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

Noises: Scuttling
Air: Clear and damp
Odors: Stale

Purpose: Guardroom for the defense of the lair
Current state: Ashes, contents mostly burned
Contents: Monster (pet or allied creature) guarding treasure found in behind furniture

Possible feature: Dampness, wall; Rope, rotten; Iron bar, bent and rusted
Possible furnishings: Sofa; Crate; Barrel (40 gallons)
(Religious) Possible furnishings: Incense burner; Kneeling bench, Tripod
(Mage) Possible furnishings: Holy or unholy symbol; Kneeling bench; Vestments
Possible personal items: Flagon, mug, or tankard; Flask or jar; Statuette or figurine

Passages

Passage Width: 40ft., with pillars / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

4th Passage Width: 40ft., with pillars / Leads to: Continue straight 20ft., door to the right, then an additional 10 ft. ahead

Doors

Door: Wooden / Leads to: Stairs (if not multi-level then reroll)

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Stone / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Portcullis / 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: Square, 50 x 50 ft.
Number of exits: 4
Exit locations: Wall opposite entrance / Wall right of entrance / Same wall as entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door / Door / Door /

Description
Purpose: Trophy room or museum
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)

Possible feature: Dust; Teeth or fangs, scattered; Hammer head, cracked
Possible furnishings: Hassock; Blanket; Urn
(Religious) Possible furnishings: Bells; Statue, Lectern
(Mage) Possible furnishings: Idol; Incense burner; Lamp
Possible personal items: Ladle; Basket; Tinderbox (with flint and steel)

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: Strands
Book, Scroll, or Tome: Biography

Monster

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

Motivation: Conquer the dungeon
Personality: Joker; taunts its enemies.

Random Hazards

Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

Random Obstacles

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

Obstacle: Wall of fire blocks passage

Random Traps

Trap Generator

Trigger: Stepped on (floor, stairs)
Severity: Dangerous (DC 15, +6 to-hit)
Effect: Fire shoots out from wall, floor, or object

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: Book
Effect: Creates a force field

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