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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: Lair (Click to make permanent). or choose:

Starting Area: Passage, 10ft. wide; four-way intersection
Description

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

Purpose: Cistern or well for drinking water
Current state: Stripped bare
Contents: Empty room with Dungeon hazard

Possible feature: Wax blob (candle stub); Sticks; Dripping blood
Possible furnishings: Crate; Table, long; Pegs
(Religious) Possible furnishings: Statue; Columns or pillars, Idol
(Mage) Possible furnishings: Lamp; Bells; Votive light
Possible personal items: Pipe, smoking; Brush; Yarn

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: Chamber

3rd Passage Width: 10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

4th Passage Width: 10 ft. / Leads to: Chamber

Doors

Door: Portcullis, locked in place / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Secret door / Leads to: Chamber
Door 3: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Iron / Leads to: Chamber
Door 5: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 6: Wooden / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Octagon, 40 x 40 ft.
Number of exits: 1
Exit locations: Wall right of entrance /
Exit types: Corridor, 10ft. long /

Description
Purpose: Latrine or bath
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Leaves and twigs; Ashes; Wax blob (candle stub)
Possible furnishings: Wall basin and font; Idol (large); Keg (small barrel, 20 gallons)
(Religious) Possible furnishings: Incense burner; Tripod, Vestments
(Mage) Possible furnishings: Altar; Tripod; Brazier
Possible personal items: Whetstone; Ear spoon; Basin

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: Strands
Book, Scroll, or Tome: Contract

Monster

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

Motivation: Seek wealth
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: Poisonous gas (deals 1d6 poison damage per minute of exposure)

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 10, +3 to-hit)
Effect: Ceiling block falls, or entire ceiling collapses

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: Suit of armor
Effect: Grants a wish

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