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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, 20 x 40ft.; passage on each wall
Description

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

Purpose: Chapel where the lair's inhabitants worship
Current state: Holes, floor partially collapsed
Contents: Monster (dominant inhabitant) guarding treasure hoard found in an illusion

Possible feature: Water, trickle; Wall scratchings; Cobwebs
Possible furnishings: Bunks; Pegs; Armchair
(Religious) Possible furnishings: Lamp; Side chairs, Vestments
(Mage) Possible furnishings: Idol; Tripod; Tripod
Possible personal items: Mirror; Razor; Thread

Passages

Passage Width: 20 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 5 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead

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: Secret door, barred or locked / Leads to: Chamber

Extra doors (if necessary):
Door 2: Iron / Leads to: Chamber
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Stone, barred or locked / Leads to: Chamber
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Octagon, 40 x 40 ft.
Number of exits: 2
Exit locations: Wall left of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Guardroom for the defense of the lair
Current state: Ashes, contents mostly burned
Contents: Monster (random creature)

Possible feature: Damp ceiling; Wax drippings; Coin, copper
Possible furnishings: Pegs; Tapestry; Chair, padded
(Religious) Possible furnishings: Tripod; Robes, Idol
(Mage) Possible furnishings: Candelabra; Holy or unholy symbol; Columns or pillars
Possible personal items: Scroll; Pouch; Key

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 two levels to a passage 20ft. long

Contents

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

Container Contents: Gelatin
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: Seek an item in the dungeon
Personality: Joker; taunts its enemies.

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

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: Moved (cart, stone block)
Severity: Dangerous (DC 13, +6 to-hit)
Effect: Door or other object is coated with contact poison

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: Casts suggestion on the characters

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