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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: Thumping
Air: Clear and damp
Odors: Ozone

Purpose: Armory containing mundane and magic gear used by the treasure vault's guards
Current state: Holes, floor partially collapsed
Contents: Monster (random creature)

Possible feature: Wall scratchings; Dung; Fungi (common)
Possible furnishings: Fireplace and wood; Brazier and charcoal; Table, low
(Religious) Possible furnishings: Bells; Tripod, Holy or unholy symbol
(Mage) Possible furnishings: Idol; Bells; Robes
Possible personal items: Cologne or perfume; Plate, platter, or saucer; Tray

Passages

Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft., door to the right, then an additional 10 ft. ahead

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Chamber

3rd Passage Width: 20 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

Doors

Door: Secret door / Leads to: Chamber

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

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: 3
Exit locations: Same wall as entrance / Wall left of entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Door / Corridor, 10ft. long /

Description
Purpose: Guardroom to defend against intruders
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Trap protecting treasure found in a loose stone

Possible feature: Helmet, badly dented; Sticks; Cracks, wall
Possible furnishings: Tun (huge cask, 250 gallons); Chest, medium; Fireplace and wood
(Religious) Possible furnishings: Bells; Columns or pillars, Statue
(Mage) Possible furnishings: Idol; Cloth, altar; Idol
Possible personal items: Parchment; Dish; Lamp or lantern

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 three levels to a passage 20ft. long

Contents

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

Container Contents: Crystals
Book, Scroll, or Tome: Doodles or sketches

Monster

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

Motivation: Conquer the dungeon
Personality: Rabble; poorly trained and easily rattled.

Random Hazards

Hazard: Violet fungus: This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days.

Random Obstacles

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

Obstacle: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Setback (DC 10, +5 to-hit)
Effect: Thunderwave knocks characters into a pit or spikes

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: Skull
Effect: Contains an imprisoned creature

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