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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: Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description

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

Purpose: Sitting room for family and intimate guests
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Dampness, wall; Rubble and dirt; Ashes
Possible furnishings: Trunk; Hogshead (large cask, 65 gallons); Rug (small or medium)
(Religious) Possible furnishings: Idol; Cloth, altar, Columns or pillars
(Mage) Possible furnishings: Side chairs; Font; Font
Possible personal items: Book; Horn, drinking; Casket (small)

Passages

Passage Width: 40ft., with pillars / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 5 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 right, then an additional 10 ft. ahead

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

Doors

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

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Iron / 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: Square, 20 x 20 ft.
Number of exits: 4
Exit locations: Wall left of entrance / Wall left of entrance / Same wall as entrance / Wall opposite entrance /
Exit types: Door / Corridor, 10ft. long / Corridor, 10ft. long / Door /

Description
Purpose: Guardroom
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature)

Possible feature: Cobwebs; Leaves and twigs; Dust
Possible furnishings: Pallet; Rug (small or medium); Box (large)
(Religious) Possible furnishings: Altar; Paintings or frescoes, Tripod
(Mage) Possible furnishings: Shrine; Incense burner; Statue
Possible personal items: Dish; Decanter; Razor

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 passage 20ft. long

Contents

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

Container Contents: Ash
Book, Scroll, or Tome: Almanac

Monster

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

Motivation: Conquer the dungeon
Personality: Cowardly; looking to surrender.

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

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Deadly (DC 18, +9 to-hit)
Effect: Floor tiles are electrified

Damage
Level 1-4: 4d10
Level 5-10: 10d10
Level 11-16: 18d10
Level 17-20: 24d10

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: Ages the first person to touch the object

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