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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, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description

Noises: Whining
Air: Foggy or misty and cold
Odors: Putrid

Purpose: Pantry, including cellar for wine or spirits
Current state: Pristine and in original state
Contents: Empty room with treasure found in behind furniture

Possible feature: Arrow, broken; Helmet, badly dented; Rope, rotten
Possible furnishings: Chest of drawers; Stool , high; Chest, large
(Religious) Possible furnishings: Idol; Lamp, Holy or unholy writings
(Mage) Possible furnishings: Incense burner; Brazier; Brazier
Possible personal items: Hourglass; Razor; Grinder

Passages

Passage Width: 5 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

Extra passages (if necessary):


2nd Passage Width: 40ft., with pillars / Leads to: Continue straight 20ft.; passage ends in a door

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

4th Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

Doors

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

Extra doors (if necessary):
Door 2: Iron / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Iron / Leads to: Chamber
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, 20 x 30 ft.
Number of exits: 1
Exit locations: Wall left of entrance /
Exit types: Door /

Description
Purpose: Gallery for the display of expensive works of art and trophies
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Trap

Possible feature: Wall scratchings; Dust; Torch stub
Possible furnishings: Chest, medium; Workbench; Tun (huge cask, 250 gallons)
(Religious) Possible furnishings: Candles; Idol, Offertory container
(Mage) Possible furnishings: Altar; Idol; Incense burner
Possible personal items: Parchment; Cane or walking stick; Basket

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 passage 20ft. long

Contents

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

Container Contents: Strands
Book, Scroll, or Tome: Poetry

Monster

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

Motivation: Seek an item in the dungeon
Personality: Braggart; makes a show of bravery but runs from danger.

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: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Dangerous (DC 14, +8 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: Pool of water
Effect: Casts suggestion on the characters

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