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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: Rectangle, 20 x 40ft.; passage on each wall
Description

Noises: Footsteps behind
Air: Clear and drafty
Odors: Stale

Purpose: Armory stocked with weapons and armor
Current state: Furniture wrecked but still present
Contents: Monster (random creature) guarding treasure found in a pile of junk

Possible feature: Rope, rotten; Dripping blood; Leaves and twigs
Possible furnishings: Bed; Tub; Chandelier
(Religious) Possible furnishings: Lamp; Vestments, Pulpit
(Mage) Possible furnishings: Columns or pillars; Brazier; Statue
Possible personal items: Candle snuffer; Yarn; Tinderbox (with flint and steel)

Passages

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

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 30ft., no doors or side passages

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

Doors

Door: Wooden / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Portcullis / Leads to: Chamber
Door 4: Portcullis / Leads to: Chamber
Door 5: Wooden / Leads to: Chamber
Door 6: Iron / 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: 1
Exit locations: Wall opposite entrance /
Exit types: Door /

Description
Purpose: Armory stocked with weapons and armor
Current state: Ashes, contents mostly burned
Contents: Empty room with Stairs (if not multi-level then reroll)

Possible feature: Rubble and dirt; Rags; Bones
Possible furnishings: Fresco; Chair, plain; Tapestry
(Religious) Possible furnishings: Columns or pillars; Gong, Vestments
(Mage) Possible furnishings: Holy or unholy symbol; Cloth, altar; Vestments
Possible personal items: Knife; Spigot; Pot

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: Bestiary

Monster

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

Motivation: Find a sanctuary
Personality: Brave; stands its ground.

Random Hazards

Hazard: Shrieker

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: Looked at (mural, arcane symbol)
Severity: Deadly (DC 16, +12 to-hit)
Effect: Lightning bolt shoots from wall 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: Mushroom field
Effect: Offers a game of chance, with the promise of a reward or valuable information

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