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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 permanent). or choose:

Starting Area: Passage, 10 ft. wide; T intersection
Description

Noises: Footsteps to the side
Air: Foggy or misty and cold
Odors: Dank or moldy

Purpose: Dining room for intimate gatherings or informal meals
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature)

Possible feature: Dampness, wall; Leaves and twigs; Cobwebs
Possible furnishings: Sofa; Wall basin and font; Hogshead (large cask, 65 gallons)
(Religious) Possible furnishings: Thurible; Rail, Stand
(Mage) Possible furnishings: Bells; Mosaic; Lamp
Possible personal items: Food; Twine; Ewer

Passages

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

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages

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 10 ft. ahead

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Portcullis / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Portcullis / Leads to: Chamber
Door 6: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left

Chamber (Rooms)

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

Dimensions: Rectangle, 40 x 50 ft.
Number of exits: 1
Exit locations: Wall opposite entrance /
Exit types: Corridor, 10ft. long /

Description
Purpose: Banquet room for hosting celebrations and guests
Current state: Furniture wrecked but still present
Contents: Random Event (or empty room)

Possible feature: Dried blood; Mold (common); Ashes
Possible furnishings: Pedestal; Pallet; Chest of drawers
(Religious) Possible furnishings: Gong; Columns or pillars, Altar
(Mage) Possible furnishings: Mosaic; Altar; Holy or unholy writings
Possible personal items: Ear spoon; Wool; Fork

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: Fibers
Book, Scroll, or Tome: Book of heraldry

Monster

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

Motivation: Seek wealth
Personality: Rabble; poorly trained and easily rattled.

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: Cave-in

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 15, +7 to-hit)
Effect: Thunderwave knocks characters into a pit or spikes

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: Glass sculpture
Effect: Casts geas on the characters

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