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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: Passage, 10 ft. wide; T intersection
Description

Noises: Tapping
Air: Clear and damp
Odors: Earthy

Purpose: Trap or other trick designed to kill or capture creatures that enter the dungeon
Current state: Rubble, ceiling partially collapsed
Contents: Dungeon hazard with incidental treasure found in behind furniture

Possible feature: Flask, cracked; Spike, rusted; Cobwebs
Possible furnishings: Coal; Quilt; Table, low
(Religious) Possible furnishings: Whistle; Columns or pillars, Screen
(Mage) Possible furnishings: Stand; Votive light; Votive light
Possible personal items: Lamp or lantern; Coffer; Wool

Passages

Passage Width: 40ft., with pillars / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 5 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

3rd Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

4th 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.

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to: Chamber
Door 3: Secret door / Leads to: Passage 20 ft. straight ahead
Door 4: Stone, barred or locked / Leads to: Chamber
Door 5: Portcullis / Leads to: Passage 20 ft. straight ahead
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: 2
Exit locations: Wall right of entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature) guarding treasure found in behind furniture

Possible feature: Cracks, wall; Arrow, broken; Ashes
Possible furnishings: Blanket; Throne; Fresco
(Religious) Possible furnishings: Lamp; Tripod, Holy or unholy symbol
(Mage) Possible furnishings: Tripod; Whistle; Vestments
Possible personal items: Cup; Key; Wool

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 one level to a passage 20ft. long

Contents

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

Container Contents: Oil
Book, Scroll, or Tome: Last will and testament

Monster

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

Motivation: Find a sanctuary
Personality: Fanatic; ready to die fighting.

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: Wall of force blocks passage

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Deadly (DC 17, +11 to-hit)
Effect: Huge wheeled statue rolls down corridor

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: Skull
Effect: Prevents movement

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