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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 in third wall
Description

Noises: Jingling
Air: Clear and damp
Odors: Earthy

Purpose: Armory stocked with weapons and armor
Current state: Ashes, contents mostly burned
Contents: Monster (random creature)

Possible feature: Stones, small; Dung; Slime (harmless)
Possible furnishings: Buffet cabinet; Chair, padded; Chair, padded, or divan
(Religious) Possible furnishings: Vestments; Stand, Bells
(Mage) Possible furnishings: Holy or unholy symbol; Incense burner; Holy or unholy symbol
Possible personal items: Comb; Plate, platter, or saucer; Brush

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 30 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

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: Stairs (if not multi-level then reroll)

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Secret door, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 3: Secret door / Leads to: Chamber
Door 4: Wooden, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 5: Portcullis / Leads to: Passage 20 ft. straight ahead
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, 20 x 30 ft.
Number of exits: 3
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall opposite entrance /
Exit types: Door / Door / Corridor, 10ft. long /

Description
Purpose: Cistern or well for drinking water
Current state: Holes, floor partially collapsed
Contents: Monster (dominant inhabitant) guarding treasure found in a loose stone

Possible feature: Water, large puddle; Slime (harmless); Rubble and dirt
Possible furnishings: Desk; Tun (huge cask, 250 gallons); Chandelier
(Religious) Possible furnishings: Bells; Holy or unholy symbol, Incense burner
(Mage) Possible furnishings: Side chairs; Pews; Brazier
Possible personal items: Knucklebones or dice; Whetstone; Bowl

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: Dust
Book, Scroll, or Tome: Travelogue for an exotic land

Monster

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

Motivation: Conquer the dungeon
Personality: Brave; stands its ground.

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: 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: Opened (door, treasure chest)
Severity: Dangerous (DC 13, +6 to-hit)
Effect: Spears (possibly poisoned) spring out

Damage
Level 1-4: 2d10
Level 5-10: 4d10
Level 11-16: 10d10
Level 17-20: 18d10

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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