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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: Tomb (Click to make permanent). or choose:

Starting Area: Square, 40 x 40 ft.; doors on three walls
Description

Noises: Scuttling
Air: Clear and damp
Odors: Sulfurous

Purpose: Workshop for embalming the dead
Current state: Rubble, ceiling partially collapsed
Contents: Random Obstacle

Possible feature: Dagger hilt; Pole, broken (5 ft. long); Flask, cracked
Possible furnishings: Pegs; Altar; Armoire
(Religious) Possible furnishings: Chimes; Altar, Tripod
(Mage) Possible furnishings: Altar; Holy or unholy symbol; Font
Possible personal items: Needle(s); Mirror; Tray

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages

3rd Passage Width: 10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

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

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Portcullis, locked in place / Leads to: Chamber
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Iron / Leads to: Passage 20 ft. straight ahead

Chamber (Rooms)

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

Dimensions: Rectangle, 30 x 60 ft.
Number of exits: 1
Exit locations: Wall opposite entrance /
Exit types: Corridor, 10ft. long /

Description
Purpose: Crypt for less important burials
Current state: Holes, floor partially collapsed
Contents: Random Obstacle

Possible feature: Ashes; Dripping blood; Dampness, wall
Possible furnishings: Shelf; Fountain; Couch
(Religious) Possible furnishings: Columns or pillars; Columns or pillars, Holy or unholy writings
(Mage) Possible furnishings: Cassocks; Holy or unholy symbol; Incense burner
Possible personal items: Grinder; Flask or jar; Flask or jar

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 one level to a passage 20ft. long

Contents

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

Container Contents: Strands
Book, Scroll, or Tome: Lunatic 's ravings

Monster

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

Motivation: Seek wealth
Personality: Rabble; poorly trained and easily rattled.

Random Hazards

Hazard: Green slime (Drops from above. DC 10 Dex, 1d10 acid damage, damage each round until removed. Nonmagical wood, metal weapon or tool used to remove is destroyed. Destroyed by sunlight, cure disease, cold, fire, or radiant)

Random Obstacles

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

Obstacle: Poisonous gas (deals 1d6 poison damage per minute of exposure)

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 15, +7 to-hit)
Effect: Stone block smashes across hallway

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: Tapestry or rug
Effect: Contains an imprisoned creature

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