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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 random). or choose:

Starting Area: Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description

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

Purpose: Cistern or well for drinking water
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Obstacle

Possible feature: Dust; Cracks, wall; Javelin head, blunt
Possible furnishings: Tapestry; Screen; Fireplace with mantle
(Religious) Possible furnishings: Tripod; Shrine, Pews
(Mage) Possible furnishings: Cloth, altar; Shrine; Incense burner
Possible personal items: Grinder; Book; Wool

Passages

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

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Chamber

3rd Passage Width: 5 ft. / Leads to: Chamber

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

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Iron, barred or locked / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Stone / Leads to: Passage 20 ft. straight ahead
Door 5: Portcullis, locked in place / Leads to: Chamber
Door 6: Wooden / Leads to: Passage 20 ft. straight ahead

Chamber (Rooms)

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

Dimensions: Rectangle, 30 x 40 ft.
Number of exits: 3
Exit locations: Wall left of entrance / Wall opposite entrance / Wall right of entrance /
Exit types: Door / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Armory stocked with weapons and armor
Current state: Stripped bare
Contents: Random Trap protecting treasure found in a loose stone

Possible feature: Pick handle; Rags; Cobwebs
Possible furnishings: Fireplace and wood; Rug (small or medium); Dais
(Religious) Possible furnishings: Cassocks; Throne, Incense burner
(Mage) Possible furnishings: Statue; Incense burner; Stand
Possible personal items: Flask or jar; Washcloth; Parchment

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 chamber

Contents

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

Container Contents: Paste
Book, Scroll, or Tome: Forged document

Monster

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

Motivation: Avoid danger
Personality: Rabble; poorly trained and easily rattled.

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

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: Opened (door, treasure chest)
Severity: Setback (DC 10, +3 to-hit)
Effect: Locked room floods with water or acid

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: Pool of water
Effect: Suppresses magic items for a time

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