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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: Tomb (Click to make permanent). or choose:

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

Noises: Scratching or scrabbling
Air: Clear and damp
Odors: Dank or moldy

Purpose: Storage, stocked with tools for maintaining the tomb and preparing the dead for burial
Current state: Stripped bare
Contents: Random Event (or empty room)

Possible feature: Dampness, wall; Cobwebs; Cracks, floor
Possible furnishings: Sack; Cresset; Wood billets
(Religious) Possible furnishings: Vestments; Vestments, Vestments
(Mage) Possible furnishings: Gong; Curtain or tapestry; Thurible
Possible personal items: Case; Bottle; Wig

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the right, then an additional 10 ft. ahead

3rd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

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

Doors

Door: Secret door / Leads to: Passage 20 ft. straight ahead

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 / Leads to: Stairs (if not multi-level then reroll)
Door 4: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden / Leads to: Passage 20 ft. straight ahead

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, usually guarded by undead, constructs, or other creatures that don't need to eat or sleep
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Trap

Possible feature: Coin, copper; Pottery shards; Dust
Possible furnishings: Chest of drawers; Bag; Shelf
(Religious) Possible furnishings: Columns or pillars; Lamp, Altar
(Mage) Possible furnishings: Holy or unholy symbol; Vestments; Cassocks
Possible personal items: Comb; Trivet or tripod; Rope

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: Up one level to a chamber

Contents

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

Container Contents: Oil
Book, Scroll, or Tome: Biography

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: 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: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Deadly (DC 20, +12 to-hit)
Effect: Thunderwave knocks characters into a pit or spikes

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: Suit of armor
Effect: Flies about to avoid being touched

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