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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, 10 ft. wide; T intersection
Description

Noises: Scratching or scrabbling
Air: Clear and damp
Odors: Salty and wet

Purpose: Storage, mostly nonperishable goods
Current state: Holes, floor partially collapsed
Contents: Empty room with Dungeon hazard

Possible feature: Mold (common); Cobwebs; Mold (common)
Possible furnishings: Chest, medium; Bag; Throne
(Religious) Possible furnishings: Altar; Idol, Statue
(Mage) Possible furnishings: Robes; Drum; Holy or unholy symbol
Possible personal items: Oil, fuel; Ewer; Candlestick

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


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

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

4th Passage Width: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages

Doors

Door: Wooden / Leads to: Passage 20 ft. straight ahead

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

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: 3
Exit locations: Same wall as entrance / Wall left of entrance / Wall opposite entrance /
Exit types: Door / Door / Door /

Description
Purpose: Training and exercise room
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)

Possible feature: Torch stub; Arrow, broken; Chain, corroded
Possible furnishings: Armchair; Table, low; Bag
(Religious) Possible furnishings: Columns or pillars; Altar, Statue
(Mage) Possible furnishings: Brazier; Incense burner; Pews
Possible personal items: Dish; Cup; Sifter or strainer

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 three levels to a chamber

Contents

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

Container Contents: Paste
Book, Scroll, or Tome: Historical text

Monster

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

Motivation: Seek wealth
Personality: Bully; refuses to believe it can lose.

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: Blade barrier blocks passage

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Deadly (DC 19, +10 to-hit)
Effect: Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing

Damage
Level 1-4: 4d10
Level 5-10: 10d10
Level 11-16: 18d10
Level 17-20: 24d10

Random Tricks

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

Object: Skull
Effect: Increases, reduces, negates, or reverses gravity

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