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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: Circle, 40ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)
Description

Noises: Scuttling
Air: Clear and drafty
Odors: Stale

Purpose: Chapel dedicated to a patron deity of miners, earth, or protection
Current state: Rubble, ceiling partially collapsed
Contents: Dungeon hazard with incidental treasure found in a container (sacks)

Possible feature: Wall scratchings; Mold (common); Mold (common)
Possible furnishings: Pillow; Pallet; Hassock
(Religious) Possible furnishings: Screen; Thurible, Bells
(Mage) Possible furnishings: Candles; Stand; Shrine
Possible personal items: Mirror; Wig; Razor

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: Diagonal passage to the left for 30 ft (or straight then turn left)

3rd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

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

Doors

Door: Wooden / Leads to: Chamber

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

Chamber (Rooms)

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

Dimensions: Octagon, 60 x 60 ft.
Number of exits: 2
Exit locations: Wall right of entrance / Same wall as entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Storage for tools and other equipment
Current state: Stripped bare
Contents: Monster (pet or allied creature)

Possible feature: Chain, corroded; Water, small puddle; Dampness, wall
Possible furnishings: Shelf; Loom; Brazier and charcoal
(Religious) Possible furnishings: Robes; Statue, Brazier
(Mage) Possible furnishings: Tripod; Incense burner; Tripod
Possible personal items: Statuette or figurine; Trivet or tripod; Oil, scented

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: Fibers
Book, Scroll, or Tome: Contract

Monster

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

Motivation: Seek wealth
Personality: Brave; stands its ground.

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: Cave-in

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Deadly (DC 20, +10 to-hit)
Effect: Thunderwave knocks characters into a pit or spikes

Damage
Level 1-4: 4d10
Level 5-10: 10d10
Level 11-16: 18d10
Level 17-20: 24d10

Random Tricks

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

Object: Runes engraved on wall or floor
Effect: Swaps two or more characters' minds

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