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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: Passage, 10 ft. wide; T intersection
Description

Noises: Snapping
Air: Clear but cold
Odors: Acrid

Purpose: Pen or prison where captives are held
Current state: Used as a campsite
Contents: Empty room with Stairs (if not multi-level then reroll)

Possible feature: Dripping blood; Cobwebs; Torch stub
Possible furnishings: Butt (huge cask, 125 gallons); Pipe (large cask, 105 gallons); Dais
(Religious) Possible furnishings: Bells; Pipes, musical, Shrine
(Mage) Possible furnishings: Candlesticks; Robes; Idol
Possible personal items: Sifter or strainer; Fork; Key

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

3rd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

4th Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Portcullis / Leads to: Stairs (if not multi-level then reroll)
Door 3: Wooden, barred or locked / Leads to: Chamber
Door 4: Stone, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 6: Secret door, 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: Circle, 30 ft. diameter
Number of exits: 2
Exit locations: Wall opposite entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Trophy room or museum
Current state: Pristine and in original state
Contents: Monster (dominant inhabitant) guarding treasure found in a pile of junk

Possible feature: Iron bar, bent and rusted; Dampness, wall; Dust
Possible furnishings: Mattress; Chair, plain; Cupboard
(Religious) Possible furnishings: Pews; Incense burner, Robes
(Mage) Possible furnishings: Bells; Offertory container; Shrine
Possible personal items: Flagon, mug, or tankard; Quill; Candlestick

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: Up one level to a chamber

Contents

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

Container Contents: Powder
Book, Scroll, or Tome: Book of pressed flowers

Monster

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

Motivation: Slay a rival
Personality: Braggart; makes a show of bravery but runs from danger.

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

Random Traps

Trap Generator

Trigger: Stepped on (floor, stairs)
Severity: Dangerous (DC 14, +6 to-hit)
Effect: Locked room floods with water or acid

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: Runes engraved on wall or floor
Effect: Swaps two or more characters' minds

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