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

Noises: Footsteps behind
Air: Clear but cold
Odors: Dank or moldy

Purpose: Kennel for trained beasts used to guard the treasure vault
Current state: Furniture wrecked but still present
Contents: Random Trick

Possible feature: Rubble and dirt; Straw; Dripping blood
Possible furnishings: Dais; Cabinet; Stool, normal
(Religious) Possible furnishings: Idol; Lamp, Columns or pillars
(Mage) Possible furnishings: Votive light; Throne; Altar
Possible personal items: Basket; Lamp or lantern; Lamp or lantern

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 30 ft. / Leads to: Continue straight 20ft., door to the right, then an additional 10 ft. ahead

3rd Passage Width: 10 ft. / Leads to: Chamber

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

Doors

Door: Portcullis, locked in place / Leads to: False door with trap

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

Chamber (Rooms)

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

Dimensions: Square, 30 x 30 ft.
Number of exits: 2
Exit locations: Wall right of entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Guardroom to defend against intruders
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Spike, rusted; Bottle, broken; Dust
Possible furnishings: Workbench; Staff, normal; Idol (large)
(Religious) Possible furnishings: Screen; Pews, Prayer rug
(Mage) Possible furnishings: Statue; Paintings or frescoes; Cloth, altar
Possible personal items: Plate, platter, or saucer; Ear spoon; Coffer

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 chamber

Contents

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

Container Contents: Bark
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: Conquer the dungeon
Personality: Brave; stands its ground.

Random Hazards

Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Stepped on (floor, stairs)
Severity: Setback (DC 11, +5 to-hit)
Effect: Ceiling lowers slowly in locked room

Damage
Level 1-4: 1d10
Level 5-10: 2d10
Level 11-16: 4d10
Level 17-20: 10d10

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: Wails loudly when touched

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