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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: Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description

Noises: Knocking
Air: Clear and damp
Odors: Dank or moldy

Purpose: Cistern or well for drinking water
Current state: Used as a campsite
Contents: Random Event (or empty room)

Possible feature: Dampness, wall; Cracks, wall; Dampness, wall
Possible furnishings: Pallet; Trunk; Table, trestle
(Religious) Possible furnishings: Vestments; Brazier, Pulpit
(Mage) Possible furnishings: Offertory container; Candlesticks; Offertory container
Possible personal items: Cane or walking stick; Grater; Wig

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

3rd Passage Width: 10 ft. / Leads to: Chamber

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

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Secret door, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 4: Iron / Leads to: Passage 20 ft. straight ahead
Door 5: Iron, barred or locked / Leads to: Chamber
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: Trapezoid, roughly 40 x 60 ft.
Number of exits: 3
Exit locations: Wall left of entrance / Wall left of entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Audience chamber, used to receive guests
Current state: Furniture wrecked but still present
Contents: Random Trick

Possible feature: Damp ceiling; Torch stub; Water, small puddle
Possible furnishings: Staff, normal; Sofa; Keg (small barrel, 20 gallons)
(Religious) Possible furnishings: Font; Altar, Idol
(Mage) Possible furnishings: Offertory container; Shrine; Thurible
Possible personal items: Whetstone; Tray; Razor

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 passage 20ft. long

Contents

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

Container Contents: Powder
Book, Scroll, or Tome: Grammar workbook

Monster

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

Motivation: Avoid danger
Personality: Brave; stands its ground.

Random Hazards

Hazard: Green slime (Drops from above. DC 10 Dex, 1d10 acid damage, damage each round until removed. Nonmagical wood, metal weapon or tool used to remove is destroyed. Destroyed by sunlight, cure disease, cold, fire, or radiant)

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, +4 to-hit)
Effect: Symbol

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: Plant or tree
Effect: Releases, summons, or turns into a monster

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