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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 in each cardinal direction; well in middle of room (might lead down to lower level)
Description

Noises: Footsteps approaching
Air: Clear and damp
Odors: Earthy

Purpose: Library with an extensive collection of rare books
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Event (or empty room)

Possible feature: Cracks, ceiling; Flask, cracked; Dung
Possible furnishings: Staff, normal; Wall basin and font; Screen
(Religious) Possible furnishings: Gong; Altar, Tripod
(Mage) Possible furnishings: Screen; Offertory container; Shrine
Possible personal items: Yarn; Salve or unguent; Spoon

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the right, then an additional 10 ft. ahead

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

4th Passage Width: 40ft., with pillars / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

Doors

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

Extra doors (if necessary):
Door 2: Secret door, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 3: Secret door / Leads to: Chamber
Door 4: Stone / Leads to: Chamber
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

Chamber (Rooms)

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

Dimensions: Trapezoid, roughly 40 x 60 ft.
Number of exits: 3
Exit locations: Wall right of entrance / Same wall as entrance / Wall left of entrance /
Exit types: Door / Door / Door /

Description
Purpose: Pantry, including cellar for wine or spirits
Current state: Rubble, ceiling partially collapsed
Contents: Random Trap

Possible feature: Bottle, broken; Wax blob (candle stub); Ashes
Possible furnishings: Buffet cabinet; Rug (small or medium); Hassock
(Religious) Possible furnishings: Statue; Statue, Cloth, altar
(Mage) Possible furnishings: Columns or pillars; Pews; Altar
Possible personal items: Flagon, mug, or tankard; Knucklebones or dice; Oil, cooking

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 to a dead end

Contents

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

Container Contents: Semiliquid suspension
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: Hide from enemies
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: Cave-in

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 10, +5 to-hit)
Effect: Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit)

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: Sphere of magical energy
Effect: Locks or unlocks exits

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