Raging Swan - Dungeon Dressing - Walls
Raging Swan - Dungeon Dressing - Walls
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enjoy it and that you check out our other fine print and PDF the contents of Dungeon Dressing: Walls are Open Game
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CONTENTS Pathfinder is a registered trademark of Paizo Publishing, LLC, and
the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Table A: Characteristics & Appearance ........................................ 2
Game Compatibility Logo are trademarks of Paizo Publishing,
Table B: Dressing & Features ....................................................... 4
LLC, and are used under the Pathfinder Roleplaying Game
Table C: Traps & Tricks ................................................................. 6
Compatibility License. See
TRAPS BY CR http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.
CR PAGE
7 Automatic Murder Holes 6 Compatibility with the Pathfinder Roleplaying Game requires the
8 Crushing Walls 6 Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
8 Mechanical Mimic 6 http://paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.
To learn more about the Open Game License, visit
wizards.com/d20.
FUNCTION D%
1
01‐50 Wood
The most basic purpose of a wall is to support the
51‐90 Stone
superstructure of a building at large, define a physical space, or 2
91‐100 Exotic
separate a physical space into smaller sections. To this end, 1
In locales where wood is scarce or unavailable, replace with
there are three specific types of walls; walls that support roofs another suitable, renewable animal or plant building material.
and ceilings, walls that act as physical boundaries between (e.g. bamboo, bone, hide etc.)
2
locations and peoples and walls that retain earth as a Choose randomly as appropriate: animal hide, bone, mortar,
landscaping tool in the construction of buildings. A single wall paper, magic effect, or GM’s choice.
may be constructed with one, two or even all three of these
basic functions in mind. Different walls in a single chamber often Glass: Stain glass walls are a popular means for dividing a
serve different purposes and may be built from different large space into smaller sections suitable for displaying one’s
materials depending on that purpose. Below are some examples influence, relaxing or entertaining others. Glass walls have
of how walls are put to use in common dungeon environments. hardness 0 and 1 hit point per inch of thickness.
Castles: A quintessential castle dungeon is completely Hide: Common among nomads and hermits, hide walls are
defined by its walls, and those walls must serve all three of the often employed in temporary shelters such as tepees and
basic functions outlined above: they support the castle’s wigwams. In dungeons, hide walls are used for the sole purpose
horizontal infrastructure, serve to divide the construction space of dividing a large space into smaller sections. Hide walls have
into smaller sections and often serve to landscape the entire hardness 2 and 5 hit points per inch of thickness.
region by retaining large quantities of earth or water. Metal: Considered wasteful by the standards of even the
Subterranean Environments: Dungeons built underground fabulously wealthy, metal is somewhat uncommon as a building
have little use for support walls; such dungeons often form material for castles, tombs and similar dungeons due to the
naturally via water erosion or result from the movement of a effort that must spent purifying and shaping it. Rather than
massive, burrowing creature such as a purple worm. When a constructing entire walls of metal, it is far more common for
sentient architect builds within such a location, any walls he architects to build walls engraved or leaved with metal atop a
constructs often exist solely to divide the space into smaller layer of stone or wood in order to give the illusion of solidity,
sections. and even then this tactic is often one belonging squarely to races
Tombs: Crypts, tombs and similar burial grounds combine with strong ties to the world’s deep places, such as dwarves.
the qualities of both castles and subterranean environments in Iron and steel have hardness 10 and 30 hit points per inch of
terms of their walls. Like subterranean environments, a tomb’s thickness while mithral has hardness 15 and 30 hit points per
walls are heavily focused on dividing one space into many inch of thickness and adamantine has hardness 20 and 40 hit
sections. Unlike a subterranean environment, however, a tomb points per inch of thickness.
is seldom natural. Dug from the earth in the same manner as a Stone: Favoured by those of class and wealth, stone is often
castle’s moat, a tomb’s walls must be designed to retain the vast chosen as a building material because of its enduring nature and
quantities of loose earth that likely surround it and many of the its strength. Stone is a poor insulator and requires much physical
cave‐ins that are iconic to tomb‐themed dungeons result from effort to obtain; it must be pulled from the earth, cut into blocks
damage to this type of wall. and dragged to the construction site. Subterranean structures
almost always use stone for their walls. Stone walls have
CONSTRUCTION hardness 8 and 15 hit points per inch of thickness.
Wood: This lightweight building material is favoured for its
Walls can be defined by a variety of building materials, although lightweight and availability. Because it is flammable and decays
several prevalent materials endure across nearly all cultural and rapidly, wood is seldom picked for its longevity. Wooden walls
societal lines. The materials used to create a wall often depend have hardness 5 and 10 hit points per inch of thickness.
2
Use this table to generate interesting characteristics for your The wall possesses 1d3 barred windows; if
walls. Some features listed below may be inappropriate based 35‐40 underground, each window is fitted with an
on your dungeon’s setup – ignore or modify such entries as everburning torch.
appropriate. Fine gravel or sand was added to the wall’s
41‐43
construction materials, giving it a rough texture.
Expensive Dressings: A number of the dungeon dressings
The wall is perfectly smooth to the touch and
described on the table below note the presence of expensive art 44‐45
cannot be climbed without magical aid.
objects such as crown moulding, stained glass or exquisite Rather than being vertically sound, the wall
statues. These objects typically possess a gp value appropriate 46‐47
meets the ceiling at a 45° angle.
for an encounter with a CR equal to the party’s APL –2, though 48‐54 The wall is matted with decorative paper.
the exact value is subject to GM approval. 55‐60 The wall has been painted in an exotic colour.
Hidden Dressings: Several dungeon dressings possess hidden Iron hooks protrude from the wall, allowing
elements such as secret doors and panels or minute details such 61‐65 objects such as weapon racks and coats to be
hung there.
as murder holes. The Perception DC to identify these elements is
Exquisite shelves line the wall; there is a 10%
equal to 15 + the average CR of an encounter held within the 66‐70
chance a shelf holds a valuable item.
dungeon, though the GM may award additional bonuses to DC A secret door is built into the wall. This door may
based on the dungeon’s setup. 71‐72
lead to a forgotten chamber or a secret passage.
Multiple Dressings: Although most chambers have a The wall was designed to carry a fantastic
minimum of three walls, the table assumes a result applies to a 73‐75 tapestry and includes several iron hooks as well
single wall. At the GM’s decision, a single dressing may be as the tapestry itself (or perhaps its remains).
applied to multiple walls within a chamber or multiple rolls on A deity’s holy (or unholy) symbol is prominently
76‐80
painted on the wall.
the table can be used to generate dressings for each of a
The wall was constructed from petrified
chamber’s walls. Instead of rolling on the table, a GM may 81‐82 creatures whose expressions and forms continue
choose to simply pick an appropriate dressing to implement. to haunt the chamber.
Stealing Dressings: Walls are usually designed for longevity, The wall was twisted and warped into its current
as are the art objects incorporated into them. As such, it can be 83‐84 shape by a spell effect such as stone shape or
both risky and difficult to remove an art object. Removing such wood shape.
an object often requires a Disable Device skill check with a DC The wall was created by a spell effect, such as
85‐86
wall of stone or wall of iron.
equal to 15 + the average CR of an encounter set in the
The wall is reinforced to withstand punishment,
dungeon. This DC can be altered at the GM’s decision based on 87‐88
increasing its hit points by 50%.
any outstanding circumstances at work in the dungeon. In some The wall is designed to allow defenders within
situations, the GM may rule that failing this skill check by 5 or 89‐90 the chamber to gain cover from one of the
more destroys delicate objects such stained glass, tapestries or chamber’s entrances.
paintings. The wall was designed to act as a fountain and
91‐92 utilizes a hidden decanter of endless water to
D% achieve this effect.
An intricate carving of a mythical place decorates 93‐94 The wall is lined with wood panelling.
01‐10
the wall. The wall has been treated with an alchemical
A number of small storage nooks are substance that gives it a unique, relaxing scent.
10‐14 incorporated into the wall’s design. All have 95‐96 At the GM’s decision, this scent could relax select
hinged wooden doors. types of creatures and otherwise function as the
1d12 prisoners were sealed within the wall, their stench universal monster ability for all others.
15‐16 cells marked by small, barred openings from Roll twice on this table, ignoring further results
which their remains can be viewed. of 91‐100. The wall possesses a magical glamour
The wall possesses an elegant wooden crowning that fools viewers into thinking the wall
17‐20 97‐98
with a motif matching the chamber’s purpose. possesses the first result when it actually
The wall is a patchwork of several different types possesses the second. (Will negates; DC 15 + the
20‐25 of materials; these materials may be of the same party’s APL.)
type, such as multiple kinds of wood or stone. 99 Each brick in the wall bears a religious symbol.
The wall was designed as a gauntlet and This brick wall is built around several large
26‐30
possesses 2d4 manhole‐type openings. 100 chunks of stone which were too tough for the
The wall is built with an alcove designed to builders to remove.
31‐34 house a statue. The alcove stretches from the
chamber’s floor to its ceiling.
3
4
5
6
7
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