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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, 10ft. wide; four-way intersection
Description

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

Purpose: Armory stocked with weapons and armor
Current state: Furniture wrecked but still present
Contents: Random Event (or empty room)

Possible feature: Cracks, ceiling; Guano; Spike, rusted
Possible furnishings: Carpet (large); Painting; Stool, normal
(Religious) Possible furnishings: Lamp; Tripod, Brazier
(Mage) Possible furnishings: Altar; Mosaic; Idol
Possible personal items: Trivet or tripod; Needle(s); Candle snuffer

Passages

Passage Width: 10 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

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., door to the right, then an additional 10 ft. ahead

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Portcullis, locked in place / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 3: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 4: Stone / Leads to: Chamber
Door 5: Wooden / Leads to: False door with trap
Door 6: Iron / Leads to: Chamber

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 right of entrance /
Exit types: Corridor, 10ft. long /

Description
Purpose: Storage, mostly nonperishable goods
Current state: Furniture wrecked but still present
Contents: Empty room with treasure found in a pile of junk

Possible feature: Hair or fur; Mold (common); Dripping blood
Possible furnishings: Throne; Coal; Chair, padded
(Religious) Possible furnishings: Holy or unholy symbol; Bells, Thurible
(Mage) Possible furnishings: Font; Offertory container; Tripod
Possible personal items: Scroll; Book; Horn, drinking

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 passage 20ft. long

Contents

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

Container Contents: Liquid, viscous
Book, Scroll, or Tome: Letter

Monster

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

Motivation: Slay a rival
Personality: Greedy; wants treasure.

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: Wall of force blocks passage

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Setback (DC 10, +4 to-hit)
Effect: Symbol

Damage
Level 1-4: 1d10
Level 5-10: 2d10
Level 11-16: 4d10
Level 17-20: 10d10

Random Tricks

Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.

Object: Furniture
Effect: Locks or unlocks exits

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