I hate reading a dungeon and finding it full of empty rooms. It's a pet peeve; adventures should be full of adventure! Can you imagine the horror of finding an empty chest? Repugnant. So here's some ideas for things to stick in them.
1. The Bishop's Hidden Bath Chamber
The room contains an altar with a threadbare embroidered covering, two braziers and a small statue of Hygeia (or whoever the god of health or purity is in your setting) - all remarkably still standing upright despite being clearly long abandoned.
If inspected closely it will be revealed that both the braziers and the statue are built into the altar stone, not separate objects, and that the statue rotates on its base 180°.
If both braziers are lit and the statue is fully rotated so that it is facing against the wall, then a hydraulic pressure system that exploits the expanding air from the brazier's heat will cause the altar and the wall behind it to slowly rotate to reveal the room beyond (see below). If the statue is returned to its original position then it will rotate closed again (this is powered by a spring, and doesn't require the braziers to still be lit).
The room beyond contains a miraculously located natural hot spring with restorative powers. Anyone bathing in it for an hour will heal 1hp per Hit Die they possess, be cleansed of any natural diseases or parasites of the skin or muscles and restore 1 point of lost Strength, Constitution or Dexterity.
Two curtains hide the sides of the room, behind each of which is a chest for storing clothes and personal belongings. The chest on the right has a ceremonial amulet of gold and garnets worth 1200gp. The chest on the left contains a bottle of liquid soap and perfumes (worth about 200gp) and a animated statue of a lithe young woman as a bathroom attendant (stats as Caryatid Column), which will attack anyone not wearing the amulet from the chest on the right, seeking to expel them from the room rather than cause serious injury.
2. The Window Office
The room contains a simple office, with a large and ornately carved mahogany desk and high-backed chair (worth 3,400gp as a set, 1000gp and 200gp individually. Both items of furniture are extremely heavy and easily damaged without considerations being made, a Tenser's Floating Disc at the minimum would be needed to easily extract them) in front of a large arched window.
Examination of the desk drawers will reveal a bottle of rough whiskey and a hand crossbow loaded with a poisoned quarrel (Type B, Insinuative) in the bottom right drawer. A full turn spent examining it will reveal a hidden button in the carvings that if pushed will release a hidden drawer containing a map of this whole dungeon level, including hidden doors.
The window behind the desk shows a pastoral vista that changes with the day and night outside but on examination does not correlate to the actual scenery outside the dungeon (indeed, this room is probably subterranean or internal). The display is an illusion, behind which lurks a Homunculus named Gaxplat who hid there when it heard the door open (if the party is quiet enough, he will instead be sitting behind the desk with his feet up, drinking from the whiskey bottle). Gaxplat will bite the hand of anyone who reaches past the illusionary image, causing d3 damage and provoking a save vs. magic or falling into a comatose slumber for 5d4 minutes, after which it will attempt to flee out the door holding its master's spellbook (containing 22 random spells of levels 1-6).
3. The Snoring Djinn
This room isn't just empty, it's been swept clean by a powerful wind blowing from a whirling vortex on the far wall. All dust in the room has been rammed into the near wall so hard it has formed a permanent crust. The wind that emerges from the vortex isn't constant, but acts as a Gust of Wind spell but strong enough to affect man-sized creatures as if they were small flying beings and trigger a Save vs. Breath Weapons or cause the affected to fall prone. This gust triggers at a random initiative count in every round. The side walls are relatively unaffected but anyone standing in the doorway when the wind triggers will be pushed back as well. Floating either side of the vortex are a air elemental, with their gaseous form still able to support crested ceremonial helmets upon their cloudlike heads and holding ornate halberds (stats as normal elemental, but with AC1). These will attack anyone attempting to pass through the vortex, and will pursue them past it.
On the other side of the vortex, the wind continues to blow and flaps a aquamarine silk curtain beyond which can be seen a well appointed bedroom. Upon the bed lies a hugely fat Djinn in sleep, whose snores cause the gusts. Waking him will immediately end the wind gusts and provoke a reaction roll, but if not awakened gently this roll will be made at -6. The Djinn, named Bompa al-Rih, if not hostile with his awakener will realize that he has overslept and is now 3,000 years late for an appointment with the Ambassador of the Marids and will be in a hurry to dress and leave through the door to the northwest, which opens out into a vista of endless sky - the Elemental Plane of Air. He will thank the party and promise to grant them a Wish when he returns from his appointment - on each subsequent roll of a 6 on the encounter roll, roll again; on a second 6 he is finished and teleports before the party, mopping his brow with a silk handkerchief and a harrowed expression, to bestow them their Wish.
my players are stuck in a mega dungeon with just these three room repeating so I never have to prep again
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