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

Purpose: Barracks for guards
Current state: Stripped bare
Contents: Dungeon hazard with incidental treasure found in a container (bags)

Possible feature: Wax drippings; Stones, small; Cracks, floor
Possible furnishings: Arras or curtain; Couch; Sheet
(Religious) Possible furnishings: Vestments; Pulpit, Bells
(Mage) Possible furnishings: Holy or unholy symbol; Columns or pillars; Columns or pillars
Possible personal items: Lamp or lantern; Dish; Twine

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

4th Passage Width: 10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

Doors

Door: Portcullis / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Iron, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Secret door, barred or locked / Leads to: False door with trap
Door 5: Wooden, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 20 x 30 ft.
Number of exits: 4
Exit locations: Same wall as entrance / Wall right of entrance / Wall left of entrance / Wall right of entrance /
Exit types: Door / Corridor, 10ft. long / Door / Corridor, 10ft. long /

Description
Purpose: Cistern providing fresh water
Current state: Furniture wrecked but still present
Contents: Monster (random creature)

Possible feature: Rope, rotten; Wax blob (candle stub); Teeth or fangs, scattered
Possible furnishings: Hogshead (large cask, 65 gallons); Hamper; Urn
(Religious) Possible furnishings: Robes; Shrine, Vestments
(Mage) Possible furnishings: Holy or unholy symbol; Offertory container; Incense burner
Possible personal items: Shaker; Cologne or perfume; 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 two levels to a chamber

Contents

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

Container Contents: Ash
Book, Scroll, or Tome: Travelogue of the planes

Monster

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

Motivation: Find a sanctuary
Personality: Bully; refuses to believe it can lose.

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: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 14, +8 to-hit)
Effect: Ceiling block falls, or entire ceiling collapses

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: Glass sculpture
Effect: Grants a wish

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