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

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

Purpose: Banquet room for hosting celebrations and guests
Current state: Holes, floor partially collapsed
Contents: Random Trick

Possible feature: Cobwebs; Slime (harmless); Cobwebs
Possible furnishings: Charcoal; Mat; Table, long
(Religious) Possible furnishings: Tripod; Pews, Cloth, altar
(Mage) Possible furnishings: Statue; Altar; Columns or pillars
Possible personal items: Brush; Oil, cooking; Cup

Passages

Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

Extra passages (if necessary):


2nd Passage Width: 40ft., with pillars / Leads to: Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead

3rd Passage Width: 10 ft. / Leads to: Chamber

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

Doors

Door: Iron / Leads to: Stairs (if not multi-level then reroll)

Extra doors (if necessary):
Door 2: Secret door / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Stone, barred or locked / Leads to: Chamber
Door 6: Portcullis, locked in place / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Square, 50 x 50 ft.
Number of exits: 4
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall opposite entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door / Door / Corridor, 10ft. long /

Description
Purpose: Guardroom
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature) guarding treasure found in a loose stone

Possible feature: Dripping blood; Leaves and twigs; Mold (common)
Possible furnishings: Wall basin and font; Pedestal; Crate
(Religious) Possible furnishings: Side chairs; Offertory container, Rail
(Mage) Possible furnishings: Font; Incense burner; Statue
Possible personal items: Pouch; Ewer; 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 chamber

Contents

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

Container Contents: Paste
Book, Scroll, or Tome: Catalog

Monster

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

Motivation: Find a sanctuary
Personality: Greedy; wants treasure.

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: Wall of fire blocks passage

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Dangerous (DC 12, +7 to-hit)
Effect: Symbol

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: Runes engraved on wall or floor
Effect: Magic mouth speaks a riddle

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