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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 in third wall
Description

Noises: Clicking
Air: Clear but cold
Odors: Stale

Purpose: Guardroom
Current state: Furniture wrecked but still present
Contents: Dungeon hazard with incidental treasure found in a loose stone

Possible feature: Cracks, floor; Spike, rusted; Cobwebs
Possible furnishings: Pegs; Coal; Sofa
(Religious) Possible furnishings: Vestments; Statue, Vestments
(Mage) Possible furnishings: Cloth, altar; Columns or pillars; Holy or unholy writings
Possible personal items: Ewer; Decanter; Ear spoon

Passages

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

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

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

Doors

Door: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

Extra doors (if necessary):
Door 2: Secret door / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Secret door, barred or locked / Leads to: Stairs (if not multi-level then reroll)
Door 6: Wooden / Leads to: Chamber

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: 2
Exit locations: Wall opposite entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Bath outfitted with a marble floor and other luxurious accoutrements
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Dripping blood; Wood pieces, rotting; Dust
Possible furnishings: Hamper; Statue; Cupboard
(Religious) Possible furnishings: Font; Altar, Brazier
(Mage) Possible furnishings: Incense burner; Statue; Votive light
Possible personal items: Lamp or lantern; Vase; Pouch

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: Chimney up two levels to a passage 20ft. long

Contents

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

Container Contents: Powder
Book, Scroll, or Tome: Letter

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: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

Random Obstacles

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

Obstacle: Reverse gravity effect causes creatures to fall toward the ceiling

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 15, +7 to-hit)
Effect: Stone block smashes across hallway

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: Plant or tree
Effect: Gives directions (true or false)

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