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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: Passage, 10ft. wide; four-way intersection
Description

Noises: Grating
Air: Clear and damp
Odors: Smoky

Purpose: Gallery for the display of expensive works of art and trophies
Current state: Furniture wrecked but still present
Contents: Empty room with treasure found in a container (stone containers)

Possible feature: Wood pieces, rotting; Rubble and dirt; Cobwebs
Possible furnishings: Chest of drawers; Fresco; Cupboard
(Religious) Possible furnishings: Vestments; Idol, Lectern
(Mage) Possible furnishings: Side chairs; Altar; Curtain or tapestry
Possible personal items: Spoon; Soap; Parchment

Passages

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

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Chamber

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

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

Doors

Door: Secret door, barred or locked / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Portcullis, locked in place / Leads to: Chamber
Door 3: Wooden, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

Chamber (Rooms)

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

Dimensions: Trapezoid, roughly 40 x 60 ft.
Number of exits: 6
Exit locations: Same wall as entrance / Same wall as entrance / Wall left of entrance / Wall left of entrance / Wall right of entrance / Wall right of entrance /
Exit types: Door / Door / Corridor, 10ft. long / Door / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Study, including a writing desk
Current state: Holes, floor partially collapsed
Contents: Monster (pet or allied creature)

Possible feature: Stones, small; Cobwebs; Pick handle
Possible furnishings: Chest, large; Barrel (40 gallons); Loom
(Religious) Possible furnishings: Vestments; Gong, Altar
(Mage) Possible furnishings: Altar; Chimes; Cloth, altar
Possible personal items: Flask or jar; Twine; Grinder

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 chamber

Contents

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

Container Contents: Paste
Book, Scroll, or Tome: Text on mathematics

Monster

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

Motivation: Conquer the dungeon
Personality: Bully; refuses to believe it can lose.

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: Reverse gravity effect causes creatures to fall toward the ceiling

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Setback (DC 11, +4 to-hit)
Effect: Touching an object triggers a disintegrate spell

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

Random Tricks

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

Object: Stone obelisk
Effect: Flies about to avoid being touched

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