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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 random). 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: Footsteps behind
Air: Foggy or misty and cold
Odors: Stale

Purpose: Storage, mostly nonperishable goods
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature) guarding treasure found in a container (stone containers)

Possible feature: Sword blade, broken; Ashes; Cobwebs
Possible furnishings: Fireplace and wood; Pipe (large cask, 105 gallons); Table, low
(Religious) Possible furnishings: Incense burner; Statue, Altar
(Mage) Possible furnishings: Stand; Lamp; Columns or pillars
Possible personal items: Key; Vase; Tinderbox (with flint and steel)

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

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

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

Doors

Door: Secret door, barred or locked / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Secret door / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Stone, barred or locked / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Square, 40 x 40 ft.
Number of exits: 4
Exit locations: Wall right of entrance / Wall right of entrance / Wall opposite entrance / Wall right of entrance /
Exit types: Door / Corridor, 10ft. long / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Bedroom, for use by leaders
Current state: Furniture wrecked but still present
Contents: Monster (random creature)

Possible feature: Dripping blood; Cobwebs; Sack, torn
Possible furnishings: Firkin (small cask, 10 gallons); Chest, medium; Workbench
(Religious) Possible furnishings: Holy or unholy symbol; Pews, Candlesticks
(Mage) Possible furnishings: Vestments; Shrine; Throne
Possible personal items: Stopper; Dish; Yarn

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 to a dead end

Contents

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

Container Contents: Cinders
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: Recover from a battle
Personality: Brave; stands its ground.

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: Moved (cart, stone block)
Severity: Dangerous (DC 13, +7 to-hit)
Effect: Fire shoots out from wall, floor, or object

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: Sphere of magical energy
Effect: Casts geas on the characters

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