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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 random). or choose:

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

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

Purpose: Library with an extensive collection of rare books
Current state: Furniture wrecked but still present
Contents: Random Event (or empty room)

Possible feature: Bones; Straw; Water, large puddle
Possible furnishings: Trunk; Couch; Cabinet
(Religious) Possible furnishings: Votive light; Columns or pillars, Offertory container
(Mage) Possible furnishings: Offertory container; Holy or unholy symbol; Chimes
Possible personal items: Soap; Key; Flask or jar

Passages

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

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 left, then an additional 10 ft. ahead

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

Doors

Door: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Stone, barred or locked / Leads to: Chamber
Door 4: Secret door / 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: Rectangle, 30 x 40 ft.
Number of exits: 1
Exit locations: Wall right of entrance /
Exit types: Corridor, 10ft. long /

Description
Purpose: Guardroom
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (pet or allied creature)

Possible feature: Iron bar, bent and rusted; Chain, corroded; Water, small puddle
Possible furnishings: Rug (small or medium); Sconce; Charcoal
(Religious) Possible furnishings: Screen; Vestments, Brazier
(Mage) Possible furnishings: Mosaic; Gong; Mosaic
Possible personal items: Flagon, mug, or tankard; Thread; 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 one level to a chamber

Contents

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

Container Contents: Paste
Book, Scroll, or Tome: Alchemist's notebook

Monster

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

Motivation: Avoid danger
Personality: Greedy; wants treasure.

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Setback (DC 11, +4 to-hit)
Effect: Scything blade emerges from wall or object

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: Pool of water
Effect: Asks three skill-testing questions (if all three are answered correctly, a reward appears)

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