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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: Lair (Click to make random). or choose:

Starting Area: Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description

Noises: Knocking
Air: Clear and damp
Odors: Dank or moldy

Purpose: Cistern or well for drinking water
Current state: Ashes, contents mostly burned
Contents: Monster (random creature)

Possible feature: Dripping blood; Wood pieces, rotting; Dripping blood
Possible furnishings: Cabinet; Bench; Rug (small or medium)
(Religious) Possible furnishings: Chimes; Pulpit, Gong
(Mage) Possible furnishings: Idol; Pipes, musical; Candles
Possible personal items: Book; Book; Yarn

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead

3rd Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Chamber

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

Doors

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

Extra doors (if necessary):
Door 2: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 3: Stone, barred or locked / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden, barred or locked / 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: Octagon, 40 x 40 ft.
Number of exits: 3
Exit locations: Wall left of entrance / Wall opposite entrance / Wall opposite entrance /
Exit types: Door / Door / Corridor, 10ft. long /

Description
Purpose: Storage, mostly nonperishable goods
Current state: Used as a campsite
Contents: Monster (dominant inhabitant)

Possible feature: Slime (harmless); Torch stub; Leather boot
Possible furnishings: Sheet; Loom; Fireplace with mantle
(Religious) Possible furnishings: Candelabra; Candlesticks, Holy or unholy symbol
(Mage) Possible furnishings: Gong; Cloth, altar; Bells
Possible personal items: Bowl; Candle snuffer; Towel

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: Shaft (with or without elevator) down one level to a chamber

Contents

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

Container Contents: Dust
Book, Scroll, or Tome: Sheet music

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: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

Random Obstacles

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

Obstacle: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 15, +7 to-hit)
Effect: Darts shoot out of an opened chest

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: Tapestry or rug
Effect: Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming)

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