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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: Circle, 40ft. diameter; one passage at each cardinal direction
Description

Noises: Buzzing
Air: Clear and drafty
Odors: Chlorine

Purpose: Storage, mostly nonperishable goods
Current state: Furniture wrecked but still present
Contents: Empty room with treasure found in a secret compartment

Possible feature: Sticks; Cobwebs; Water, trickle
Possible furnishings: Table, low; Pallet; Loom
(Religious) Possible furnishings: Columns or pillars; Stand, Font
(Mage) Possible furnishings: Shrine; Candelabra; Candelabra
Possible personal items: Tinderbox (with flint and steel); Fork; Spigot

Passages

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

Extra passages (if necessary):


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

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

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Portcullis / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 4: Iron / Leads to: Chamber
Door 5: Portcullis, locked in place / Leads to: Chamber
Door 6: Wooden / 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: 2
Exit locations: Wall right of entrance / Wall opposite entrance /
Exit types: Door / Door /

Description
Purpose: Training and exercise room
Current state: Pristine and in original state
Contents: Monster (pet or allied creature)

Possible feature: Mold (common); Water, large puddle; Hair or fur
Possible furnishings: Fireplace and wood; Buffet cabinet; Butt (huge cask, 125 gallons)
(Religious) Possible furnishings: Bells; Altar, Font
(Mage) Possible furnishings: Incense burner; Idol; Holy or unholy symbol
Possible personal items: Whetstone; Tinderbox (with flint and steel); Flagon, mug, or tankard

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: Chimney up two levels to a passage 20ft. long

Contents

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

Container Contents: Fibers
Book, Scroll, or Tome: Navigational chart or star chart

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: Braggart; makes a show of bravery but runs from danger.

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: Moved through (doorway, hallway)
Severity: Dangerous (DC 12, +6 to-hit)
Effect: Clanging noise attracts nearby monsters

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: Cracked gem
Effect: Teleports characters to another place

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