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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: Treasure vault (Click to make random). or choose:

Starting Area: Circle, 40ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)
Description

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

Purpose: Watch room that allows guards to observe those who approach the dungeon
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (random creature) guarding treasure found in a small secret room

Possible feature: Water, small puddle; Dampness, wall; Cobwebs
Possible furnishings: Coal; Chandelier; Pail
(Religious) Possible furnishings: Whistle; Lectern, Tripod
(Mage) Possible furnishings: Pews; Altar; Gong
Possible personal items: Needle(s); Basket; Tinderbox (with flint and steel)

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 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.; passage ends in a door

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

Doors

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

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Portcullis, locked in place / Leads to: Chamber
Door 4: Stone, barred or locked / Leads to: Chamber
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden / 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: Circle, 30 ft. diameter
Number of exits: 2
Exit locations: Wall opposite entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Antechamber for visiting dignitaries
Current state: Used as a campsite
Contents: Monster (pet or allied creature) guarding treasure found in a small secret room

Possible feature: Stones, small; Dripping blood; Sword blade, broken
Possible furnishings: Loom; Buffet cabinet; Sideboard
(Religious) Possible furnishings: Columns or pillars; Vestments, Tripod
(Mage) Possible furnishings: Bells; Columns or pillars; Holy or unholy symbol
Possible personal items: Razor; Rope; 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: 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: Theological text

Monster

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

Motivation: Avoid danger
Personality: Greedy; wants treasure.

Random Hazards

Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

Random Obstacles

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

Obstacle: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 15, +8 to-hit)
Effect: Touching an object triggers a disintegrate spell

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: Sphere of magical energy
Effect: Ages the first person to touch the object

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