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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: Footsteps receding
Air: Clear and damp
Odors: Sulfurous

Purpose: Audience chamber, used to receive guests
Current state: Rubble, ceiling partially collapsed
Contents: Random Obstacle

Possible feature: Dampness, wall; Leaves and twigs; Hammer head, cracked
Possible furnishings: Dais; Chandelier; Altar
(Religious) Possible furnishings: Vestments; Shrine, Screen
(Mage) Possible furnishings: Lamp; Shrine; Holy or unholy symbol
Possible personal items: Tureen; Flask or jar; Thread

Passages

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

Extra passages (if necessary):


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

3rd Passage Width: 10 ft. / Leads to: Chamber

4th Passage Width: 20 ft. / Leads to: Chamber

Doors

Door: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Stone / Leads to: False door with trap
Door 4: Wooden / Leads to: False door with trap
Door 5: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
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, 40 x 50 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall opposite entrance /
Exit types: Door / Corridor, 10ft. long /

Description
Purpose: Chapel where the lair's inhabitants worship
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature)

Possible feature: Leaves and twigs; Rubble and dirt; Rubble and dirt
Possible furnishings: Stool , high; Pegs; Rug (small or medium)
(Religious) Possible furnishings: Vestments; Incense burner, Stand
(Mage) Possible furnishings: Vestments; Idol; Paintings or frescoes
Possible personal items: Stopper; Brush; Soap

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 three levels to a chamber

Contents

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

Container Contents: Dust
Book, Scroll, or Tome: Letter

Monster

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

Motivation: Seek an item in the dungeon
Personality: Cowardly; looking to surrender.

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 force blocks passage

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 15, +7 to-hit)
Effect: Thunderwave knocks characters into a pit or spikes

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: Stone obelisk
Effect: Grants a wish

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