M.T. Black
Hero
A published adventure from your pen - an 8-15 room dungeon.I don't know. What would you want to see?
A published adventure from your pen - an 8-15 room dungeon.I don't know. What would you want to see?
A pantry. Scoured of anything edible for bugs or obviously useful for the squatters long ago, but who knows - there may be intact earthenware or something.I'd like to make more use of "empty rooms" in my dungeons, as they provide a nice change of pace. But I struggle to make them interesting. (By "empty", I mean they don't have a monster, a trap or a trick in them.)
The "go to" empty rooms I use are -
* A library (often contains clues about the inhabitants)
* A latrine (no information, but sometimes some lost treasure)
What other empty rooms do you suggest?
At this point you could go all the way and design the place for use by the previous owners rather than as a random maze with monsters.How can you make an empty room interesting?
An empty room is also information. Think about it - you wander through some ruin... and there's a room, which unlike all others is really empty - just a little dust, but no cobwebs, moss, bats, pill bugs, anything. I'd probably try to avoid it.You should have no truly empty rooms. Fortunately, you seem to have already recognized that, as what you are calling 'empty rooms' are just rooms without monsters.
Well, yeah - one man's trash... even bugs and goblins may leave alone some things. Like inedible pigments.The same goes for 'treasure'. It should be everywhere.
"The room wouldn't be here if it wasn't important"?I approach empty rooms (understood as no encounter elements int the room) in the same vein as every other aspect of the dungeon. What is its purpose to the story? What is it telling the characters? If it does not advance the story by either providing information, evidence, or something to support the plot (or various subplots) of the story, then it does not have a purpose and it gets rewritten or removed.
Remember that every room should provide clues about the inhabitants. Information is not always in libraries. or on desks. They are found in sleeping areas, eating areas, work areas, and even in passageways.
"The room wouldn't be here if it wasn't important"?
Speaking of which, it's a good way to check sanity.![]()
An empty room is also information. Think about it - you wander through some ruin... and there's a room, which unlike all others is really empty - just a little dust, but no cobwebs, moss, bats, pill bugs, anything. I'd probably try to avoid it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.