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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, 40 x 40 ft.; doors on three walls
Description

Noises: Bellowing
Air: Clear and damp
Odors: Manure

Purpose: Training and exercise room
Current state: Holes, floor partially collapsed
Contents: Monster (random creature)

Possible feature: Dust; Wood pieces, rotting; Cracks, floor
Possible furnishings: Armchair; Bucket; Barrel (40 gallons)
(Religious) Possible furnishings: Columns or pillars; Prayer rug, Vestments
(Mage) Possible furnishings: Holy or unholy symbol; Cloth, altar; Pipes, musical
Possible personal items: Book; Thread; Thread

Passages

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

3rd Passage Width: 10 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: Stone, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the left

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: False door with trap
Door 4: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden, barred or locked / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Square, 20 x 20 ft.
Number of exits: 1
Exit locations: Wall right of entrance /
Exit types: Door /

Description
Purpose: Workshop for the construction of weapons, armor, tools, and other goods
Current state: Used as a campsite
Contents: Random Trap

Possible feature: Dripping blood; Dripping blood; Cobwebs
Possible furnishings: Stool, normal; Arras or curtain; Bed
(Religious) Possible furnishings: Lamp; Robes, Candles
(Mage) Possible furnishings: Vestments; Holy or unholy symbol; Paintings or frescoes
Possible personal items: Bottle; Powder puff; Parchment

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 to a dead end

Contents

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

Container Contents: Strips
Book, Scroll, or Tome: Bestiary

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: Bully; refuses to believe it can lose.

Random Hazards

Hazard: Shrieker

Random Obstacles

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

Obstacle: Antilife aura with a radius of 1d10 x 10ft.; while in the aura, living creatures can't regain hit points

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Dangerous (DC 15, +6 to-hit)
Effect: Locking pit floods with water

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: Mushroom field
Effect: Creates a force field

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