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

Starting Area: Passage, 10 ft. wide; T intersection
Description

Noises: Hissing
Air: Clear and drafty
Odors: Putrid

Purpose: Guardroom
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (pet or allied creature)

Possible feature: Guano; Ashes; Bones
Possible furnishings: Candelabrum; Fountain; Mattress
(Religious) Possible furnishings: Holy or unholy symbol; Robes, Tripod
(Mage) Possible furnishings: Vestments; Throne; Holy or unholy symbol
Possible personal items: Tureen; Bowl; Tinderbox (with flint and steel)

Passages

Passage Width: 20 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Chamber

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

4th Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft.; passage ends in a door

Doors

Door: Secret door, barred or locked / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden, barred or locked / Leads to: Chamber
Door 5: Iron, barred or locked / Leads to: Stairs (if not multi-level then reroll)
Door 6: Iron, barred or locked / 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: Octagon, 40 x 40 ft.
Number of exits: 3
Exit locations: Wall opposite entrance / Wall left of entrance / Wall opposite entrance /
Exit types: Door / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Storage for tools and other equipment
Current state: Holes, floor partially collapsed
Contents: Random Trap

Possible feature: Bottle, broken; Rope, rotten; Water, small puddle
Possible furnishings: Statue; Blanket; Closet (wardrobe)
(Religious) Possible furnishings: Cloth, altar; Robes, Robes
(Mage) Possible furnishings: Stand; Cloth, altar; Lamp
Possible personal items: Pipe, musical; Statuette or figurine; Flask or jar

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: Leaves
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: Avoid danger
Personality: Fanatic; ready to die fighting.

Random Hazards

Hazard: Shrieker

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 (cart, stone block)
Severity: Deadly (DC 17, +11 to-hit)
Effect: Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit)

Damage
Level 1-4: 4d10
Level 5-10: 10d10
Level 11-16: 18d10
Level 17-20: 24d10

Random Tricks

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

Object: Suit of armor
Effect: Casts geas on the characters

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