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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.

Jump to a section:

Dungeon Start

Dungeon Type: Planar gate (Click to make permanent). 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: Footsteps ahead
Air: Clear and drafty
Odors: Smoky

Purpose: Bedroom for use by the high-ranking members of the order that guards the portal
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Obstacle

Possible feature: Spike, rusted; Cobwebs; Iron bar, bent and rusted
Possible furnishings: Mat; Chair, padded; Mattress
(Religious) Possible furnishings: Screen; Incense burner, Idol
(Mage) Possible furnishings: Idol; Screen; Incense burner
Possible personal items: Food; Pouch; Basket

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

3rd Passage Width: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages

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

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 3: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 4: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 5: Wooden / 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: 0
Exit locations:
Exit types:

Description
Purpose: Crypt where the remains of those that died guarding the portal are kept
Current state: Stripped bare
Contents: Monster (dominant inhabitant) guarding treasure found in a loose stone

Possible feature: Wood pieces, rotting; Rubble and dirt; Dust
Possible furnishings: Stand; Bed; Idol (large)
(Religious) Possible furnishings: Robes; Idol, Lamp
(Mage) Possible furnishings: Columns or pillars; Lamp; Offertory container
Possible personal items: Candle; Bowl; Lamp or lantern

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: Up one level to a passage 20ft. long

Contents

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

Container Contents: Bark
Book, Scroll, or Tome: Legal code

Monster

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

Motivation: Seek wealth
Personality: Braggart; makes a show of bravery but runs from danger.

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: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Dangerous (DC 15, +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: Mushroom field
Effect: Releases coins, false coins, gems, false gems, a magic item, or a map

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