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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: Ringing
Air: Clear and drafty
Odors: Dank or moldy

Purpose: Pen or prison where captives are held
Current state: Furniture wrecked but still present
Contents: Empty room with treasure found in a container (small coffers)

Possible feature: Mold (common); Damp ceiling; Water, small puddle
Possible furnishings: Firkin (small cask, 10 gallons); Brazier and charcoal; Chest, medium
(Religious) Possible furnishings: Brazier; Paintings or frescoes, Brazier
(Mage) Possible furnishings: Holy or unholy symbol; Lamp; Altar
Possible personal items: Thread; Soap; Decanter

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

3rd Passage Width: 10 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

4th Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

Doors

Door: Stone, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the right

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right

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: 1
Exit locations: Wall left of entrance /
Exit types: Door /

Description
Purpose: Banquet room for important celebrations
Current state: Ashes, contents mostly burned
Contents: Monster (random creature) guarding treasure found in a container (small coffers)

Possible feature: Bottle, broken; Dripping blood; Food scraps
Possible furnishings: Pallet; Shelf; Keg (small barrel, 20 gallons)
(Religious) Possible furnishings: Whistle; Idol, Columns or pillars
(Mage) Possible furnishings: Tripod; Altar; Bells
Possible personal items: Pipe, smoking; Needle(s); Basket

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: Up to a dead end

Contents

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

Container Contents: Crystals
Book, Scroll, or Tome: Historical text

Monster

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

Motivation: Seek wealth
Personality: Bully; refuses to believe it can lose.

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: Looked at (mural, arcane symbol)
Severity: Setback (DC 11, +5 to-hit)
Effect: Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit)

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: Locks or unlocks exits

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