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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: Square, 20 x 20ft.; door on two walls, passage in third wall
Description

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

Purpose: Guardroom
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (pet or allied creature)

Possible feature: Rubble and dirt; Dripping blood; Javelin head, blunt
Possible furnishings: Wood billets; Cask (40 gallons); Cabinet
(Religious) Possible furnishings: Thurible; Throne, Lamp
(Mage) Possible furnishings: Holy or unholy symbol; Holy or unholy symbol; Pipes, musical
Possible personal items: Key; Jug or pitcher; Brush

Passages

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

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., comes to a dead end; 10 percent chance of a secret door

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: Chamber

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

Chamber (Rooms)

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

Dimensions: Rectangle, 50 x 80 ft.
Number of exits: 1
Exit locations: Wall left of entrance /
Exit types: Corridor, 10ft. long /

Description
Purpose: Throne room, elaborately decorated
Current state: Ashes, contents mostly burned
Contents: Monster (random creature)

Possible feature: Cracks, ceiling; Spike, rusted; Dampness, wall
Possible furnishings: Chest, large; Keg (small barrel, 20 gallons); Table, long
(Religious) Possible furnishings: Columns or pillars; Columns or pillars, Altar
(Mage) Possible furnishings: Candlesticks; Holy or unholy symbol; Votive light
Possible personal items: Dish; Brush; Basket

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: Chimney up two levels to a passage 20ft. long

Contents

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

Container Contents: Liquid, viscous
Book, Scroll, or Tome: Historical text

Monster

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

Motivation: Hide from enemies
Personality: Brave; stands its ground.

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: Cave-in

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 13, +7 to-hit)
Effect: Lightning bolt shoots from wall or object

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: Burning fire
Effect: Enlarges or reduces characters

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