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Free tables Dungeon rooms by kind

Random Cave Rooms — d20 Dungeon Room Tables

Free d20 tables for cave rooms in 5e: what the room was, what's in it, what it smells and sounds like, and what lives there.

The party opened a door in the cave you hadn't planned past. Roll d20 twice on the table below: once for what the room was, and once on the second column for something in it. Then d10 each for a smell and a sound, from the lists underneath.

For what's in the room now, roll d6: on 1–2 nothing, on 3–4 a creature, on 5 a trap, on 6 a stash. A third of rooms being empty is deliberate. A dungeon where every door hides a fight teaches the players to stop opening doors.

Smells, d10: (1) Damp stone and minerals. (2) Musk: something big lairs here. (3) Guano, sharp and eye-watering. (4) Sulphur, from somewhere deeper down. (5) Woodsmoke, recent. (6) Wet fur and old meat. (7) Earthy mushrooms, faintly sweet. (8) Clean cold air, which means a way out. (9) Rotten eggs, from the pools. (10) Nothing but cold and wet.

Sounds, d10: (1) Water dripping in a steady rhythm. (2) The echo of something very large moving far away. (3) A rushing river, somewhere below. (4) Bats chittering overhead. (5) The creak of stone settling. (6) Wind whistling through a crack. (7) Clicking in the dark, like mandibles. (8) A distant hammering, regular as a heartbeat. (9) Absolute silence, except the party's own breathing. (10) A low growl, just once.

Creatures that fit a cave, from the SRD with their challenge ratings: Kobold (CR 1/8); Stirge (CR 1/8); Goblin (CR 1/4); Darkmantle (CR 1/2); Giant Spider (CR 1); Grick (CR 2); Owlbear (CR 3); Troll (CR 5); Roper (CR 5); Cloaker (CR 8); Behir (CR 11); Purple Worm (CR 15); Ancient Black Dragon (CR 21). Pick one whose numbers suit your party, or let the app do the sums.

The table

20 results. Roll d20.

d20 The room Something in it
1 A natural cavern, the ceiling lost in the dark above the torchlight. Claw marks on the walls, higher than a person could reach.
2 A narrow fissure that opens out into a chamber the size of a barn. A trail of bright fungus that someone planted in a line.
3 An underground pool, perfectly still, with something glinting on the bottom. Old bones picked clean and stacked neatly.
4 A den: a hollow in the floor lined with fur, bones and dry grass. A rope ladder hanging from a ledge, frayed at the bottom.
5 A crystal grotto that throws the torchlight back in a hundred colours. Handprints in red ochre around the entrance.
6 A chamber split by a chasm, crossed by a single stone bridge. A broken pickaxe with a name burned into the handle.
7 A mushroom field, stalks as tall as a person, pale and faintly glowing. A shelf of rock with a dozen small skulls lined up on it.
8 A cave-in: half the room buried under boulders, the rest leaning on it. Water running down one wall into a carved channel.
9 A hot spring, steam rising off water too hot to touch. A skeleton in rusted armour, still gripping a torch.
10 A bat roost, the ceiling moving slightly, the floor deep in guano. Glittering veins of mica that look like gold until you get close.
11 A painted cave, the walls covered in ancient hunting scenes. Webs slung across the ceiling like sails.
12 A miners' dig that broke into the cave, with rails and a tipped cart. A cold draught from a crack too narrow to fit through.
13 A waterfall chamber, loud enough that speaking means shouting. A crude map scratched into the wall with a knife.
14 A low crawlspace, barely a foot high, opening into something bigger. Stones balanced in towers, some of them fallen.
15 A shrine built by something not quite human: stacked stones and teeth. A pile of shed skin, man-sized.
16 An icy cavern where the walls are sheathed in frost. Bits of broken pottery: someone lived here a long time ago.
17 A cave full of stalagmites, like walking through a stone forest. Heavy footprints in the mud, each one the size of a shield.
18 A camp: a fire pit, bedrolls and a lookout ledge above the entrance. An abandoned pack, its food eaten and its map gone.
19 An underground river running fast and black through the chamber. Icicle-like stalactites that drip steadily on one spot.
20 A sinkhole chamber, lit by a shaft of daylight from far above. A firepit, the ash still warm under the top layer.

Questions

How many rooms in a dungeon should be empty?

More than feels natural: around a third. Empty rooms are where the players breathe, search, and argue about which way to go, and they make the next door tense again.

How do I make a random room feel like it belongs?

Tie one detail to the dungeon's story. If the crypt belongs to a family of embalmers, the fresh flowers on one grave were left by the last of them.

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