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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: Temple or shrine (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: Splintering
Air: Clear and damp
Odors: Manure

Purpose: Robing room containing ceremonial outfits and items
Current state: Furniture wrecked but still present
Contents: Empty room with Stairs (if not multi-level then reroll)

Possible feature: Ashes; Wax blob (candle stub); Torch stub
Possible furnishings: Urn; Wood billets; Cushion
(Religious) Possible furnishings: Holy or unholy symbol; Tripod, Offertory container
(Mage) Possible furnishings: Robes; Robes; Idol
Possible personal items: Plate, platter, or saucer; Dish; Yarn

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 40ft., with pillars / Leads to: Chamber

3rd Passage Width: 40ft., with pillars / Leads to: Chamber

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

Doors

Door: Wooden / Leads to: False door with trap

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Portcullis, locked in place / Leads to: Passage 20 ft. straight ahead
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: 2
Exit locations: Wall opposite entrance / Same wall as entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Robing room containing ceremonial outfits and items
Current state: Rubble, ceiling partially collapsed
Contents: Random Event (or empty room)

Possible feature: Hammer head, cracked; Mold (common); Dust
Possible furnishings: Brazier and charcoal; Brazier and charcoal; Chest, medium
(Religious) Possible furnishings: Incense burner; Robes, Brazier
(Mage) Possible furnishings: Vestments; Holy or unholy symbol; Pipes, musical
Possible personal items: Vase; Oil, scented; Yarn

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: Chimney up two levels to a passage 20ft. long

Contents

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

Container Contents: Powder
Book, Scroll, or Tome: Historical text

Monster

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

Motivation: Slay a rival
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: Antilife aura with a radius of 1d10 x 10ft.; while in the aura, living creatures can't regain hit points

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Setback (DC 10, +4 to-hit)
Effect: Floor tiles are electrified

Damage
Level 1-4: 1d10
Level 5-10: 2d10
Level 11-16: 4d10
Level 17-20: 10d10

Random Tricks

Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.

Object: Painting
Effect: Locks or unlocks exits

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