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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: Stronghold (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: Murmuring
Air: Clear and damp
Odors: Dank or moldy

Purpose: Chapel dedicated to a deity associated with the stronghold's master
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature)

Possible feature: Dampness, wall; Ashes; Wood pieces, rotting
Possible furnishings: Shelf; Buffet cabinet; Sack
(Religious) Possible furnishings: Vestments; Altar, Statue
(Mage) Possible furnishings: Votive light; Lamp; Robes
Possible personal items: Trivet or tripod; Grinder; Knife

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: 20 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

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

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

Doors

Door: Wooden, barred or locked / Leads to: Chamber

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, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Secret door, barred or locked / Leads to: Stairs (if not multi-level then reroll)
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, 20 x 20 ft.
Number of exits: 3
Exit locations: Same wall as entrance / Wall left of entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Door / Corridor, 10ft. long /

Description
Purpose: Barracks used by elite guards
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (pet or allied creature)

Possible feature: Wall scratchings; Stones, small; Dripping blood
Possible furnishings: Pallet; Fresco; Hamper
(Religious) Possible furnishings: Shrine; Vestments, Holy or unholy symbol
(Mage) Possible furnishings: Statue; Stand; Chimes
Possible personal items: Whetstone; Jug or pitcher; Stopper

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: Oil
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: Find a sanctuary
Personality: Bully; refuses to believe it can lose.

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: Touched (doorknob, statue)
Severity: Deadly (DC 18, +12 to-hit)
Effect: Floor collapses or is an illusion

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: Pool of water
Effect: Flies about to avoid being touched

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