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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: Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description

Noises: Chirping
Air: Clear and warm
Odors: Metallic

Purpose: Watch room that allows guards to observe those who approach the dungeon
Current state: Furniture wrecked but still present
Contents: Random Obstacle

Possible feature: Helmet, badly dented; Slime (harmless); Rope, rotten
Possible furnishings: Desk; Grindstone; Shelf
(Religious) Possible furnishings: Pipes, musical; Brazier, Pews
(Mage) Possible furnishings: Incense burner; Cloth, altar; Cassocks
Possible personal items: Wig; Bottle; Brush

Passages

Passage Width: 5 ft. / Leads to: Continue straight 30ft., no doors or side passages

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional lO ft. ahead

4th Passage Width: 20 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Stone / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden, barred or locked / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 50 x 80 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall opposite entrance /
Exit types: Door / Door /

Description
Purpose: Guardroom to defend against intruders
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature) guarding treasure found in a loose stone

Possible feature: Water, small puddle; Dust; Cobwebs
Possible furnishings: Stand; Chest, medium; Loom
(Religious) Possible furnishings: Font; Altar, Thurible
(Mage) Possible furnishings: Paintings or frescoes; Altar; Paintings or frescoes
Possible personal items: Statuette or figurine; Book; Oil, cooking

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: Shaft (with or without elevator) down one level to a chamber

Contents

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

Container Contents: Strips
Book, Scroll, or Tome: Catalog

Monster

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

Motivation: Slay a rival
Personality: Greedy; wants treasure.

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: 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: Deadly (DC 16, +10 to-hit)
Effect: Ceiling block falls, or entire ceiling collapses

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: Suit of armor
Effect: Helps or harms certain types of creatures

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