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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: Treasure vault (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: Bang or slam
Air: Clear but cold
Odors: Smoky

Purpose: Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door
Current state: Furniture wrecked but still present
Contents: Random Event (or empty room)

Possible feature: Wall scratchings; Hammer head, cracked; Arrow, broken
Possible furnishings: Chest, medium; Couch; Fireplace and wood
(Religious) Possible furnishings: Offertory container; Brazier, Lamp
(Mage) Possible furnishings: Statue; Lamp; Thurible
Possible personal items: Stopper; Ear spoon; Tureen

Passages

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

Extra passages (if necessary):


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

3rd Passage Width: 10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

Doors

Door: Wooden, barred or locked / Leads to: Stairs (if not multi-level then reroll)

Extra doors (if necessary):
Door 2: Portcullis / Leads to: Passage 20 ft. straight ahead
Door 3: Portcullis, locked in place / Leads to: Chamber
Door 4: Stone / Leads to: Chamber
Door 5: Iron, barred or locked / Leads to: Chamber
Door 6: Secret door, barred or locked / Leads to: Chamber

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: 1
Exit locations: Wall right of entrance /
Exit types: Door /

Description
Purpose: Guardroom to defend against intruders
Current state: Ashes, contents mostly burned
Contents: Empty room with treasure found in a small secret room

Possible feature: Dung; Wax blob (candle stub); Dagger hilt
Possible furnishings: Butt (huge cask, 125 gallons); Throne; Hassock
(Religious) Possible furnishings: Shrine; Vestments, Holy or unholy writings
(Mage) Possible furnishings: Altar; Cloth, altar; Tripod
Possible personal items: Statuette or figurine; Spigot; 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: Down three levels to a chamber

Contents

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

Container Contents: Dust
Book, Scroll, or Tome: Letter

Monster

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

Motivation: Conquer the dungeon
Personality: Bully; refuses to believe it can lose.

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: Cave-in

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 11, +5 to-hit)
Effect: Stone block smashes across hallway

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: Target dummy
Effect: Casts geas on the characters

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