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Random Dungeon Generator

Looking for a full map? Try the Dungeon Map Generator

Randomly generate parts of a dungeon on the fly, pieces are modular and fit together so you can even generate an entire dungeon this way. If you're generating from scratch, begin with a starting area and then add random doors and passages. Passages can connect to other passages, and should continue to be generated until they're all linked to doors, rooms, or dead-ends. Refresh to generate new things. You can also drag and drop pieces onto the grid map to build as you go.

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Dungeon Start

Dungeon Type: Planar gate (Click to make permanent). or choose:

Starting Area: Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description

Noises: Drumming
Air: Clear and damp
Odors: Putrid

Purpose: Pen or prison for holding captives or creatures that emerge from the portal
Current state: Ashes, contents mostly burned
Contents: Empty room with Stairs (if not multi-level then reroll)

Possible feature: Guano; Mold (common); Mold (common)
Possible furnishings: Chair, plain; Coal; Sack
(Religious) Possible furnishings: Chimes; Stand, Side chairs
(Mage) Possible furnishings: Holy or unholy writings; Mosaic; Tripod
Possible personal items: Stopper; Ewer; Cologne or perfume

Passages

Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages

3rd Passage Width: 10 ft. / Leads to: Chamber

4th Passage Width: 10 ft. / Leads to: Chamber

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Iron / Leads to: False door with trap
Door 3: Stone, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Stone, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 5: Wooden / Leads to: False door with trap
Door 6: Iron / Leads to: Diagonal (or turn) Passage 20 ft. to the right

Chamber (Rooms)

Whenever a passage, door, or anything else results in a chamber, use one of these.

Dimensions: Rectangle, 50 x 80 ft.
Number of exits: 1
Exit locations: Wall opposite entrance /
Exit types: Door /

Description
Purpose: Kitchen
Current state: Used as a campsite
Contents: Random Event (or empty room)

Possible feature: Rags; Ashes; Water, small puddle
Possible furnishings: Dais; Bed; Altar
(Religious) Possible furnishings: Vestments; Prayer rug, Altar
(Mage) Possible furnishings: Robes; Idol; Bells
Possible personal items: Vase; Scroll; Pouch

Stairs

Stairs connect multiple floors of a dungeon. If your dungeon doesn't have multiple floors, then reroll the passage or door that spawned them.

Stair Type: Down one level to a passage 20ft. long

Contents

Whenever a container or book is generated, use this to determine its contents

Container Contents: Semiliquid suspension
Book, Scroll, or Tome: Catalog

Monster

Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).

Motivation: Hide from enemies
Personality: Braggart; makes a show of bravery but runs from danger.

Random Hazards

Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

Random Obstacles

Obstacles block or hamper progress and can affect more than one room.

Obstacle: Battering winds reduce speed by half, impose disadvantage on ranged attack rolls

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 12, +6 to-hit)
Effect: Magic missiles shoot from a statue or object

Damage
Level 1-4: 2d10
Level 5-10: 4d10
Level 11-16: 10d10
Level 17-20: 18d10

Random Tricks

Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.

Object: Target dummy
Effect: Induces greed

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