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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: Treasure vault (Click to make permanent). or choose:

Starting Area: Square, 40 x 40 ft.; doors on three walls
Description

Noises: Clashing
Air: Clear and drafty
Odors: Dank or moldy

Purpose: Prison for holding captured intruders
Current state: Pristine and in original state
Contents: Empty room with Dungeon hazard

Possible feature: Water, large puddle; Bottle, broken; Mold (common)
Possible furnishings: Cushion; Pegs; Bag
(Religious) Possible furnishings: Altar; Holy or unholy symbol, Bells
(Mage) Possible furnishings: Cassocks; Curtain or tapestry; Tripod
Possible personal items: Ewer; Sifter or strainer; Rope

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: 20 ft. / Leads to: Chamber

3rd Passage Width: 20 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

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

Doors

Door: Wooden / Leads to: Chamber

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

Chamber (Rooms)

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

Dimensions: Rectangle, 30 x 40 ft.
Number of exits: 2
Exit locations: Wall right of entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Kitchen for feeding guards
Current state: Rubble, ceiling partially collapsed
Contents: Empty room with treasure hoard found in a secret compartment

Possible feature: Wood pieces, rotting; Coin, copper; Cobwebs
Possible furnishings: Firkin (small cask, 10 gallons); Arras or curtain; Candelabrum
(Religious) Possible furnishings: Columns or pillars; Altar, Drum
(Mage) Possible furnishings: Robes; Screen; Vestments
Possible personal items: Parchment; Decanter; Fork

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: Bark
Book, Scroll, or Tome: Contract

Monster

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

Motivation: Conquer the dungeon
Personality: Joker; taunts its enemies.

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: Poisonous gas (deals 1d6 poison damage per minute of exposure)

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 14, +8 to-hit)
Effect: Walls slide together

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: Cracked gem
Effect: Creates an illusion

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