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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: Treasure vault (Click to make random). or choose:

Starting Area: Passage, 10ft. wide; four-way intersection
Description

Noises: Bang or slam
Air: Clear and damp
Odors: Dank or moldy

Purpose: Barracks for guards
Current state: Ashes, contents mostly burned
Contents: Empty room with treasure found in a loose stone

Possible feature: Dust; Dung; Sword blade, broken
Possible furnishings: Closet (wardrobe); Blanket; Fresco
(Religious) Possible furnishings: Rail; Robes, Idol
(Mage) Possible furnishings: Cassocks; Offertory container; Altar
Possible personal items: Basin; Tinderbox (with flint and steel); Tinderbox (with flint and steel)

Passages

Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Continue straight 20ft.; passage ends in a door

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

Doors

Door: Iron, barred or locked / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Portcullis, locked in place / Leads to: Passage 20 ft. straight ahead
Door 3: Stone / Leads to: False door with trap
Door 4: Secret door / Leads to: Passage 20 ft. straight ahead
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: Square, 40 x 40 ft.
Number of exits: 3
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall opposite entrance /
Exit types: Door / Door / Corridor, 10ft. long /

Description
Purpose: Kitchen for feeding guards
Current state: Furniture wrecked but still present
Contents: Random Event (or empty room)

Possible feature: Dripping blood; Dripping blood; Dung
Possible furnishings: Closet (wardrobe); Stool , high; Chest, large
(Religious) Possible furnishings: Incense burner; Holy or unholy symbol, Columns or pillars
(Mage) Possible furnishings: Vestments; Gong; Vestments
Possible personal items: Flagon, mug, or tankard; Decanter; Ear spoon

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 chamber

Contents

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

Container Contents: Powder
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: Conquer the dungeon
Personality: Bully; refuses to believe it can lose.

Random Hazards

Hazard: Shrieker

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: Stepped on (floor, stairs)
Severity: Dangerous (DC 13, +6 to-hit)
Effect: Touching an object triggers a disintegrate spell

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: Door
Effect: Teleports characters to another place

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