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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: Maze (Click to make random). or choose:

Starting Area: Square, 20 x 20ft.; passage on each wall
Description

Noises: Thud
Air: Clear and damp
Odors: Ozone

Purpose: Workshop where doors, torch sconces, and other furnishings are repaired and maintained
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)

Possible feature: Guano; Water, large puddle; Cobwebs
Possible furnishings: Screen; Rug (small or medium); Couch
(Religious) Possible furnishings: Statue; Candles, Thurible
(Mage) Possible furnishings: Curtain or tapestry; Brazier; Bells
Possible personal items: Flagon, mug, or tankard; Box; Statuette or figurine

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 30ft., no doors or side passages

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

4th Passage Width: 10 ft. / Leads to: Chamber

Doors

Door: Secret door, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

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

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: 4
Exit locations: Wall right of entrance / Wall right of entrance / Wall opposite entrance / Same wall as entrance /
Exit types: Door / Door / Door / Door /

Description
Purpose: Guard room for sentinels that patrol the maze
Current state: Used as a campsite
Contents: Monster (pet or allied creature)

Possible feature: Wood pieces, rotting; Dampness, wall; Cobwebs
Possible furnishings: Pedestal; Keg (small barrel, 20 gallons); Table, trestle
(Religious) Possible furnishings: Stand; Offertory container, Offertory container
(Mage) Possible furnishings: Pulpit; Tripod; Pews
Possible personal items: Vial; Statuette or figurine; Dish

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: Up to a dead end

Contents

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

Container Contents: Cinders
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: Seek wealth
Personality: Braggart; makes a show of bravery but runs from danger.

Random Hazards

Hazard: Green slime (Drops from above. DC 10 Dex, 1d10 acid damage, damage each round until removed. Nonmagical wood, metal weapon or tool used to remove is destroyed. Destroyed by sunlight, cure disease, cold, fire, or radiant)

Random Obstacles

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

Obstacle: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 13, +7 to-hit)
Effect: Ceiling block falls, or entire ceiling collapses

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: Suit of armor
Effect: Bestows resistance or vulnerability

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