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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: Tapping
Air: Clear and damp
Odors: Dank or moldy

Purpose: Stable
Current state: Furniture wrecked but still present
Contents: Monster (random creature)

Possible feature: Cobwebs; Dripping blood; Sticks
Possible furnishings: Grindstone; Box (large); Pail
(Religious) Possible furnishings: Bells; Tripod, Shrine
(Mage) Possible furnishings: Statue; Incense burner; Tripod
Possible personal items: Book; Candle; Brush

Passages

Passage Width: 30 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

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

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead

Doors

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

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Wooden / Leads to: Chamber
Door 4: Portcullis / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right

Chamber (Rooms)

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

Dimensions: Square, 50 x 50 ft.
Number of exits: 2
Exit locations: Wall left of entrance / Same wall as entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Storage for mundane goods and supplies
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Event (or empty room)

Possible feature: Iron bar, bent and rusted; Rubble and dirt; Damp ceiling
Possible furnishings: Firkin (small cask, 10 gallons); Desk; Screen
(Religious) Possible furnishings: Holy or unholy symbol; Vestments, Thurible
(Mage) Possible furnishings: Shrine; Candelabra; Cloth, altar
Possible personal items: Casket (small); Casket (small); Wig

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 to a dead end

Contents

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

Container Contents: Paste
Book, Scroll, or Tome: Account records

Monster

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

Motivation: Seek wealth
Personality: Cowardly; looking to surrender.

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: Wall of fire blocks passage

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Setback (DC 11, +3 to-hit)
Effect: Lightning bolt shoots from wall or object

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: Painting
Effect: Induces greed

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