When they go off-script
They opened the door you hadn't planned what was behind
Random dungeon rooms for 5e: what the room was, what it smells and sounds like, and what's in it now, with fights sized for your party.
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Every dungeon has more doors than anybody prepared. The map says "storeroom" and the players want to know what's in it, what it smells like, and whether anything in there is going to kill them. Making that up on the spot, four times an evening, is where a dungeon starts to feel like corridors.
Pick the kind of dungeon (crypt, cave, ruined keep, sewer or wizard's tower) and open the door. You get what the room was for, two things in it, a smell and a sound, written to read aloud. Then what's in it now. A third of the time that's nothing, because real dungeons have quiet rooms. Otherwise it's a monster, sized with the Encounter Builder's maths so the fight comes out right for your party; a trap with its DC and damage for their level; or a stash of coin and sometimes a magic item.
- Five kinds of dungeon, each with its own rooms, smells and monsters
- Fights sized for your party, not just rated after the fact
- Traps with save DCs and damage for your party's level
- Reroll the room or just what's in it, and send the fight to initiative
Read the tables free, right now
Every row is on this site, ungated. No account, no sign-up — the subscription is for rolling them, not reading them.
- Random Crypt Rooms — d20 Dungeon Room Tables 20 results
- Random Cave Rooms — d20 Dungeon Room Tables 20 results
- Random Ruined keep Rooms — d20 Dungeon Room Tables 20 results
- Random Sewer Rooms — d20 Dungeon Room Tables 20 results
- Random Wizard's tower Rooms — d20 Dungeon Room Tables 20 results
It doesn't come alone
Dungeon Room is one of nineteen tools in a single $3.99/month subscription, and they share a party.
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