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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: Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description

Noises: Music
Air: Clear and damp
Odors: Manure

Purpose: Guardroom for the defense of the lair
Current state: Furniture wrecked but still present
Contents: Dungeon hazard with incidental treasure found in a loose stone

Possible feature: Pole, broken (5 ft. long); Ashes; Food scraps
Possible furnishings: Couch; Armoire; Statue
(Religious) Possible furnishings: Pews; Whistle, Tripod
(Mage) Possible furnishings: Lectern; Candles; Altar
Possible personal items: Wool; Ear spoon; Basket

Passages

Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

3rd Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

4th Passage Width: 10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

Doors

Door: Secret door, barred or locked / Leads to: Stairs (if not multi-level then reroll)

Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to: False door with trap
Door 3: Wooden / Leads to: False door with trap
Door 4: Secret door / Leads to: Chamber
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 40 x 50 ft.
Number of exits: 6
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall right of entrance / Wall left of entrance / Wall opposite entrance / Wall right of entrance /
Exit types: Door / Corridor, 10ft. long / Door / Door / Door / Corridor, 10ft. long /

Description
Purpose: Bedroom, for use by leaders
Current state: Ashes, contents mostly burned
Contents: Random Trap

Possible feature: Mold (common); Stones, small; Helmet, badly dented
Possible furnishings: Bed; Pail; Couch
(Religious) Possible furnishings: Shrine; Stand, Idol
(Mage) Possible furnishings: Font; Stand; Cloth, altar
Possible personal items: Kettle; Statuette or figurine; Book

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: Bones
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: Slay a rival
Personality: Fanatic; ready to die fighting.

Random Hazards

Hazard: Shrieker

Random Obstacles

Obstacles block or hamper progress and can affect more than one room.

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 11, +5 to-hit)
Effect: Collapsing staircase creates a ramp that deposits characters into a pit at its lower end

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: Plant or tree
Effect: Creates a force field

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