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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: Knocking
Air: Clear and damp
Odors: Putrid

Purpose: Dining room for intimate gatherings or informal meals
Current state: Stripped bare
Contents: Random Trap

Possible feature: Wood pieces, rotting; Cobwebs; Leaves and twigs
Possible furnishings: Barrel (40 gallons); Armchair; Pedestal
(Religious) Possible furnishings: Gong; Offertory container, Statue
(Mage) Possible furnishings: Gong; Votive light; Curtain or tapestry
Possible personal items: Mirror; Thread; Cologne or perfume

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


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

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

4th Passage Width: 5 ft. / Leads to: Chamber

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Portcullis / Leads to: Chamber
Door 3: Stone / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 4: Portcullis, locked in place / 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: Chamber

Chamber (Rooms)

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

Dimensions: Square, 30 x 30 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Study, including a writing desk
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature)

Possible feature: Leaves and twigs; Water, trickle; Pole, broken (5 ft. long)
Possible furnishings: Fresco; Blanket; Workbench
(Religious) Possible furnishings: Idol; Votive light, Idol
(Mage) Possible furnishings: Holy or unholy symbol; Brazier; Lamp
Possible personal items: Wool; Brush; Soap

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 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: Travelogue for an exotic land

Monster

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

Motivation: Recover from a battle
Personality: Joker; taunts its enemies.

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: 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 (cart, stone block)
Severity: Dangerous (DC 12, +8 to-hit)
Effect: Brittle stairs collapse over spikes

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: Book
Effect: Magic mouth speaks a riddle

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