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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: Hissing
Air: Clear and damp
Odors: Sulfurous

Purpose: Pen or prison where captives are held
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (pet or allied creature)

Possible feature: Cracks, floor; Helmet, badly dented; Dried blood
Possible furnishings: Pallet; Chair, plain; Chest of drawers
(Religious) Possible furnishings: Altar; Incense burner, Brazier
(Mage) Possible furnishings: Altar; Candelabra; Shrine
Possible personal items: Coffer; Ewer; Basket

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

3rd Passage Width: 40ft., with pillars / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

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

Doors

Door: Wooden / Leads to: Stairs (if not multi-level then reroll)

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Secret door / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Chamber
Door 6: Secret door, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

Chamber (Rooms)

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

Dimensions: Square, 40 x 40 ft.
Number of exits: 1
Exit locations: Same wall as entrance /
Exit types: Corridor, 10ft. long /

Description
Purpose: Trophy room or museum
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature)

Possible feature: Leaves and twigs; Water, small puddle; Dampness, wall
Possible furnishings: Idol (large); Blanket; Sheet
(Religious) Possible furnishings: Vestments; Font, Side chairs
(Mage) Possible furnishings: Shrine; Columns or pillars; Incense burner
Possible personal items: Whetstone; Food; Twine

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: Skin or hide
Book, Scroll, or Tome: Recipe book or cookbook

Monster

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

Motivation: Hide from enemies
Personality: Brave; stands its ground.

Random Hazards

Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Dangerous (DC 13, +6 to-hit)
Effect: Spears (possibly poisoned) spring out

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: Statue
Effect: Suppresses magic items for a time

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