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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: Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description

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

Purpose: Chapel where the lair's inhabitants worship
Current state: Furniture wrecked but still present
Contents: Dungeon hazard with incidental treasure found in a small secret room

Possible feature: Cobwebs; Ashes; Rope, rotten
Possible furnishings: Armchair; Pegs; Couch
(Religious) Possible furnishings: Holy or unholy symbol; Pulpit, Shrine
(Mage) Possible furnishings: Columns or pillars; Vestments; Holy or unholy symbol
Possible personal items: Vial; Casket (small); Wig

Passages

Passage Width: 20 ft. / Leads to: Chamber

Extra passages (if necessary):


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

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

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

Doors

Door: Iron / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 5: Portcullis / Leads to: Chamber
Door 6: Portcullis, locked in place / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 50 x 80 ft.
Number of exits: 6
Exit locations: Wall left of entrance / Wall left of entrance / Wall opposite entrance / Wall right of entrance / Wall left of entrance / Wall opposite entrance /
Exit types: Door / Corridor, 10ft. long / Door / Corridor, 10ft. long / Corridor, 10ft. long / Door /

Description
Purpose: Barracks where the lair's defenders are quartered
Current state: Ashes, contents mostly burned
Contents: Dungeon hazard with incidental treasure found in a small secret room

Possible feature: Hair or fur; Sticks; Dripping blood
Possible furnishings: Sofa; Sack; Cushion
(Religious) Possible furnishings: Offertory container; Incense burner, Idol
(Mage) Possible furnishings: Chimes; Screen; Curtain or tapestry
Possible personal items: Rope; Lamp or lantern; Scroll

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: Strands
Book, Scroll, or Tome: Text on astrology

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: Rabble; poorly trained and easily rattled.

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: Moved (cart, stone block)
Severity: Dangerous (DC 13, +7 to-hit)
Effect: Glyph of warding

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: Stone obelisk
Effect: Wails loudly when touched

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