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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: Bang or slam
Air: Clear and damp
Odors: Earthy

Purpose: Kitchen for food storage and preparation
Current state: Furniture wrecked but still present
Contents: Random Trick

Possible feature: Bones; Sticks; Dagger hilt
Possible furnishings: Box (large); Carpet (large); Wall basin and font
(Religious) Possible furnishings: Lamp; Vestments, Incense burner
(Mage) Possible furnishings: Holy or unholy symbol; Holy or unholy writings; Screen
Possible personal items: Candle snuffer; Casket (small); Shaker

Passages

Passage Width: 30 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Chamber

3rd Passage Width: 20 ft. / Leads to: Chamber

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional lO ft. ahead

Doors

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

Extra doors (if necessary):
Door 2: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 3: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Wooden / Leads to: Chamber
Door 5: Portcullis / Leads to: Passage 20 ft. straight ahead
Door 6: Stone, barred or locked / Leads to: Chamber

Chamber (Rooms)

Whenever a passage, door, or anything else results in a chamber, use one of these.

Dimensions: Square, 40 x 40 ft.
Number of exits: 3
Exit locations: Wall right of entrance / Wall left of entrance / Wall opposite entrance /
Exit types: Door / Door / Door /

Description
Purpose: Trophy room or museum
Current state: Furniture wrecked but still present
Contents: Dungeon hazard with incidental treasure found in a pile of junk

Possible feature: Mold (common); Dried blood; Dampness, wall
Possible furnishings: Bed; Pedestal; Mat
(Religious) Possible furnishings: Bells; Brazier, Screen
(Mage) Possible furnishings: Drum; Vestments; Screen
Possible personal items: Coffer; Kettle; Vial

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 passage 20ft. long

Contents

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

Container Contents: Powder
Book, Scroll, or Tome: Text on herbalism

Monster

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

Motivation: Seek wealth
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: Battering winds reduce speed by half, impose disadvantage on ranged attack rolls

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Deadly (DC 17, +9 to-hit)
Effect: Door or other object is coated with contact poison

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: Tapestry or rug
Effect: Prevents movement

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