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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: Square, 20 x 20ft.; passage on each wall
Description

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

Purpose: Throne room where the lair's leaders hold court
Current state: Holes, floor partially collapsed
Contents: Random Trap protecting treasure found in a pile of junk

Possible feature: Rags; Coin, copper; Wall scratchings
Possible furnishings: Mattress; Cask (40 gallons); Bed
(Religious) Possible furnishings: Lamp; Lamp, Tripod
(Mage) Possible furnishings: Prayer rug; Holy or unholy symbol; Idol
Possible personal items: Rope; Basket; Parchment

Passages

Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

Extra passages (if necessary):


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

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

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

Doors

Door: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right

Extra doors (if necessary):
Door 2: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Stone / Leads to: Stairs (if not multi-level then reroll)
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden / 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: Rectangle, 40 x 50 ft.
Number of exits: 1
Exit locations: Wall opposite entrance /
Exit types: Corridor, 10ft. long /

Description
Purpose: Workshop for the construction of weapons, armor, tools, and other goods
Current state: Ashes, contents mostly burned
Contents: Empty room with Dungeon hazard

Possible feature: Dripping blood; Flask, cracked; Pick handle
Possible furnishings: Sconce; Barrel (40 gallons); Table, long
(Religious) Possible furnishings: Gong; Columns or pillars, Brazier
(Mage) Possible furnishings: Thurible; Incense burner; Shrine
Possible personal items: Twine; Grinder; Shaker

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: Fibers
Book, Scroll, or Tome: Almanac

Monster

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

Motivation: Recover from a battle
Personality: Brave; stands its ground.

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: Cave-in

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 13, +7 to-hit)
Effect: Thunderwave knocks characters into a pit or spikes

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: Stone obelisk
Effect: Presents a puzzle or riddle

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