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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 at each cardinal direction
Description

Noises: Laughter
Air: Clear and drafty
Odors: Earthy

Purpose: Latrine or bath
Current state: Pool of water; chamber's original contents are water damaged
Contents: Dungeon hazard with incidental treasure hoard found in a container (bags)

Possible feature: Water, small puddle; Guano; Bottle, broken
Possible furnishings: Cresset; Bag; Cushion
(Religious) Possible furnishings: Lamp; Shrine, Holy or unholy symbol
(Mage) Possible furnishings: Shrine; Vestments; Lamp
Possible personal items: Tray; Knife; Grinder

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Chamber

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

4th Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

Doors

Door: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left

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

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 opposite entrance /
Exit types: Door /

Description
Purpose: Pantry, including cellar for wine or spirits
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)

Possible feature: Rubble and dirt; Guano; Cracks, floor
Possible furnishings: Stool , high; Fireplace and wood; Pillow
(Religious) Possible furnishings: Tripod; Mosaic, Altar
(Mage) Possible furnishings: Mosaic; Offertory container; Idol
Possible personal items: Decanter; Whetstone; Ladle

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: Bark
Book, Scroll, or Tome: Novel

Monster

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

Motivation: Find a sanctuary
Personality: Bully; refuses to believe it can lose.

Random Hazards

Hazard: Violet fungus: This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days.

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: Moved through (doorway, hallway)
Severity: Setback (DC 10, +3 to-hit)
Effect: Symbol

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: Runes engraved on wall or floor
Effect: Increases, reduces, negates, or reverses gravity

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