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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, 20 x 20ft.; passage on each wall
Description

Noises: Knocking
Air: Clear but cold
Odors: Earthy

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: Dungeon hazard with incidental treasure hoard found in a loose stone

Possible feature: Helmet, badly dented; Dampness, wall; Slime (harmless)
Possible furnishings: Pail; Rug (small or medium); Fireplace and wood
(Religious) Possible furnishings: Paintings or frescoes; Votive light, Statue
(Mage) Possible furnishings: Holy or unholy writings; Holy or unholy writings; Altar
Possible personal items: Thread; Tray; Parchment

Passages

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

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: Continue straight 20ft., then the passage turns left and continues 10 ft.

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

Doors

Door: Portcullis / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden, barred or locked / Leads to: False door with trap
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
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: Iron, barred or locked / 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: Rectangle, 30 x 40 ft.
Number of exits: 3
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall left of entrance /
Exit types: Door / Door / Corridor, 10ft. long /

Description
Purpose: Workshop for embalming the dead
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (dominant inhabitant) guarding treasure hoard found in a loose stone

Possible feature: Cobwebs; Dust; Cobwebs
Possible furnishings: Painting; Staff, normal; Fireplace with mantle
(Religious) Possible furnishings: Bells; Holy or unholy symbol, Rail
(Mage) Possible furnishings: Side chairs; Lamp; Candles
Possible personal items: Basin; Jug or pitcher; Awl

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 chamber

Contents

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

Container Contents: Strands
Book, Scroll, or Tome: Book of pressed flowers

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: 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: Cave-in

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 12, +7 to-hit)
Effect: Scything blade emerges from wall or object

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: Releases, summons, or turns into a monster

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