As so many have said before, an “empty room” doesn’t need to be a literal empty room. Instead, it’s just a room that doesn’t (currently) contain a monster, treasure, or trap.
When you need an empty room, roll d6 instead.
1: Safe Room
Somewhere typically safe to stop for a rest. Perhaps it can be made safe with a little work, or something in here keeps enemies at bay.
Examples: empty vault, hidden shrine, watchtower with retractable ladder
2: Danger Room
There’s something dangerous in here, but it’s not a monster or a trap. It’s easy enough to avoid, but the danger is there if combat breaks out or the players want to set a trap.
Examples: hazardous machinery, walkway over snake pit, geothermal vents
3: Info Room
You can get useful knowledge here, most typically about another element of the dungeon.
Examples: scrying pool, abandoned diaries, cave paintings
4: Tone Room
This is just here to set the tone of the dungeon, or the specific area this room inhabits.
Examples: mass grave, baroque chapel, filthy living quarters
5: Nature Room
Nature gets everywhere, and this room is especially overrun with it. Nothing too hazardous, just life getting on with its own business.
Examples: bird colony, fungal patch, rock pools
6: Supply Room
Nothing useful or valuable enough to be considered treasure, but a room full of stuff, typically mundane things.
Examples: ramshackle kitchen, spare parts storage, uniform wardrobe
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I like that. Good stuff!
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