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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: Square, 20 x 20ft.; passage on each wall
Description

Noises: Giggling (faint)
Air: Clear and warm
Odors: Chlorine

Purpose: Guardroom
Current state: Ashes, contents mostly burned
Contents: Monster (pet or allied creature)

Possible feature: Dust; Dust; Dust
Possible furnishings: Pallet; Cresset; Desk
(Religious) Possible furnishings: Robes; Prayer rug, Statue
(Mage) Possible furnishings: Candles; Drum; Robes
Possible personal items: Tureen; Vial; Pouch

Passages

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

Extra passages (if necessary):


2nd Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

3rd Passage Width: 10 ft. / Leads to: Chamber

4th Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 30ft., no doors or side passages

Doors

Door: Secret door / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Stone / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Secret door, barred or locked / Leads to: Chamber
Door 6: Wooden / Leads to: Chamber

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: 1
Exit locations: Wall right of entrance /
Exit types: Door /

Description
Purpose: Laboratory used to conduct tests on strange minerals extracted from the mine
Current state: Ashes, contents mostly burned
Contents: Dungeon hazard with incidental treasure found in a small secret room

Possible feature: Mold (common); Cobwebs; Bottle, broken
Possible furnishings: Pillow; Bench; Quilt
(Religious) Possible furnishings: Lamp; Tripod, Vestments
(Mage) Possible furnishings: Brazier; Tripod; Drum
Possible personal items: Pipe, smoking; Vase; Comb

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 chamber

Contents

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

Container Contents: Liquid, thin
Book, Scroll, or Tome: Novel

Monster

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

Motivation: Find a sanctuary
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: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 11, +5 to-hit)
Effect: Spears (possibly poisoned) spring out

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: Pool of water
Effect: Creates an illusion

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