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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 permanent). or choose:

Starting Area: Circle, 40ft. diameter; one passage at each cardinal direction
Description

Noises: Murmuring
Air: Clear, with smoke covering ceiling
Odors: Stale

Purpose: Storage, mostly nonperishable goods
Current state: Used as a campsite
Contents: Monster (pet or allied creature) guarding treasure found in a loose stone

Possible feature: Mold (common); Ashes; Water, small puddle
Possible furnishings: Armoire; Table, trestle; Blanket
(Religious) Possible furnishings: Lamp; Thurible, Statue
(Mage) Possible furnishings: Stand; Vestments; Idol
Possible personal items: Pot; Book; Wool

Passages

Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

Extra passages (if necessary):


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

3rd Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Chamber

4th Passage Width: 20 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Stone / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Secret door, barred or locked / Leads to: Chamber
Door 6: Stone / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Square, 30 x 30 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Guardroom for the defense of the lair
Current state: Furniture wrecked but still present
Contents: Empty room with treasure found in a loose stone

Possible feature: Flask, cracked; Chain, corroded; Cracks, ceiling
Possible furnishings: Statue; Chest, large; Chair, plain
(Religious) Possible furnishings: Votive light; Votive light, Pulpit
(Mage) Possible furnishings: Candles; Screen; Side chairs
Possible personal items: Coffer; Shaker; Spigot

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) down one level to a chamber

Contents

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

Container Contents: Stalks
Book, Scroll, or Tome: Lunatic 's ravings

Monster

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

Motivation: Avoid danger
Personality: Joker; taunts its enemies.

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: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Setback (DC 10, +3 to-hit)
Effect: Pendulum, either bladed or weighted as a maul, swings across the room or hall

Damage
Level 1-4: 1d10
Level 5-10: 2d10
Level 11-16: 4d10
Level 17-20: 10d10

Random Tricks

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

Object: Glass sculpture
Effect: Confusion (targets all creatures within 10ft.)

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