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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, 40 x 40 ft.; doors on three walls
Description

Noises: Rattling
Air: Clear and damp
Odors: Manure

Purpose: Workshop for the construction of weapons, armor, tools, and other goods
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Club, splintered; Cobwebs; Damp ceiling
Possible furnishings: Stool, normal; Table, small; Blanket
(Religious) Possible furnishings: Holy or unholy symbol; Brazier, Incense burner
(Mage) Possible furnishings: Holy or unholy symbol; Candles; Offertory container
Possible personal items: Knucklebones or dice; Awl; Flagon, mug, or tankard

Passages

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

Extra passages (if necessary):


2nd Passage Width: 40ft., with pillars / Leads to: Continue straight 20ft.; passage ends in a door

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: Chamber

Doors

Door: Wooden / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Stone / Leads to: Chamber
Door 4: Secret door / Leads to: Chamber
Door 5: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Wooden, barred or locked / 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: 0
Exit locations:
Exit types:

Description
Purpose: Armory stocked with weapons and armor
Current state: Rubble, ceiling partially collapsed
Contents: Monster (pet or allied creature) guarding treasure found in a pile of junk

Possible feature: Wax drippings; Leather boot; Mold (common)
Possible furnishings: Sofa; Box (large); Table, small
(Religious) Possible furnishings: Holy or unholy symbol; Columns or pillars, Idol
(Mage) Possible furnishings: Pipes, musical; Pews; Robes
Possible personal items: Cologne or perfume; Candle snuffer; 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: Down three levels to a chamber

Contents

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

Container Contents: Strips
Book, Scroll, or Tome: Poetry

Monster

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

Motivation: Seek wealth
Personality: Fanatic; ready to die fighting.

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

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: Deadly (DC 18, +9 to-hit)
Effect: Thunderwave knocks characters into a pit or spikes

Damage
Level 1-4: 4d10
Level 5-10: 10d10
Level 11-16: 18d10
Level 17-20: 24d10

Random Tricks

Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.

Object: Burning fire
Effect: Creates a force field

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