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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: Mine (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: Buzzing
Air: Clear and damp
Odors: Earthy

Purpose: Strong room or vault used to store ore for transport to the surface
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)

Possible feature: Mold (common); Sword blade, broken; Dripping blood
Possible furnishings: Rug (small or medium); Sideboard; Fireplace and wood
(Religious) Possible furnishings: Incense burner; Screen, Tripod
(Mage) Possible furnishings: Mosaic; Holy or unholy symbol; Kneeling bench
Possible personal items: Scroll; Flagon, mug, or tankard; Basin

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 30ft., no doors or side passages

3rd Passage Width: 40ft., with pillars / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

4th Passage Width: 20 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

Doors

Door: Iron, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Iron, barred or locked / Leads to: Chamber
Door 4: Stone / Leads to: Chamber
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left

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: 4
Exit locations: Wall left of entrance / Wall left of entrance / Wall opposite entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door / Door / Corridor, 10ft. long /

Description
Purpose: Chapel dedicated to a patron deity of miners, earth, or protection
Current state: Furniture wrecked but still present
Contents: Random Event (or empty room)

Possible feature: Pottery shards; Stones, small; Dust
Possible furnishings: Chair, plain; Sack; Chest, medium
(Religious) Possible furnishings: Stand; Shrine, Lamp
(Mage) Possible furnishings: Shrine; Incense burner; Tripod
Possible personal items: Coffer; Decanter; Spigot

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 passage 20ft. long

Contents

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

Container Contents: Ash
Book, Scroll, or Tome: Letter

Monster

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

Motivation: Slay a rival
Personality: Brave; stands its ground.

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

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 12, +6 to-hit)
Effect: Walls slide together

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: Skull
Effect: Prevents movement

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