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

Starting Area: Square, 20 x 20ft.; door on two walls, passage in third wall
Description

Noises: Creaking
Air: Clear and damp
Odors: Urine

Purpose: Sitting room for family and intimate guests
Current state: Furniture wrecked but still present
Contents: Empty room with treasure found in a container (stone containers)

Possible feature: Dust; Ashes; Hair or fur
Possible furnishings: Statue; Chest, large; Idol (large)
(Religious) Possible furnishings: Altar; Altar, Pulpit
(Mage) Possible furnishings: Statue; Chimes; Brazier
Possible personal items: Decanter; Oil, cooking; Awl

Passages

Passage Width: 30 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

Extra passages (if necessary):


2nd Passage Width: 5 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

3rd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

4th Passage Width: 20 ft. / Leads to: Chamber

Doors

Door: Wooden / Leads to: False door with trap

Extra doors (if necessary):
Door 2: Portcullis / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Portcullis, locked in place / Leads to: Chamber
Door 5: Secret door / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 30 x 40 ft.
Number of exits: 2
Exit locations: Wall right of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Dining room for intimate gatherings or informal meals
Current state: Rubble, ceiling partially collapsed
Contents: Random Obstacle

Possible feature: Water, large puddle; Ashes; Rope, rotten
Possible furnishings: Blanket; Grindstone; Rug (small or medium)
(Religious) Possible furnishings: Thurible; Gong, Statue
(Mage) Possible furnishings: Bells; Holy or unholy symbol; Drum
Possible personal items: Wool; Basin; Book

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: Grains
Book, Scroll, or Tome: Text on masonry

Monster

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

Motivation: Find a sanctuary
Personality: Rabble; poorly trained and easily rattled.

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: Cave-in

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Deadly (DC 18, +10 to-hit)
Effect: Touching an object triggers a flesh to stone spell

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: Brain preserved in a jar
Effect: Casts suggestion on the characters

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