has the phrase “Never to 
  return” written in Gnome carved into it.
  73-74
  This circular trapdoor, emblazoned with strange 
  dwarven runes, opens via a complicated, steam-
  powered, piston-like mechanism.
  75-76
  A porthole lies in the centre of this trapdoor; a sliding 
  latch allowing one to look through the door.
  8
  
  1.
  Successful ﬁnd secret doors roll locates. 
  COMMON TRAPDOOR CHARACTERISTICS 
  Trapdoors have several common characteristics: 
  •
  Cover: A raised trapdoor gives 25% cover (+2 AC). 
  •
  “Detect” Spells: Most “detect” spells can penetrate a normal 
  trapdoor as it takes three feet of wood or one foot of stone to 
  block the spell’s effect. 
  •
  Hear Noise: A closed trapdoor inﬂicts a -5% penalty to hear 
  noise rolls made to listen to the area beyond the door. 
  CONSTRUCTION 
  Most trapdoors are wooden affairs, but in dungeons where access 
  to wood is limited or nonexistent, stone is often used. 
  •
  Simple Wooden Trapdoor: These trapdoors will not keep out 
  determined intruders.  
  •
  Strong Wooden Trapdoor: These wooden trapdoors are 
  bound with iron and often ward important areas. 
  •
  Stone Trapdoor: These trapdoors are difﬁcult to break 
  through. They are a feature in dungeons built by deep-
  dwelling races such as dwarves and drow. Stone trapdoors 
  are often decorated with ornate carvings. 
  •
  Iron Trapdoor: The toughest of nonmagical trapdoors ward 
  vaults, burial chambers and other important areas. Iron 
  trapdoors are often decorated with ornate carvings 
  CONCEALED TRAPDOORS 
  Sometimes, trapdoors are concealed from casual sight. Finding a 
  concealed trapdoor normally requires a successful ﬁnd concealed 
  doors roll. Use the table below to determine what conceals such a 
  trapdoor: 
   
  77-78
  This wooden trapdoor is carved to resemble a snarling 
  wolf's head.
  79-80
  This iron trapdoor is almost unbearably cold. Those 
  touching it suffer 1 cold damage.
  81-82
  The stylised symbol of a star and a crescent moon 
  decorate this trapdoor. Under the symbol, words 
  written in Elven read, “Under Moon-and-Star.”
  83-84
  This trapdoor has a painted compass rose upon it 
  which points to the north.
  85-86
  This trapdoor seeps a bubbling, disgusting, foul-
  smelling goo, like rotting pus.
  87-88
  This trapdoor is almost dome-shaped, jutting out of 
  the ﬂoor, and has a release valve on top.
  89-90
  A picture of a woodland scene adorns this trapdoor; 
  the picture’s colours change and shift hue when 
  looked at from different angles.
  91-92
  When this trapdoor opens, it releases an illusory 
  swarm of butterﬂies that disappear in a pattern of 
  scintillating colour.
  93-94
  A crest of a lion's head in front of two crossed swords 
  adorns this trapdoor.
  95-99
  When this trapdoor is opened, the faint sound of 
  chimes and whispered chants ﬁll the air.
  100
  This door bears the alien visage of some twisted 
  monster; vacant blank eyes sit atop a writhing nest of 
  coiled tentacles.
  D20
  TRAPDOOR IS CONCEALED UNDER…
  1
  An ornate rug
  2
  A plain rug
  3
  Thick dust
  4
  Reeds, rushes, leaves or other vegetation used as a 
  ﬂoor covering
  5
  A table
  6
  A large chair
  7
  Water (it is at the bottom of a pool)
  8
  A barrel or box
  9
  Rubbish/detritus
  10
  Rubble
  11
  A false section of ﬂoor
  12
  An illusion
  13
  An animal pen or bed
  14
  A large piece of furniture such as a bed, wardrobe, 
  chest of draws, chest and so on
  15
  Discarded clothing
  16
  Trade goods
  17
  A pile of bodies or bones
  18
  A sarcophagus
  19
  An altar
  20
  A statue
  9
  
  MINOR TRAPDOORS FEATURES & DRESSING 
  Use this table, to generate interesting features for your trapdoors. 
  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
  Two keyholes adorn each side of this double trapdoor; 
  time has long since corroded its locking mechanism.
  02
  This trapdoor, of once ﬁne craftsmanship, has of late 
  been used as a privy by some foul creature with even 
  fouler hygiene.
  03
  This door's hinges are so thoroughly rusted the 
  slightest pressure snaps them.
  04
  A thick coating of charred ash, perhaps from some 
  long ago explosion, coats this trapdoor.
  05
  The words “Where is the dragon's hoard, anyway?” are 
  daubed just above the door in what appears to be 
  dried blood.
  06
  This wooden trapdoor is rotten to the point the door 
  sags under its own weight.
  07
  A patch of sickly and disgusting brownish mould 
  encrusts this trapdoor.
  08
  This wooden trapdoor appears to have buckled 
  upwards, the wood splintered as if some tremendous 
  force hit it from below.
  09
  Deep, jagged gashes, giving it the appearance of 
  horriﬁcally scarred ﬂesh, mar this trapdoor.
  10
  The wood of this trapdoor is charred and burnt, yet its 
  structure remains sound.
  11
  The stonework surrounding this door is chipped and 
  cracked, as if someone had tried to pry the door up.
  12
  A swirling pattern is daubed on this door with a foul-
  smelling, yellowish paste.
  13
  A deep, jagged cleft runs across this door, as if 
  someone had slashed it with a heavy weapon.
  14
  This metal door is covered with shallow pockmarks, as 
  if something caused the very metal to boil and bubble.
  15
  Dozens of claw marks mar the surface of this door, the 
  patterns reminiscent of the frantic pawing of a 
  frightened animal.
  16
  Gibberish written in Abyssal is scribbled in blood on 
  this trapdoor.
  17
  The patterns of caked-on rust on this door are 
  reminiscent of the Infernal rune for ﬁre.
  18
  This shoddily built door is jammed1.
  19
  Clearly centuries old, numerous cracks and ﬁssures 
  mar this stone trapdoor.
  20
  Where a trapdoor used to be, lies nothing more than a 
  plank of splintered wood attached to a pair of hinges.
  21
  Several humanoid teeth have been hammered into this 
  wooden trapdoor.
  22
  An inebriated orc has carved a rude limerick into this 
  door in his native tongue.
  23
  Several bloody handprints cover this trapdoor; some 
  of the prints are distinctly non-human.
  24
  This metal door is more rust then metal.
  25
  Some demonic taint has caused this door to sprout 
  several blinking eyes and a fanged mouth, complete 
  with tentacled tongue.
  26
  The wood of this trapdoor appears to be infested with 
  some horrible parasite.
  27
  The mould covering this door grows in weird, 
  disturbing patterns of obviously unnatural origin.
  28
  A deformed hole, as if something immensely hot 
  lanced straight through it, pierces the centre of this 
  metal trapdoor.
  29
  A ﬁlthy-minded cretin has carved a crude caricature of 
  two “well” proportioned women engaged in amorous 
  activity into the door.
  30
  This trapdoor is charred black, save for a single 
  handprint in the centre.
  31
  The wood of this door has grown so moist it supports 
  several colonies of mushrooms.
  32
  Several iron pitons have been rammed through this 
  door2 to keep it shut.
  33
  The unholy symbol of some dark god is scorched onto 
  this trapdoor.
  34
  The bones of some diminutive creature lie half-
  crushed under this trapdoor.
  35
  A throwing axe is embedded in this trapdoor; old 
  blood encrusts its blade.
  36
  A plank of wood is wedged under this trapdoor's jam, 
  preventing it from closing.
  37
  The metal of this trapdoor his warped, resembling a 
  rippling wave.
  38
  A giant, nauseating mushroom grows out of this door; 
  its cap resembles a skull.
  39
  Three severed hands are nailed to this door.
  40
  This rotten wooden door is more fungus then wood.
  41
  For some inexplicable reason, someone has carved 
  “Very Safe” into the trapdoor.
  42
  The metal of this door has formed into a horriﬁc 
  parody of a humanoid face twisted into an unending 
  silent scream.
  43
  This trapdoor appears to have been chewed on by 
  some great beast.
  44
  A long, thin burn mark snakes its way across the 
  trapdoor, as if made by some ﬂaming serpent.
  45
  This trapdoor once bore engraved writing, but 
  deliberate vandalism has rendered it illegible.
  46
  Someone has deliberately scratched away the insignia 
  that once marked this trapdoor.
  10
  
  1.
  Successful open doors roll opens. 
  2.
  Successful open locked doors roll opens. 
  3.
  Successful ﬁnd concealed doors roll spots. 
  47
  Several daggers are embedded in the underside of 
  this trapdoor.
  48
  Someone has daubed a long streak of red paint over 
  the ﬁnely varnished coat of arms adorning this door.
  49
  The lacquer coating this wooden trapdoor has long 
  since cracked with age.
  50
  This metal trapdoor bears several dents, as if struck 
  repeatedly with a hammer.
  51
  A long and deep perfectly straight crack runs 
  diagonally across this door.
  52
  Several throwing stars are embedded in this trapdoor, 
  in a star-shaped pattern.
  53
  This wooden trapdoor has sprouted a thorny vine.
  54
  Some simpleton has painted a rather large smiley face 
  on this trapdoor, in yellow paint.
  55
  A crudely painted sign hangs above this door. It reads 
  “Free Meat.” An arrow points downwards.
  56
  Massive dried bloodstains cover this trapdoor, 
  splattered in some terrible act of violence.
  57
  Written in chalk above this trapdoor are the words, 
  “Don't Go! Stay Away!”
  58
  The ﬂoor around this trapdoor has crumbled away, 
  causing it to fall slightly inwards.
  59
  A withered skeleton lies on the ground, its arm 
  trapped underneath this heavy iron trapdoor.
  60
  Someone has placed several humanoid skulls in a 
  circle around this trapdoor.
  61
  A dozen blood red candles surround this trapdoor, 
  their ﬂames cast ﬂickering light over the ﬂoor.
  62
  A pile of burnt torches lies next to this trapdoor.
  63
  A piece of masonry has fallen from the ceiling and 
  crashed straight through the trapdoor.
  64
  Water leak through the ceiling, forming a puddle that 
  trickles down and through this trapdoor.
  65
  A rusted dagger pins a skull ﬁrmly to this trapdoor.
  66
  Dozens of bone charms and trinkets on strings hang 
  from the ceiling, above this trapdoor.
  67
  Many yellowed animal teeth are embedded in this 
  trapdoor, in a circular pattern.
  68
  Someone has nailed a wolf's hide to this trapdoor.
  69
  Words scrawled above this trapdoor reads, “One 
  Flumph, Two Flumph, Red Flumph.”
  70
  A severed elf head rests on this trapdoor. A lit candle 
  protrudes from the elf’s mouth.
  71
  This door is in extremely poor condition, its wood is 
  sodden and rotten.
  72
  This door is heavily corroded, most likely from some 
  form of acid.
  73
  Passages from the bawdy play “The Lusty Serpentfolk 
  Maid” are scrawled on the ﬂoor close to this trapdoor.
  74
  This trapdoor is slick with gore and horrible ﬂuids.
  75
  Several patches of cockatrice feathers are attached to 
  this door with thick tar.
  76
  This door is held shut by hastily attached chains2.
  77
  A clawed hand is held ﬁrmly between this trapdoor's 
  frame. The severed stump has been chewed off.
  78
  A spilled bottle of glue is stuck to the trapdoor.
  79
  Jagged pieces of glass and the remains of a hooded 
  lantern, lie scattered around this trapdoor.
  80
  The engraved markings on this trapdoor have been 
  deliberately ﬁlled with blood.
  81
  On close inspection, the markings on this trapdoor are 
  not words, but innumerable carved small, wriggling 
  questing tentacles.
  82
  Several small hoof prints, about the size of a pony's, 
  are burned into this door.
  83
  The moss and fungus on this door grow in the shape 
  of the Abyssal word for “Forbidden.”
  84
  An expertly painted landscape scene on this trapdoor 
  is rendered in dried blood.
  85
  The words “The worms of the earth crawl inside my 
  head” are scribbled onto the trapdoor.
  86
  A steel gauntlet is fused to this iron trapdoor.
  87
  This door has been nibbled by a multitude of rats.
  88
  This door once opened via a lever to the side; said 
  lever is now broken and jammed2.
  89
  Three yellowed skulls tied to this trapdoor by rope 
  made from sinew clack when the door is opened.
  90
  A half-burnt (but now extinguished) torch is wedged 
  between this trapdoor and the ﬂoor.
  91
  A nauseating array of fungus encrusts this trapdoor.
  92
  Whatever carving that adorned this stone trapdoor has 
  been deliberately smoothed off.
  93
  This trapdoor is painted to appear part of the ﬂoor3.
  94
  A skeleton lies next to this open trapdoor, its hand 
  pointing downwards into the darkness. Above it are 
  scrawled the words, “Have Fun.”
  95
  A series of leather straps hold the upper portion of a 
  half-rotted halﬂing's torso to this trapdoor.
  96
  A jagged ice-shard is embedded in this trapdoor. 
  When removed, it melts away to nothingness.
  97
  Stringy, ﬁbrous ropes connect this trapdoor to a mass 
  of fungal matter on the nearby walls.
  98
  Seven humanoid tongues are nailed to this trapdoor.
  99
  The tattered remains of a black cloak lie on this 
  trapdoor; soot stains the surrounding ﬂoor.
  100
  A copper coin, placed under the trapdoor’s rim, keeps 
  this door slightly open.
  11
  
  TRAPDOORS TRICKS & TRAPS 
  Of course, trapdoors 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 be used to protect trapdoors.  
  BASHING DOOR 
  This spring-loaded trapdoor is locked (successful open locks roll 
  unlocks) and attacks the ﬁrst intruder to climb down the ladder 
  below the trapdoor.  
   
  Activation: A character triggers this trap when they climb 
  down the ladder. This trap resets after one minute.  
   
  Find the Trap: A character making a successful ﬁnd/remove 
  traps roll locates the trap 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove traps roll disables the trap. Alternatively, a successful ﬁnd 
  secret doors roll ﬁnds a small switch on the trapdoor’s hinge that 
  controls the trap. Destroying the trapdoor defeats the trap. 
   
  Effect: When triggered, this trap has the following effects: 
  As you set your feet upon the ladder below this trapdoor, the 
  trapdoor itself suddenly ﬂies forward to smash you in the face. 
  •
  Smash and Push (Round 1): When the ﬁrst explorer sets foot 
  on the ladder, the trapdoor ﬂips forward and attacks (THAC0 
  10, 2d6+3 damage). If the trapdoor hits, the target must roll 
  equal or under its Strength score on 3d6 or fall from the 
  ladder, suffer 3d6 damage and land prone. 
  •
  Slam Shut (Round 2): The trapdoor slams shut and locks.  
  Falling Further: This trap’s lethality can be adjusted by modifying 
  the distance the attacked character falls.  
   
  Lurking Monsters: Sometimes creatures lurk below this 
  trapdoor waiting for victims. Treat these creatures as a separate 
  encounter, and remember that at least for a round or two, only 
  one character will be ﬁghting the monster(s). 
  FLOODING CHAMBER 
  This trap ﬂoods the chamber the characters are in. The area below 
  the trapdoor is ﬂooded and the water—under pressure—spurts 
  forth as soon as the trapdoor is opened.  
   
  Activation: A character activates this trap when they open the 
  trapdoor. This trap resets automatically after one hour.  
   
  Find the Trap: A character making a successful ﬁnd/remove 
  traps roll locates the trap 
   
  Defeating the Trap: A character making a making a successful 
  ﬁnd/remove traps roll disables the trap. Destroying the stone 
  trapdoor (AC 3, hp 20) defeats the trap, but still results in the 
  chamber ﬂooding. Alternatively, once the trap is activated the 
  characters can try and shut the trapdoor:  
  •
  Shutting the Trapdoor: The characters can shut the trapdoor 
  to cut off the ﬂow of water into the chamber. Doing so takes a 
  full round and characters adjacent to the trapdoor can assist 
  their fellow. To succeed at this task, the character must roll 
  equal or under their Strength score on a number of six-sided 
  dice as noted below. Reduce the number of dice by 1 for 
  every two characters assisting their comrade: 
  • 1 ft. Deep: 2d6. 
  • 2 ft. Deep: 3d6. 
  • 3 ft. Deep: 4d6. 
  • 4 ft. Deep: 5d6. 
  • 5 ft. Deep (and Deeper): 6d6. 
  Effect:  When triggered, this trap has the following effects: 
  As you open the trapdoor, a spray of water—that quickly turns into a 
  raging torrent—bursts into the chamber from a ﬂooded area below. 
  •
  Door Shuts (Round 1): The door to the chamber slams shut, 
  unless it has been wedged or spiked open.  
  •
  Water Jet (Round 1): A powerful jet of water erupts from 
  below the trapdoor and might push all characters adjacent to 
  the trapdoor away. Such characters must roll equal or under 
  their Strength score on 4d6. Failure indicates the character is 
  pushed back 5 ft. Characters failing the roll by 5 or more are 
  also knocked prone. The room begins to ﬂood; every round 
  the water’s depth increases by half a foot. Water levels in the 
  chamber have the following effects: 
  • Depth 1 ft. – 3 ft.: Small or larger creatures treat the ﬂoor 
  as difﬁcult terrain (movement costs are doubled in the 
  room due to the water’s depth). 
  • Depth 4 ft. – 6 ft.: Small or smaller creatures must swim to 
  move about the chamber. Medium or larger creatures treat 
  the ﬂoor as difﬁcult terrain (movement costs are doubled in 
  the room due to the water’s depth). 
  • Depth 6 ft. and Deeper: All characters in the chamber 
  must swim to move about the chamber.  
  •
  Drain (1 hour): The room drains slowly through tiny holes 
  reﬁlling the chamber beneath the trapdoor.  
  Variant Traps: Other versions of this trap can feature sand, mud or 
  other liquids—or semi-liquids. In all other regards, it has the same 
  statistics, but the GM should change the trap’s ﬂavour text as 
  appropriate.  
   
  Particularly nasty versions of the trap could employ much 
  more destructive substances such as magma, acid, ﬂaming oil and 
  the like. Such traps are far more deadly than the standard version 
  of this trap. 
  WHAT GOES UP... 
  This magical trap is insidious and comprises several components.  
   
  When the trapdoor is opened a reverse gravity spell blankets 
  the area and interlopers fall upwards to the ceiling (which is 
  festooned with sharp, jagged stones).  
   
  Once the reverse gravity spell fails, the hapless interlopers 
  plummet back to the ground. 
   
  Activation: A character activates this trap when they touch the 
  trapdoor. This trap resets automatically after one hour.  
   
  Find the Trap: A character casting detect magic (or similar 
  spell) detects a strong transmutation aura in the area (the reverse 
  gravity spell). 
  12
  
   
  Defeating the Trap: A character using dispel magic and 
  making a successful roll to dispel the magic of a 14th-level 
  spellcaster dispels the reverse gravity spell.  
   
  Alternatively, a character making a successful ﬁnd secret doors 
  roll discovers the Draconic rune for magic on the trapdoor; tracing 
  the sigil disarms the trap.  
   
  Finally, destroying the trapdoor activates the trap but destroys 
  its ability to reset. 
   
  Effect: When triggered, this trap has the following effects: 
  As you open this trapdoor, your stomach ﬂips and you begin 
  falling up toward the ceiling! 
  •
  Falling onto Spikes (Segment 1): A reverse gravity spell 
  blankets a 30 ft. by 30 ft. area around the trapdoor. Characters 
  within the area fall upwards to the 20 ft. high ceiling, taking 
  2d6 falling damage and landing prone. The character 
  opening the trapdoor can try to roll equal or under their 
  Dexterity score on 4d6 to grab hold of the trapdoor as they 
  fall. If they are successful, adjacent characters can attempt to 
  roll equal or under their Dexterity score on 4d6 to grab onto 
  their companion to arrest their own fall. 
  •
  Spiked Stones (Segment 1): Characters hitting the ceiling 
  might be damaged by the small spiked stone festooning the 
  area (THACO 10, 1d8 damage). Characters hitting the ceiling 
  can try to grab onto the ceiling. Such characters making a 
  successful climb walls check (with half the normal chance of 
  success) succeed in doing this. 
  •
  Falling (Segment 2): The reverse gravity effect ends and 
  characters within its area of affect who did not grab onto the 
  ceiling plummet to the ground suffering 2d6 damage and 
  landing prone. Character hanging onto the ceiling remain on 
  the ceiling, and may need assistance to rejoin their 
  companions. The arrival of ﬂying monster (see “Flying 
  Monsters” below) could further complicate the encounter.  
  Flying Monsters: Combining this trap with ﬂying monsters or 
  ones with ranged attacks that can remain outside the area of affect 
  of the reverse gravity can provide an interesting tactical problem 
  for the characters to overcome. 
   
  Falling Further: Increasing the distance by which the 
  characters fall up to the ceiling increases the danger of this trap 
  (remember the characters will also fall back down again). 
  Particularly long falls may be problematic to justify given the 
  layout of the dungeon. 
  13
  
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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: Floors. ©Raging Swan Press 2014; Author: Mike Welham.  
   
  Dungeon Dressing: Trapdoors. ©Raging Swan Press 2013; Author: Thomas King.  
   
  Dungeon Dressing: Floors & Trapdoors. ©Raging Swan Press 2020; Author: Thomas King and Mike Welham. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan GM's Miscellany Dungeon Dressing/Raging Swan Dungeon Dressing Floors and Trapdoors 2.0.pdf