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 party of four at the level you pick, or with a subscription your own saved 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: pick a level, or use your saved party with a subscription
- 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
- With a subscription, show the players: paint the room and put it full screen on the TV