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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: Planar gate (Click to make random). or choose:

Starting Area: Square, 20 x 20ft.; door on two walls, passage in third wall
Description

Noises: Laughter
Air: Clear and drafty
Odors: Sulfurous

Purpose: Chapel dedicated to a deity or deities related to the portal and its defenders
Current state: Furniture wrecked but still present
Contents: Monster (random creature)

Possible feature: Dagger hilt; Slime (harmless); Cobwebs
Possible furnishings: Staff, normal; Wood billets; Bunks
(Religious) Possible furnishings: Columns or pillars; Vestments, Vestments
(Mage) Possible furnishings: Columns or pillars; Throne; Curtain or tapestry
Possible personal items: Spoon; Vial; Tinderbox (with flint and steel)

Passages

Passage Width: 5 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: Chamber

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

4th Passage Width: 10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

Doors

Door: Wooden, barred or locked / Leads to: False door with trap

Extra doors (if necessary):
Door 2: Wooden, barred or locked / Leads to: False door with trap
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
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: 1
Exit locations: Wall left of entrance /
Exit types: Door /

Description
Purpose: Gallery for displaying trophies and objects related to the portal and those that guard it
Current state: Pool of water; chamber's original contents are water damaged
Contents: Empty room with Dungeon hazard

Possible feature: Rope, rotten; Ashes; Ashes
Possible furnishings: Armchair; Sofa; Barrel (40 gallons)
(Religious) Possible furnishings: Rail; Screen, Vestments
(Mage) Possible furnishings: Votive light; Vestments; Vestments
Possible personal items: Vase; Statuette or figurine; Thread

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: Shaft (with or without elevator) up one level to a chamber and down one level to a chamber

Contents

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

Container Contents: Liquid, viscous
Book, Scroll, or Tome: Text on exotic flora or fauna

Monster

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

Motivation: Slay a rival
Personality: Greedy; wants treasure.

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: Lava flows through the area (50 percent chance of a stone bridge crossing it)

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 12, +8 to-hit)
Effect: Touching an object triggers a disintegrate spell

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: Statue
Effect: Helps or harms certain types of creatures

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