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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: Death Trap (Click to make random). or choose:

Starting Area: Rectangle, 20 x 40ft.; passage on each wall
Description

Noises: Creaking
Air: Clear and damp
Odors: Manure

Purpose: Observation room, allowing guards or spectators to observe creatures moving through the dungeon
Current state: Stripped bare
Contents: Monster (pet or allied creature)

Possible feature: Wax drippings; Water, trickle; Flask, cracked
Possible furnishings: Bag; Box (large); Bag
(Religious) Possible furnishings: Holy or unholy symbol; Lectern, Offertory container
(Mage) Possible furnishings: Lamp; Vestments; Robes
Possible personal items: Tureen; Fork; Washcloth

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Chamber

3rd Passage Width: 20 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

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

Doors

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

Extra doors (if necessary):
Door 2: Secret door / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Wooden / Leads to: Chamber
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: 0
Exit locations:
Exit types:

Description
Purpose: Antechamber or waiting room for spectators
Current state: Rubble, ceiling partially collapsed
Contents: Random Obstacle

Possible feature: Teeth or fangs, scattered; Damp ceiling; Dagger hilt
Possible furnishings: Pegs; Bunks; Desk
(Religious) Possible furnishings: Robes; Mosaic, Pipes, musical
(Mage) Possible furnishings: Lamp; Altar; Shrine
Possible personal items: Trivet or tripod; Powder puff; Box

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 passage 20ft. long

Contents

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

Container Contents: Strands
Book, Scroll, or Tome: Diary

Monster

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

Motivation: Conquer the dungeon
Personality: Joker; taunts its enemies.

Random Hazards

Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

Random Obstacles

Obstacles block or hamper progress and can affect more than one room.

Obstacle: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Setback (DC 10, +3 to-hit)
Effect: Chute opens in floor

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: Mushroom field
Effect: Casts geas on the characters

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