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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: Maze (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: Humming
Air: Clear and damp
Odors: Dank or moldy

Purpose: Well that provides drinking water
Current state: Furniture wrecked but still present
Contents: Random Trap protecting treasure found in a container (pottery jars)

Possible feature: Water, large puddle; Wood pieces, rotting; Rags
Possible furnishings: Chair, padded, or divan; Barrel (40 gallons); Statue
(Religious) Possible furnishings: Thurible; Shrine, Idol
(Mage) Possible furnishings: Columns or pillars; Offertory container; Vestments
Possible personal items: Tureen; Cologne or perfume; Grinder

Passages

Passage Width: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages

Extra passages (if necessary):


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

3rd Passage Width: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages

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

Doors

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

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 4: Portcullis / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to: False door with trap
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: 3
Exit locations: Wall opposite entrance / Wall left of entrance / Wall opposite entrance /
Exit types: Door / Corridor, 10ft. long / Door /

Description
Purpose: Well that provides drinking water
Current state: Stripped bare
Contents: Monster (random creature) guarding treasure found in a container (pottery jars)

Possible feature: Water, large puddle; Dripping blood; Guano
Possible furnishings: Chest, medium; Mattress; Brazier and charcoal
(Religious) Possible furnishings: Tripod; Vestments, Idol
(Mage) Possible furnishings: Votive light; Thurible; Columns or pillars
Possible personal items: Razor; Knife; Basket

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: Oil
Book, Scroll, or Tome: Letter

Monster

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

Motivation: Slay a rival
Personality: Bully; refuses to believe it can lose.

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 11, +5 to-hit)
Effect: Glyph of warding

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: Plant or tree
Effect: Gives directions (true or false)

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