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

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

Noises: Scuttling
Air: Clear and damp
Odors: Metallic

Purpose: Latrine or bath
Current state: Ashes, contents mostly burned
Contents: Random Trap protecting treasure found in an illusion

Possible feature: Mold (common); Wood pieces, rotting; Bones
Possible furnishings: Brazier and charcoal; Stand; Charcoal
(Religious) Possible furnishings: Idol; Offertory container, Robes
(Mage) Possible furnishings: Prayer rug; Screen; Throne
Possible personal items: Dish; Bowl; Mirror

Passages

Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

3rd Passage Width: 20 ft. / Leads to: Chamber

4th Passage Width: 10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

Doors

Door: Secret door, barred or locked / Leads to: False door with trap

Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to: Chamber
Door 3: Portcullis, locked in place / Leads to: Chamber
Door 4: Stone / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 5: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 6: Wooden / 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, 30 x 30 ft.
Number of exits: 1
Exit locations: Wall right of entrance /
Exit types: Door /

Description
Purpose: Latrine or bath
Current state: Used as a campsite
Contents: Monster (random creature)

Possible feature: Leather boot; Cobwebs; Ashes
Possible furnishings: Barrel (40 gallons); Rug (small or medium); Couch
(Religious) Possible furnishings: Votive light; Thurible, Lamp
(Mage) Possible furnishings: Robes; Lamp; Cassocks
Possible personal items: Parchment; Kettle; Bottle

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 two levels to a chamber

Contents

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

Container Contents: Leaves
Book, Scroll, or Tome: Map or atlas

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: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

Random Obstacles

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

Obstacle: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 13, +6 to-hit)
Effect: Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing

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: Runes engraved on wall or floor
Effect: Prevents movement

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