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Dungeon Room Generator

For those times when the party wanders into a side trek dungeon, it can be handy for the GM to have a random table of dungeon descriptions. The table below is for just such an occasion. Roll twice and improvise the best result.

A dark, atmospheric illustration of a skeletal humanoid figure, possibly a skeleton or a mummy, standing in a cage. The figure is wearing a tattered blue garment and has a long, thin tail. The cage is made of dark, vertical bars. The background is dark and textured, suggesting a cave or a dark interior. The lighting is dramatic, with the figure being the primary light source.

1d30 DUNGEON ROOM
1This chamber is lit by a sconced torch beside the door. From here, you can see three unoccupied wooden bunks laid with straw and dirty blankets. Small chests sit at the foot of each bunk. The far wall is not visible beyond the torchlight.
2As the door swings open, you are immediately hit with the awful stench of rotting flesh. Inside, human corpses in yellow robes are littered about the room, sprawled in positions suggesting the horrors of self-sacrifice. Ornate knives with hooked blades are still lodged in chests, throats and other vital areas, or clutched in the pallid grip of rigor mortis. In the centre of the chamber stands an obsidian altar decorated with golden runes.
3A natural cavern unfolds before you, the stone shaped by underground currents long since passed. The floor is littered with human sized stalagmites encrusted with glittering salts and minerals. Stalactites of similar size and appearance hang from the ceiling 30 ft above.
4This chamber appears to be empty. The walls are made of natural stone chiselled flat and straight. Curiously, both the floor and ceiling are set with alternating black, red and white tiles.
5The door opens to reveal a rusty, six ft iron portcullis. Beyond the portcullis you can see part of a large chamber, walled with large blocks of uneven masonry. Scattered about are broken pieces of furniture - tables, chairs and bookshelves. From your location, you cannot see anyone, but you detect the faint sound of slow breathing.
6The entry way to this chamber radiates waves of heat. Inside you see a glowing brick furnace with a chimney set into the ceiling. Ingots of iron, steel and other metals line a side table to the east. Weapons of various makes are set into a rack lining the west wall. A burly humanoid figure is stoking the crackling coals, muttering to itself.
7This dark stone chamber is cluttered with wooden tables, chairs and hammocks. The air here is unpleasant and reeks of stale sweat. As you take in the room, something rustles in one of the far hammocks.
8The door opens to reveal a chamber with a tiled floor and walls. In the centre of the room is a square, box like contraption, covered in dials and turning cranks. A number of pipes protrude from the machine, running across the floor, ceiling and out through the walls. Hissing steam issues from one of the pipes.
9Within this stone chamber are four alabaster pedestals, one near each of the walls. The northern pedestal is decorated with a candle motif, the east with waves, the south with clouds and the west with cobblestones. Affixed to the top of each pedestal is a translucent orb.
10Beyond the door is a large cavern covered in cave moss, damp and cool. The is cavern divided by a slow moving underground river. An arched stone bridge spans the river's banks.
11This man made chamber has no floor. Instead there is a 20 ft drop with a greenish liquid at the bottom that smells strongly of vinegar. Small tubes can be seen protruding from the ceiling and some of the walls. Adjacent to the doorway are three metal levers.
12The floor here is set with uneven flagstones, one of which catches the door as it grates open. Inside 1d4+1 half woman, half serpent creatures coil around a central raised dais, intent on an unfurled scroll. At the sight of you they rise up, hissing and bearing their fangs.
13This chamber opens into a large underground arena, with stone benches carved into the sloping walls. The arena floor is stained with dried blood and littered with humanoid corpses. Weapons are still clenched in their dead hands.
14This tiled chamber is laid out with three large hot baths decorated with squid like motifs. The air is cloudy and thick with warm steam. From the doorway, the water in the baths appears reasonably clear. In the far bath, you think you spy something stir beneath the water.
15The walls of this room are covered with six foot mirrors, repeatedly reflecting your image over and over. The effect is somewhat disorientating. In the centre of the chamber is an iron cage that casts no reflection.
16Low growls greet you as the door opens, revealing two large wooden kennels and 2d6 dark brown war dogs. The dogs are dressed in leather barding studded with bronze.
17The walls of this room are lined with bookshelves. In the centre is a large desk covered in bubbling glassware and foul smelling flasks. A diminutive imp with red skin and bat like wings crouches on the edge of the desk, eyeing you curiously; “Hi los ni fin drog” (you are not the master) it says in a sibilant voice.
18Salted meats hang from the ceiling of this room and the walls are lined with shelves of pungent spices. A large, heavy set humanoid with a wicked cleaver stands behind a stone table, a half butchered carcass before him. At the sight of you, he licks his lips with an audible slurp.
19This large chamber has murals of exquisite beauty covering the walls, depicting landscapes, animals and half human gods. A number of life like statues stand about the room, in poses of surprise, terror or grim determination. A heavy blue curtain with yellow stars hangs upon the far wall.
20Natural sunlight filters into this room from an overhead shaft about 5 ft in diameter. Ceremonial cloaks of various sizes hang on wooden pegs about the walls. The centre of the room is dominated by a stepped platform of rust coloured stone.
21This small chamber is filled with rotting waste. The smell is ghastly and potent enough to induce a gagging sensation. Amongst the rubbish you spot old bones and decomposing humanoid corpses.
22This large room contains two long tables littered with half empty bowls and broken drinking mugs. A number of benches are askew and one is snapped completely in half, marred with dried blood. As you take in the scene, something snores quietly beneath a distant bench.
23This wooden panelled chamber is dominated by an 8 ft iron drinking fountain, decorated with gargoyle like creatures with wicked spines. The liquid in the fountain appears to be water. On the bottom of the pool you can see a scattering of tarnished coins.
24Chained manacles hang from the walls of this dismal chamber, and implements of torture are laid out on a blood caked slab of stone. In one corner is a 7 ft iron maiden, heavily tarnished and decorated with a leering devil face. A low moan issues from the half open doors of the sarcophagus like device.
25The walls of this chamber are roughly hewn. In the centre of the room is a wide pool with creeper vines growing around the edges. The water in the pool is still and dark.
26This area opens up into a natural cavern wider than your torchlight allows for. The floor here is slick with some kind of translucent slime, and the walls bear a number of tube like tunnels about a foot in diameter. As you take in the details, a peculiar chittering noise issues from the darkness.
27Beyond the door is a narrow corridor only 2 ft wide, extending beyond the range of your torchlight. The ceiling here is adorned with bronze studs. In the walls you see small rectangular holes about 4 inches tall and 1 inch wide.
28This door opens to loud and ferocious barking. 2d6 pony sized wolves bear their fangs at you, growling menacingly. Around the walls of this chamber are a series of open cages lined with straw. One additional cage is locked and holds a slumped humanoid figure dressed in rags.
29Beyond the doorway, the ceiling of this natural cavern quickly drops to approximately three feet in height, and stretches out further than your torchlight reveals. The ground here is slick with coarse rubble, crunching underfoot. In the darkness you think you hear a quiet skittering.
30The contents of this room are obscured by a dark grey mist that clings to your skin with a cold embrace. Visibility is limited to approximately five feet. A faint but regular dripping noise emanates from the room.