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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.; passage on each wall
Description

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

Purpose: Cistern providing fresh water
Current state: Used as a campsite
Contents: Monster (random creature)

Possible feature: Pick handle; Dung; Ashes
Possible furnishings: Bunks; Chest, large; Table, long
(Religious) Possible furnishings: Chimes; Shrine, Idol
(Mage) Possible furnishings: Statue; Holy or unholy writings; Bells
Possible personal items: Candlestick; Dish; Wig

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: Stairs (if not multi-level then reroll)

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

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

Doors

Door: Portcullis / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Iron / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Square, 40 x 40 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Barracks for guards
Current state: Furniture wrecked but still present
Contents: Random Event (or empty room)

Possible feature: Cracks, ceiling; Cracks, ceiling; Water, large puddle
Possible furnishings: Throne; Chair, plain; Pail
(Religious) Possible furnishings: Thurible; Lamp, Pulpit
(Mage) Possible furnishings: Gong; Holy or unholy symbol; Font
Possible personal items: Washcloth; Tray; Statuette or figurine

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: Powder
Book, Scroll, or Tome: Text on astrology

Monster

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

Motivation: Seek an item in the dungeon
Personality: Brave; stands its ground.

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: Cave-in

Random Traps

Trap Generator

Trigger: Stepped on (floor, stairs)
Severity: Setback (DC 10, +4 to-hit)
Effect: Fire shoots out from wall, floor, or object

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: Brain preserved in a jar
Effect: Locks or unlocks exits

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