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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: Chirping
Air: Clear and damp
Odors: Manure

Purpose: Guardroom to defend against intruders
Current state: Furniture wrecked but still present
Contents: Monster (random creature)

Possible feature: Dust; Cracks, ceiling; Cracks, wall
Possible furnishings: Stool , high; Stool, normal; Stool , high
(Religious) Possible furnishings: Idol; Robes, Candles
(Mage) Possible furnishings: Altar; Cloth, altar; Brazier
Possible personal items: Spigot; Key; Flask or jar

Passages

Passage Width: 30 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

3rd Passage Width: 10 ft. / Leads to: Chamber

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

Doors

Door: Portcullis, locked in place / Leads to: Chamber

Extra doors (if necessary):
Door 2: Portcullis, locked in place / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden, barred or locked / Leads to: Chamber
Door 5: Wooden / Leads to: Chamber
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, 20 x 30 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Trap or other trick designed to kill or capture creatures that enter the dungeon
Current state: Stripped bare
Contents: Dungeon hazard with incidental treasure found in a pile of junk

Possible feature: Dripping blood; Damp ceiling; Dampness, wall
Possible furnishings: Pegs; Sack; Fountain
(Religious) Possible furnishings: Candles; Lectern, Statue
(Mage) Possible furnishings: Holy or unholy symbol; Holy or unholy symbol; Vestments
Possible personal items: Key; Candlestick; Comb

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 to a dead end

Contents

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

Container Contents: Oil
Book, Scroll, or Tome: Map or atlas

Monster

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

Motivation: Avoid danger
Personality: Cowardly; looking to surrender.

Random Hazards

Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

Random Obstacles

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

Obstacle: Wall of fire blocks passage

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Dangerous (DC 12, +7 to-hit)
Effect: Hidden pit floods with acid or fire

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: Plant or tree
Effect: Releases, summons, or turns into a monster

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