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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, 10ft. wide; four-way intersection
Description

Noises: Snapping
Air: Clear and damp
Odors: Stale

Purpose: Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)

Possible feature: Ashes; Dust; Dust
Possible furnishings: Chair, plain; Chest, medium; Workbench
(Religious) Possible furnishings: Tripod; Columns or pillars, Incense burner
(Mage) Possible furnishings: Robes; Brazier; Incense burner
Possible personal items: Wool; Ewer; Wig

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

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

4th Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

Doors

Door: Stone / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 3: Portcullis, locked in place / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Secret door / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Portcullis / Leads to: False door with trap

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

Description
Purpose: Antechamber for visiting dignitaries
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Rubble and dirt; Dust; Dung
Possible furnishings: Mattress; Painting; Pegs
(Religious) Possible furnishings: Paintings or frescoes; Gong, Holy or unholy symbol
(Mage) Possible furnishings: Chimes; Holy or unholy symbol; Tripod
Possible personal items: Salve or unguent; Yarn; Vial

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: Gelatin
Book, Scroll, or Tome: Navigational chart or star chart

Monster

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

Motivation: Conquer the dungeon
Personality: Bully; refuses to believe it can lose.

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: Reverse gravity effect causes creatures to fall toward the ceiling

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Deadly (DC 20, +9 to-hit)
Effect: Fire shoots out from wall, floor, or object

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: Runes engraved on wall or floor
Effect: Creates an illusion

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