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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: Circle, 40ft. diameter; one passage at each cardinal direction
Description

Noises: Grating
Air: Clear and damp
Odors: Urine

Purpose: Waiting room where lesser guests are held before receiving an audience
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature)

Possible feature: Mold (common); Pottery shards; Water, trickle
Possible furnishings: Wood billets; Cupboard; Stool, normal
(Religious) Possible furnishings: Holy or unholy writings; Columns or pillars, Incense burner
(Mage) Possible furnishings: Font; Candlesticks; Brazier
Possible personal items: Flask or jar; Case; Brush

Passages

Passage Width: 30 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: 20 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

4th Passage Width: 10 ft. / Leads to: Chamber

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 3: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 4: Secret door, barred or locked / Leads to: Chamber
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: Circle, 30 ft. diameter
Number of exits: 2
Exit locations: Wall opposite entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Cistern providing drinking water
Current state: Used as a campsite
Contents: Monster (pet or allied creature)

Possible feature: Water, large puddle; Ashes; Pottery shards
Possible furnishings: Fireplace and wood; Armchair; Keg (small barrel, 20 gallons)
(Religious) Possible furnishings: Thurible; Cloth, altar, Statue
(Mage) Possible furnishings: Shrine; Candles; Shrine
Possible personal items: Scroll; Pan; Bowl

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: Chimney up one level to a passage 20ft. long

Contents

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

Container Contents: Lumps, unidentifiable
Book, Scroll, or Tome: Text on armor making

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: Brave; stands its ground.

Random Hazards

Hazard: Shrieker

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: Looked at (mural, arcane symbol)
Severity: Setback (DC 11, +4 to-hit)
Effect: Door or other object is coated with contact poison

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: Cracked gem
Effect: Asks three skill-testing questions (if all three are answered correctly, a reward appears)

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