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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: Rotting vegetation

Purpose: Kitchen designed to prepare exotic foods for large numbers of guests
Current state: Furniture wrecked but still present
Contents: Dungeon hazard with incidental treasure found in an illusion

Possible feature: Dripping blood; Ashes; Chain, corroded
Possible furnishings: Couch; Urn; Shelf
(Religious) Possible furnishings: Lamp; Cloth, altar, Lamp
(Mage) Possible furnishings: Idol; Pipes, musical; Gong
Possible personal items: Basket; Coffer; Pipe, smoking

Passages

Passage Width: 20 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Chamber

3rd Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

Doors

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

Extra doors (if necessary):
Door 2: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 3: Stone / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Iron / Leads to: Chamber
Door 5: Stone, barred or locked / 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: Rectangle, 30 x 40 ft.
Number of exits: 3
Exit locations: Wall right of entrance / Wall opposite entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door / Corridor, 10ft. long /

Description
Purpose: Guardroom
Current state: Furniture wrecked but still present
Contents: Random Event (or empty room)

Possible feature: Stones, small; Hammer head, cracked; Hammer head, cracked
Possible furnishings: Bucket; Desk; Sconce
(Religious) Possible furnishings: Cloth, altar; Statue, Paintings or frescoes
(Mage) Possible furnishings: Columns or pillars; Holy or unholy symbol; Votive light
Possible personal items: Grater; Shaker; Mirror

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

Random Hazards

Hazard: Shrieker

Random Obstacles

Obstacles block or hamper progress and can affect more than one room.

Obstacle: Reverse gravity effect causes creatures to fall toward the ceiling

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Dangerous (DC 15, +7 to-hit)
Effect: Glyph of warding

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: Mushroom field
Effect: Prevents movement

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