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ragingswan.com
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Tiredofdungeonslackinginverisimilitude?Wanttoaddcoollittlefeaturesofinteresttoyourcreationsbutdon'thavethetimetocome
upwithnonessentialdetails?Wanttomakeyourdungeonsfeelmorerealistic?
ThenDungeonDressingisforyou!Eachinstalmentinthelinefocusesonadifferentcommondungeonfixturesuchasstairs,pillarsor
poolsandgivestheharriedGMthetoolstobringsuchfeaturestolifewithinterestingandcoolnoteworthyfeatures.Thisinstalmentof
DungeonDressingpresentsloadsofgreatfeaturestoaddtothestairsinyourdungeon.Designedtobeusedbothduringpreparationor
actualplay,DungeonDressing:StairsisaninvaluableadditiontoanyGM'sarmoury!
CREDITS
Design:CreightonBroadhurst
Development:CreightonBroadhurst
Editing:AaronT.Huss
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Some artwork by Claudio Pozas, copyright Expeditious
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ERRATA
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Swan2012.
Press2012.
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PublishedbyRagingSwanPress
PublishedbyRagingSwanPress
11stprinting,June2012
stprinting,month2012
CONTENTS
Credits..........................................................................................2
ContactUs...................................................................................2
Errata...........................................................................................2
AbouttheDesigner......................................................................2
Contents......................................................................................3
Foreword.....................................................................................3
FOREWORD
This is the second instalment in a new line of GM Resources
designedtohelptheharriedGMaddcoolanduniquefeaturesto
hisdungeons.Allsuchinstalmentsaredesignedtobeusedboth
duringsessionpreparationandactualplay.
Unsurprisingly, stairs feature in almost every dungeon
adventure,butsadlytheyoftenreceivealmostnodesigntime
they are simply a means of getting from one level to another.
DungeonDressing:Stairsseekstoredressthisgrievousinjustice
andinjectsomeinterestingfeaturesintostairseverywhere!
ThissupplementhasthreebasicsectionsasaGMyoucan
takewhateveryouneedfromitandignoretherest.Mostofthe
entries are easily customisable and should be adjusted to suit
the current denizens, flavour and overall condition of the
dungeonyouaredesigning.Thethreesectionsare:
STEEP STAIRS
Steepstairscanbeperiloustotraverse:
SPIRAL STAIRCASE
Designedasdefensivefeatures,spiralstaircasesprovidecoverto
defendersagainstattacksoriginatingeitherfromaboveorbelow
them (but not both). They can be gradual, steep or precipitous
andhavethefollowingadditionalcharacteristics:
GRADUAL STAIRS
Gradual stairs are easy to move on and have the following
noteworthyfeatures:
NoRunning:Characterscannotrunongradualstairs.
Acrobatics:GradualstairsincreasetheDCofAcrobaticschecks
madeonthemby4.
HigherGround:Charactersfightingongradualstairsgaina+1
bonusonmeleeattacksmadeagainstopponentsbelowthem
NATURAL STAIRS
Naturalstaircasesarejustthattheresultofnaturalprocesses
and are not crafted by intelligent creatures. They are rare in
dungeons, but relatively common in natural caverns. Natural
stairscanbegradualorsteep,butarerarelyspiralinnature.
PRECIPITOUS STAIRS
Precipitousstairsareparticularlysteepandperiloustotraverse:
DifficultTerrain:Precipitousstairsaredifficultterrain(itcosts
3squaresofmovementtoentersuchsquares).
NoRunning:Characterscannotrunonprecipitousstairs.
Nocharging:Characterscannotchargeonprecipitousstairs.
Acrobatics: Precipitous stairs increase the DC of Acrobatics
checksmadeonthemby6.
HigherGround:Charactersfightingonprecipitousstairsgaina
+1 bonus on melee attacks made against opponents below
them.
RANDOM ENCOUNTERS
Asareasofparticularlyheavytraffic,staircasesareanexcellent
place for random encounters. However, take care to design
yourstaircasestoenableinterestingtacticalmovement.
4
Nocharging:Characterscannotchargeonspiralstairs.
Right Spiral: A staircase spiralling to the right provides cover
(+4toAC,+2Reflex)fromattacksoriginatingbelow.
LeftSpiral:Astaircasespirallingtotherightprovidescover(+4
toAC,+2Reflex)fromattacksoriginatingabove.
CONSTRUCTION
Indungeons,stairsaremostcommonlyconstructedofstonebut
on occasion, adventurers may discover stairs of wood or even
bone. In deepdungeons, theymay evenfind stairs constructed
ofmoreoutlandishmaterialssuchasmagicallyhardenedglass.
Thestatisticsbelowrepresenteachstepofastair.
STAIRMATERIAL
HARDNESS
HITPOINTS
BREAKDC
3
2
10
8
8
8
5
50
50
90
90
90
90
60
20
20
30
50
35
65
20
Bone
Glass*
Iron
Stone(Hewn)
Stone(Masonry)
Stone(Natural)
Wood
*magicallytreated
GOING DOWN?
In many dungeons, stairs simply lead between two levels, but
there is nothing to stop you designing a staircase that links
severaldifferentlevels.Thecharacteristicsandfeaturesofsuch
stairwayscanchangebetweentheconnectedlevels;remember
toaddseveraldifferentdressingsandfeaturesintosuchastair.
RANDOM CHARACTERISTICS
5152
As well as their basic features, stairs are often built with other
interesting features. Use this table to generate such
characteristics for your staircase. Some features listed below
maybeinappropriatebasedonyourdungeonssetupignoreor
modifysuchentriesasrequired.
D%
0102
0304
0506
0708
0910
1112
1314
1516
1718
1920
2122
2324
2526
2728
2930
3132
3334
3536
3738
3940
4142
4344
4546
4748
4950
5354
5556
5758
5960
FEATURE
The staircase has a low roof characters over 5 ft.
tallmustduckorbashtheirheadontheceiling.
Thestairwayhasahighceiling.
Onewallhasemptytorchsconessetalongitslength.
Several of the sconces are bent as if hit with
considerableforce;severalaremissing.
Small niches in both walls once held candles. The
nichesarenowemptybutfordustandsmallpuddles
ofhardenedwax.
A small niche pierces the ceiling. The niche is the
remains of a longsince tripped trap that once
contained several vials of alchemists fire. A DC 20
Perception check reveals the step below it to
depressslightlywhenstoodon.
Thestairsrisersaredifferentheights.Thisincreases
theDCofAcrobaticschecksmadeonthestairsby1.
Thestairsrisersareparticularlyhigh.Thisincreases
theDCofAcrobaticschecksmadeonthestairsby1.
The stairs rises are particularly low. This increases
theDCofAcrobaticschecksmadeonthestairsby1.
Thestaircasehasahandrailonthelefthandwall.
Thestaircasehasahandrailontherighthandwall.
Thestaircasehasalandinghalfwaydown.
The staircase has several landings spaced equally
alongitslength.
Asmallnicheinonewallprovidedspaceforaguard.
Astoneseatiscarvedintooneofitswalls.
Elaboratescrollworkdecorateseachstep.
A DC 25 Perception check reveals the mark of the
mastermasonsresponsibleforbuildingthestairs.
Carvings of ferocious, mythical beasts decorate the
stairsceiling.
Aprayeriscarvedintoonewall.
At one point, the ceiling drops by several feet; tall
charactersmustducktotraversesafely.
When built, the staircase intersected with a small
natural cavern. The cavern intersects the stairs
ceiling. Characters making a DC 20 Climb check can
enterthecavern.
Anironbanisterrunsdownthemiddleofthestairs.
The remains of an iron banister runs down the
middle of the stairs. Occasional corroded posts still
stand upright and small holes in the floor show
whereothersoncestood.
Praisetothedungeonsownerdecoratesthewalls.
Thestairwaypassesthroughasmallchamber.
Ironlampshangfromtheceilingonslenderchains.
Rustedchainshangfromtheceiling.
6162
6364
6566
6768
6970
7172
7374
7576
7778
7980
8182
8384
8586
8788
8990
9192
9394
9596
9798
99100
Astairhasasecretcompartment(DC20Perception
checklocates)cutintoitsriser.Itisempty.
Astairhasasecretcompartment(DC20Perception
check locates) cut into its riser. It contains a
moulderingmapoftheareasurroundingthestair.
The staircase is poorly made; several of the stairs
shiftalarminglyunderfoot.
Severalsmallventilationshaftspiercetheceiling.
Sounds echo alarmingly on the staircase, increasing
theDCofStealthchecksmadetomovequietlyby2.
Acarvingofagiganticmouthcoversthewallatthe
headofthestaircase.
Thestaircasewidensasitdescends.
Thestaircasenarrowsasitdescends.
Mineralsinthewallsglimmerifexposedtolight.
Theceilingisvaulted.
Thestairsarepoorlymade.
Thestairssplitatonepointpassingeithersideofan
area of very hard stone before rejoining further
down.
Small niches have been cut into the stairs walls.
Onceusedforholdingtrophies,theyarenowempty.
Each stair is engraved with a different letter (DC 20
Perception check locates). When put together the
lettersspelloutamessagefromtheoriginaldesigner
oftheplace.
The stairs descend directly over a natural cave. A
Large creature (or a particularly heavy Medium
creature) causes a portion of the stairs to collapse
into the cavern below. Characters in the collapsing
area must make a DC 20 Reflex save or suffer 2d6
fallingdamage.
The stairs ceiling is studded with many irregular
holes and small outcrops of hanging rock. Lights in
the stairway cast areas of deep shadow onto the
steps.
A bas relief cut into the walls depicts a legendary
figureordeity.
A large carving on one wall depicts a legendary
event.Itisincrediblydetailed.
The stairs have a narrow drainage channel cut into
onewall.Itisfilledwithsludge.
Every second stair is of a darker stone, creating a
striped pattern. While not valuable, considerable
effortwentintobringingthestonehere.
Thestairsareofadarkstone(see8990fordetails).
Crudewindchimeshangfromtheceiling.Characters
over 5 ft. tall strike them (DC 10 Acrobatics check
avoids).
A secret compartment in one stair contains a lever
(DC 20 Perception check locates). Pulling it drops a
portcullisatthetoporbottomofthestairs.
Thestairwayisunadorned.
The stairway is trapped. Refer to Table C to
determinewhatwardsthestairs.
D%
1
2
3
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
Thestaircasesmellsmusty.
Afaintbreezeissuesupordownthestairs.
A strong wind issues up or down the stairs. The
wind has a 50% chance of extinguishing
unprotected light sources and increases the DC
ofPerceptionchecksmadetohearby2.
The middle portion of each step is noticeably
wornasifcountlessfeethaveusedthestairsin
thepast.
Water drips onto several stairs creating a
slippery section; the DC of Acrobatics checks
madeinthissectionofstairsincreasesby2.
Phosphorescent lichen grows on the walls
providingilluminationasacandle.
Dust covers the steps; footprints can easily (DC
10Perception)beseenwithin.
A smear of charcoal shows where a previous
explorerextinguishedatorch.
Atornandslashedbeltpouchliesonthefloor.It
isold,moulderingandempty.
Splattersofblooddecoratethestairs.Theblood
isoldanddried.
Asmearofchalkindicateswhereamessagehas
beenrubbedout.
A broken spear shaft (without its point) lies on
thestairs.
A previous explorer has scratched into the
ceiling, the message Beware the corridor of
columns.
Anoldsprayofarterialblooddecoratespartof
one wall and the ceiling. From the size of the
stainsomethingprobablydiedhere.
Oneofthestairsisbadlychippedasifsomething
hadrepeatedlystruckitwithaheavyobject.
A torch sconce juts out from the wall at a
drunkenangle.
Partofthestairsisscorchedandbitsofstoneare
meltedasifsubjectedtointenseheat.
Light rubble from the ceiling or walls covers
someofthestairs.
Heavy rubble from the ceiling or walls covers
someofthestairs.
Greatcrackspiercethewallsandceiling.
Cobwebs cover the ceiling; many small insects
arecaughtwithin.
Brownishgreenmouldgrowsalongonewall.
Phosphorescent fungus grows in clumps on the
stairs;itgivesoffafaintlightequaltoatorch.
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
SLIDING STAIRS
Thisclassictrapisdesignedtogetintruderstothebottomofthe
stairs as quickly as possible (where no doubt something nasty
like a pit trap, pool of acid or other hazard awaits them).
Alternatively,thistrapcanbeusedtodumptheintrudersintoa
much deeper dungeon level than they wished to explore. This
lastversionofthetrapworksparticularlywellifitdoesnotreset
forseveralhoursordays;thisforcesthetrappedadventurersto
seekanotherwayout.
SLIDINGSTAIRS
CR3(800XP)
Asyouputyourweightontoastep,thereisanaudibleclick.
SearchDC25Perception;Typemechanical
DisarmDC20DisableDevice(2d4rounds);activatesonDC15or
less;BypassDC25Perception(asmallswitchatthetopand
bottomofthestairs).
DestroyDestroyingthepressureplate(AC11,hardness8,hp20,
DC20Break)defeatsthetrap.
Trigger location (one pressure plate 30 ft. down the stairs);
Resetautomatic(10minutes)ormanual
Effect (Round 1) When the trap is activated, the stairs flatten
forming a chute down which any character on them slides.
Roll initiative for the characters and track their progress
down the stairs in the order they act (as this might be
important depending on what lurks at the bottom). A
characterslidingdownthechutecanarrestitsprogresswith
aDC25Reflexsave.Scalingthestairswhentheyareinthis
configurationrequiresDC25Climbchecks.
Effect (Subsequent Rounds) A sliding character travels 30 ft.
downwards on his go and can attempt a new DC 25 Reflex
saving throw to arrest its progress. A character failing this
check by 4 or less does not arrest its descent, but slows its
speedby10ft.thatround.ThisreducestheDCoftheReflex
savetostopslidingby5.
Effect(ExitingtheStairs)Whenacharacterslidestothebottom
ofthestairsitlandsproneintheareabeyond.
Variant (CR var.) Some versions of this trap force the intruders
to slide over specially sharpened stairs. Such unfortunates
suffer deep lacerations as a result. Increase the DC of this
trap by 1 for every 20 ft. the characters slide while taking
damage. Characters sliding down a sharpened stair suffer
1d6damageper10ft.travelled(DC20Reflexsavehalves).
Long Fall Variant (CR var.) Some versions of this trap end in a
long drop into a deep dungeon level, pit or other isolated
place.Charactersreachingthebottomofthestairscanmake
aDC20Reflexsavetograbthelipofthestairsastheyfall.
Increase the CR of this trap by 1 for every 20 ft. the
characters fall after exiting the stairway. Characters falling
fromthestairsuffer1d6damageper10ft.fallen.
WaterFallVariant(CRvar.)Treatthisvariantoftheslidingstair
trap as the Long Fall Variant except the PCs plunge into a
deep body of water after exiting the stairway. Characters
falling into water take no damage for the first 20 ft. fallen,
suffernonlethaldamageforthenext20ft.fallen(1d3per10
ft.increment)andlethaldamage(1d6per10ft.increment)
fortheremainderofthefall.IncreasetheCRby1forevery
2d6 falling damage the PCs suffer. Once the PCs are in the
water, they must make Swim checks or begin to sink (and
possibly drown). Some Water Fall variants have ferocious,
carnivorous monsters dwelling in the water, adding to the
haplessintrudersproblems.
COLLAPSING STAIRS
Thesestairs,whetherbyaccidentordesign,collapseasthePCs
traverse their length. If these stairs are deliberately trapped to
collapse they have the bypass method listed below. If their
collapseisaccidental,theyhavenobypassmethod.
COLLAPSINGSTAIR
CR4(1,200XP)
Asyouputyourweightontoastep,itfallsawaybeneathyou.
SearchDC25Perception;Typemechanical
DisarmDC20DisableDevice(2d4rounds);activatesonDC15or
less;BypassDC25Perception(asmallswitchatthetopand
bottomofthestairs)ornone.
Destroy Destroying the stairs (AC 3, hardness 8, hp 90, DC 35
Break)activatesthetrap.
Triggerlocation(pressureplateonthestairs);Resetnoreset
Effect(Round1)Whenthestairscollapse,characterstraversing
them tumble 50 ft. into a pit below (suffering 5d6 falling
damage)andlandprone.ADC20Reflexcheckindicatesthey
managetonegatethefallbygrabbingawallorleapingtoa
stablefragmentofthestairs.
Effect (Subsequent Rounds) Characters are trapped in the pit
untiltheyclimboutorarerescued.Characterscanscalethe
pitswallswithDC25Climbchecks.
Variant (CR 6) As above, but characters falling into the pit are
alsostruckbypiecesoffallingmasonryandotherdebris.The
falling debris inflicts 4d6 damage (DC 20 Reflex halves).
Characters failing this saving throw are buried by falling
rubble. Buried characters take 1d6 nonlethal damage per
minute. If a buried character falls unconscious, he must
make a DC 15 Constitution check each minute or take 1d6
lethal damage until freed or dead. Characters who are not
buried can dig out a friend in 1 minute. Armed with an
appropriatetool,adiggercanfreeaburiedcharacterinhalf
that time. A buried character can free itself with a DC 25
Strengthcheck.
ILLUSIONARY BOULDERS
Atwistonaclassictrap,thislurkingdangerutilisesillusionmagic
to force intruders to rapidly descend the stairs. This trap is
particularly effective, if paired with another trap further down
the stairs or in the area beyond, as those fleeing the falling
boulders probably wont have time to search for additional
dangers.
Alternatively, guardians in the area at the bottom of the
stairs are automatically alerted to the presence of intruders by
the crash of the boulder falling and the probable subsequent
soundsoffranticallyfleeingintruders.
ILLUSIONARYBOULDERS
CR7(3,200XP)
With a crash, a huge boulder falls from the ceiling behind you
andbeginstoslowlyrolldownthestairs.
SearchDC31Perception(thetrapisprotectedbyanondetection
spell; characters attempting detect magic must make a DC
22 caster level check to spot its magical emanations); Type
magic
DisarmDC31DisableDevice(2d4rounds);activatesonDC26or
less; Bypass DC 25 Perception (hidden iron lock; requires a
DC30DisableDevicechecktoopen).
DestroyDestroyingthehiddenlock(AC11,hardness10,hp10,
DC28Break)defeatsthetrap.
TriggerProximity(halfwaydownthestairs);Resetautomatic(1
hour)
Effect When activated, this trap creates the illusion of a huge
boulder falling from a hidden trapdoor in the ceiling. The
spell includes visual and auditory components but as a
figmentcannotcauseactualdamagetoacharacterstruckby
the illusionary boulder. Any character in a square the
boulderrollsthroughcanmakeaDC24Willsavetorealiseit
is an illusion. Characters that fail this save fall prone and
believe they suffer 6d6 damage. (This damage is illusionary
anddisappearsoncetheillusionends).
Effect(Round1)Theboulderfallsfromtheceilingandrolls10ft.
downwards.RollinitiativefortheboulderandthePCs.
Effect(SubsequentRounds)Theboulderspeedsup,rolling20ft.
downthestairsuntilitenterstheareaatthebottomofthe
stairs. Until the spell ends, treat the boulder as a column
thatfillsfoursquaresandgrantscover(+4AC,+2reflex).
Effect (End; Round 11) The boulder (and all illusory damage it
caused)disappears.
Note This trap works best on a long and or precipitous stair as
the extra movement cost forces the PCs to make difficult
decisions; do they move carefully and avoid the chance of
falling,movequicklyawayandrisktumblingdownthestairs
orexpendmagicalresourcestoescapethedanger?
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creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic
designs;andanyothertrademarkorregisteredtrademarkclearlyidentifiedasProductidentity
bytheowneroftheProductIdentity,andwhichspecificallyexcludestheOpenGameContent;
(f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a
ContributortoidentifyitselforitsproductsortheassociatedproductscontributedtotheOpen
Game License bythe Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy,
edit,format,modify,translateandotherwisecreateDerivativeMaterialofOpenGameContent.
(h)"You"or"Your"meansthelicenseeintermsofthisagreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicatingthattheOpenGameContentmayonlybeUsedunderandintermsofthisLicense.
YoumustaffixsuchanoticetoanyOpenGameContentthatyouUse.Notermsmaybeadded
toorsubtractedfromthisLicenseexceptasdescribedbytheLicenseitself.Noothertermsor
conditionsmaybeappliedtoanyOpenGameContentdistributedusingthisLicense.
3.OfferandAcceptance:ByUsingtheOpenGameContentYouindicateYouracceptance
ofthetermsofthisLicense.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royaltyfree, nonexclusive license with the
exacttermsofthisLicensetoUse,theOpenGameContent.
5.RepresentationofAuthoritytoContribute:IfYouarecontributingoriginalmaterialas
Open Game Content, You represent that Your Contributions are Your original creation and/or
YouhavesufficientrightstogranttherightsconveyedbythisLicense.
6.NoticeofLicenseCopyright:YoumustupdatetheCOPYRIGHTNOTICEportionofthis
10
LicensetoincludetheexacttextoftheCOPYRIGHTNOTICEofanyOpenGameContentYouare
copying, modifying or distributing, and You must add the title, the copyright date, and the
copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indicationastocompatibility,exceptasexpresslylicensedinanother,independentAgreement
withtheownerofeachelementofthatProductIdentity.Youagreenottoindicatecompatibility
or coadaptability with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another, independent
AgreementwiththeownerofsuchTrademarkorRegisteredTrademark.TheuseofanyProduct
Identity in Open Game Content does not constitute a challenge to the ownership of that
ProductIdentity.TheownerofanyProductIdentityusedinOpenGameContentshallretainall
rights,titleandinterestinandtothatProductIdentity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portionsoftheworkthatyouaredistributingareOpenGameContent.
9.UpdatingtheLicense:WizardsoritsdesignatedAgentsmaypublishupdatedversions
of this License. You may use any authorized version of this License to copy, modify and
distributeanyOpenGameContentoriginallydistributedunderanyversionofthisLicense.
10CopyofthisLicense:YouMUSTincludeacopyofthisLicensewitheverycopyofthe
OpenGameContentYouDistribute.
11.UseofContributorCredits: YoumaynotmarketoradvertisetheOpenGameContent
usingthenameofanyContributorunlessYouhavewrittenpermissionfromtheContributorto
doso.
12InabilitytoComply:IfitisimpossibleforYoutocomplywithanyofthetermsofthis
LicensewithrespecttosomeoralloftheOpenGameContentduetostatute,judicialorder,or
governmentalregulationthenYoumaynotUseanyOpenGameMaterialsoaffected.
13 Termination: This License will terminate automatically if You fail to comply with all
termshereinandfailtocuresuchbreachwithin30daysofbecomingawareofthebreach.All
sublicensesshallsurvivetheterminationofthisLicense.
15COPYRIGHTNOTICE:OpenGameLicensev1.02000,WizardsoftheCoast,Inc.
OpenGameLicensev1.0a.Copyright2000,WizardsoftheCoastInc.
System Reference Document: 2000, Wizards of the Coast, Inc. Authors: Jonathan
Tweet,MonteCook,SkipWilliams,basedonmaterialbyE.GaryGygaxandDaveArneson.
Pathfinder Roleplaying Game. 2008, 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn.
Pathfinder RPG Bestiary. 2009 Paizo Publishing LC; Author Jason Bulmahn, based on
materialbyJonathanTweet,MonteCookandSipWilliams.
TheBookofExperimentalMight.2008,MalhavocPress;Author:MonteCook.
Tomb of Horrors. 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark
Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
Hawvermale,PatrickLawinger,andBillWebb;BasedonoriginalcontentbyTSR.
DungeonDressing:StairsRagingSwanPress2012;Author:CreightonBroadhurst.
T ITLE
Tiredofdungeonslackinginverisimilitude?Wanttoaddcoollittlefeaturesofinteresttoyourcreationsbutdon't
havethetimetocomeupwithnonessentialdetails?Wanttomakeyourdungeonsfeelmorerealistic?
ThenDungeonDressingisforyou!Eachinstalmentinthelinefocusesonadifferentcommondungeonfixturesuch
asstairs,pillarsorpoolsandgivestheharriedGMthetoolstobringsuchfeaturestolifewithinterestingandcool
noteworthyfeatures.
This instalment of Dungeon Dressing presents loads of great features to add to the statues in your dungeon.
Designedtobeusedbothduringpreparationoractualplay,DungeonDressing:Stairsisaninvaluableadditionto
anyGM'sarmoury!
Visitusatragingswan.comtolearnmore.