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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: Square, 40 x 40 ft.; doors on three walls
Description

Noises: Rustling
Air: Clear and drafty
Odors: Sulfurous

Purpose: Sitting room for family and intimate guests
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (random creature) guarding treasure found in a loose stone

Possible feature: Cobwebs; Guano; Wax blob (candle stub)
Possible furnishings: Table, long; Butt (huge cask, 125 gallons); Tub
(Religious) Possible furnishings: Votive light; Vestments, Idol
(Mage) Possible furnishings: Incense burner; Tripod; Lectern
Possible personal items: Ladle; Basket; Tinderbox (with flint and steel)

Passages

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

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the right, then an additional 10 ft. ahead

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: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Portcullis / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / 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: Square, 50 x 50 ft.
Number of exits: 4
Exit locations: Wall opposite entrance / Same wall as entrance / Wall right of entrance / Wall left of entrance /
Exit types: Door / Corridor, 10ft. long / Corridor, 10ft. long / Door /

Description
Purpose: Study, including a writing desk
Current state: Stripped bare
Contents: Empty room with treasure found in a loose stone

Possible feature: Damp ceiling; Dripping blood; Ashes
Possible furnishings: Stool , high; Staff, normal; Cupboard
(Religious) Possible furnishings: Columns or pillars; Holy or unholy writings, Offertory container
(Mage) Possible furnishings: Tripod; Vestments; Idol
Possible personal items: Trivet or tripod; Awl; Quill

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 two levels to a passage 20ft. long

Contents

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

Container Contents: Dust
Book, Scroll, or Tome: Magic tricks (not a spellbook)

Monster

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

Motivation: Seek an item in the dungeon
Personality: Fanatic; ready to die fighting.

Random Hazards

Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

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: Moved through (doorway, hallway)
Severity: Dangerous (DC 13, +7 to-hit)
Effect: Floor collapses or is an illusion

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: Furniture
Effect: Ages the first person to touch the object

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