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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: Circle, 40ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)
Description

Noises: Ringing
Air: Clear and damp
Odors: Putrid

Purpose: Guardroom
Current state: Furniture wrecked but still present
Contents: Empty room with Stairs (if not multi-level then reroll)

Possible feature: Guano; Dampness, wall; Wood pieces, rotting
Possible furnishings: Table, trestle; Fireplace and wood; Butt (huge cask, 125 gallons)
(Religious) Possible furnishings: Kneeling bench; Candles, Incense burner
(Mage) Possible furnishings: Pews; Altar; Robes
Possible personal items: Kettle; Tureen; Wig

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

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

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead

Doors

Door: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

Extra doors (if necessary):
Door 2: Secret door, barred or locked / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: False door with trap
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden, barred or locked / Leads to: Chamber

Chamber (Rooms)

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

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

Description
Purpose: Bedroom for a supervisor or manager
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature)

Possible feature: Cobwebs; Pole, broken (5 ft. long); Dung
Possible furnishings: Pallet; Fireplace and wood; Keg (small barrel, 20 gallons)
(Religious) Possible furnishings: Brazier; Vestments, Holy or unholy writings
(Mage) Possible furnishings: Statue; Altar; Vestments
Possible personal items: Scroll; Twine; Needle(s)

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: Strands
Book, Scroll, or Tome: Diary

Monster

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

Motivation: Seek wealth
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: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 14, +8 to-hit)
Effect: Collapsing staircase creates a ramp that deposits characters into a pit at its lower end

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: Statue
Effect: Contains an imprisoned creature

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