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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: Stronghold (Click to make permanent). or choose:

Starting Area: Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description

Noises: Screaming
Air: Clear and warm
Odors: Dank or moldy

Purpose: Pantry, including cellar for wine or spirits
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Dust; Dampness, wall; Cobwebs
Possible furnishings: Wall basin and font; Hogshead (large cask, 65 gallons); Statue
(Religious) Possible furnishings: Cloth, altar; Votive light, Pews
(Mage) Possible furnishings: Offertory container; Statue; Bells
Possible personal items: Pipe, musical; Box; Powder puff

Passages

Passage Width: 5 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

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

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

Doors

Door: Wooden / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Stone / Leads to: Chamber
Door 3: Secret door, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 5: Stone, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 6: Portcullis / Leads to: Passage 20 ft. straight ahead

Chamber (Rooms)

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

Dimensions: Square, 20 x 20 ft.
Number of exits: 4
Exit locations: Wall right of entrance / Wall left of entrance / Wall opposite entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Door / Door /

Description
Purpose: Armory holding high-quality gear, including light siege weapons such as ballistas
Current state: Used as a campsite
Contents: Empty room with treasure found in behind furniture

Possible feature: Rags; Cracks, floor; Dripping blood
Possible furnishings: Couch; Rug (small or medium); Hogshead (large cask, 65 gallons)
(Religious) Possible furnishings: Cloth, altar; Font, Holy or unholy symbol
(Mage) Possible furnishings: Side chairs; Pews; Tripod
Possible personal items: Hourglass; Spoon; Towel

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: Up one level to a passage 20ft. long

Contents

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

Container Contents: Liquid, thin
Book, Scroll, or Tome: Bestiary

Monster

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

Motivation: Conquer the dungeon
Personality: Brave; stands its ground.

Random Hazards

Hazard: Green slime (Drops from above. DC 10 Dex, 1d10 acid damage, damage each round until removed. Nonmagical wood, metal weapon or tool used to remove is destroyed. Destroyed by sunlight, cure disease, cold, fire, or radiant)

Random Obstacles

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

Obstacle: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 15, +7 to-hit)
Effect: A weapon, suit of armor, or rug animates and attacks when touched (see 'Animated Objects' in the Monster Manual)

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: Sphere of magical energy
Effect: Creates a force field

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