Tuesday, November 15, 2011

Stairs

Stairs are an ever-present feature of dungeons connecting levels and sub levels. Stairs can also add variety to elevation within a level or even separate sections of a room or tunnel.

Stairs (roll 1d100)
1-15 Stones stairs: a flight of stone stairs not much special there, it's location may provide a little mystery.

16 Endless Stairs: magically trap anyone on endless staircase once they enter. There is typically a pass phrase a user may speak softly to avoid this fate.

17-18 Sliding Stair: stairs are trapped and will send victims plummeting down. 1d6 per 30' for anyone who fails a save.

19-20 Teleporting Stairs: any who travel are teleported elsewhere

21-25 Colossal Stairs: the stairs are far to large for man-sized adventurers to climbs normally.

26-35 Steep stairs: these stairs are dangerous to man-sized or larger climber who may fall if they travel down too fast or are engaged in difficulty (such as combat) on the stairs.

36-45 Uneven Stairs: this stairs on this staircase are uneven and this may send folk for a tumble who are unfamiliar with the stairs and attempt to travel too swiftly.

46-55 Slippery Stairs: these stairs are slippery and anyone traveling up or down has a 1 in 20 chance of stumbling.Bold
56-60 Narrow: this staircase is very narrow, only one man-sized person may pass at a time and any combat on the stairs will be very difficult.

61-70 Wooden Stair: there is an old wooden stair in place that creaks as it is climbed.

71-75 Trapdoor: halfway along the staircase there is a trapdoor built into the stair (or possibly on a landing). Check trapdoor table.

76-80 Rotten Stair: this really old wooden stair creaks and groans indoor weight and some steps bow under pressure, there is a 1 in 6 chance per climber that a stair breaks sending an unable or unawares person for a fall. If weight limit is reached a stair will break on 1-5 in 6. Weight limit 100-600 lbs.

81-82 Handholds: there are hand-holds carved into the wall offerign a clearly defined climb, this is not a true staircase.

83-84 Shelf Fungus Ladder: fungus grows from the wall in an arrangement that allows one to climb the fungus as if a ladder. Too much weight will rip some free and send the hapless climber for a fall. 30-300 lbs suggested weight limit. There is a 10% chance the fungus has special fungus properties as per fungus table.

85 Shelf Fungus Stair: fungus grows from the wall in an arrangement that allows one to climb the fungus as if a staircase. Too much weight will rip some free and send the hapless climber for a fall. 100-600 lbs suggested weight limit per "step". There is a 15% chance the fungus has special fungus properties as per fungus table.

86-90 Intact Ladder: instead of a staircase one finds an intact ladder mounted to allow one to climb.

91-95 Rickety ladder: an old, ill-maintained ladder is mounted to allow a climb. A rung will break 4 in 6 if the weight limit is exceeded. Weight limit 50-300 lbs.

96 Empty Shaft: there may be holes in the wall where a ladder or wooden stair was once mounted into the wall but now there is no easy means to scale the now empty shaft.

97 Well Secured Rope: a rope hangs down a shaft from a well secured mount.

98 Poorly Secured Rope: a poorly secured rope that will slip free on a 1 in 6 per climber making the climb is hanging down a shaft.

99 Tangle of Roots: a shaft filled with roots allows folks to go for a climb. Weight limit 30-600 lbs. There is a 15% chance the roots have a feature as describes in the roots table.

100 Webbing: amazingly strong and durable webbing allows one to make a climb. A save may be required to avoid begin caught in place during the climb.

3 comments:

  1. This was the next one on my list, too :)

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  2. Some great ideas here. Love the image of colossal stairs, and the fungus/root stairs are fun too.

    Are the endless stairs really intended as a death trap with no hope of escape if you blow you saving throw? (and what happens if some in the party save and others do not?)

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  3. @butch, it may be a death trap on a single blown save. If a single party member made the save they would be allowed to save the party. Perhaps anyone using the proper password would also be able to "see" people trapped on the stair and rescue them. Spells that made use of teleporting, inter-planar travel and phasing sort of hijinks would likely be escape routes as well. It's all up to what the ref wants to do with it.

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