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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.; passage on each wall
Description

Noises: Laughter
Air: Clear and damp
Odors: Ozone

Purpose: Latrine or bath
Current state: Rubble, ceiling partially collapsed
Contents: Random Obstacle

Possible feature: Cobwebs; Wood pieces, rotting; Dust
Possible furnishings: Trunk; Bed; Cresset
(Religious) Possible furnishings: Columns or pillars; Idol, Vestments
(Mage) Possible furnishings: Incense burner; Incense burner; Columns or pillars
Possible personal items: Bandages; Box; Candlestick

Passages

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

Extra passages (if necessary):


2nd Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

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

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

Doors

Door: Portcullis, locked in place / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Stone / Leads to: False door with trap
Door 3: Secret door, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 6: Portcullis / Leads to: Passage 20 ft. straight ahead

Chamber (Rooms)

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

Dimensions: Rectangle, 20 x 30 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Banquet room for hosting celebrations and guests
Current state: Rubble, ceiling partially collapsed
Contents: Random Obstacle

Possible feature: Fungi (common); Dripping blood; Rags
Possible furnishings: Throne; Sofa; Urn
(Religious) Possible furnishings: Screen; Idol, Incense burner
(Mage) Possible furnishings: Vestments; Offertory container; Lamp
Possible personal items: Cup; Statuette or figurine; Knucklebones or dice

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: Chimney up two levels to a passage 20ft. long

Contents

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

Container Contents: Liquid, thin
Book, Scroll, or Tome: Travelogue for an exotic land

Monster

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

Motivation: Conquer the dungeon
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: Blade barrier blocks passage

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 14, +6 to-hit)
Effect: Glyph of warding

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: Fresco
Effect: Releases, summons, or turns into a monster

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