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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: Tapping
Air: Clear but cold
Odors: Manure

Purpose: Lode where metal ore is mined (75 percent chance of being depleted)
Current state: Furniture wrecked but still present
Contents: Monster (random creature)

Possible feature: Slime (harmless); Cobwebs; Iron bar, bent and rusted
Possible furnishings: Couch; Rug (small or medium); Barrel (40 gallons)
(Religious) Possible furnishings: Incense burner; Vestments, Bells
(Mage) Possible furnishings: Brazier; Holy or unholy symbol; Prayer rug
Possible personal items: Cup; Thread; Brush

Passages

Passage Width: 20 ft. / Leads to: Continue straight 20ft.; passage ends in a door

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

3rd Passage Width: 40ft., with pillars / Leads to: Continue straight 20ft.; passage ends in a door

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: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Secret door / Leads to: Passage 20 ft. straight ahead
Door 3: Iron, barred or locked / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Portcullis / 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: 3
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall opposite entrance /
Exit types: Door / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Lode where metal ore is mined (75 percent chance of being depleted)
Current state: Used as a campsite
Contents: Random Trap

Possible feature: Dampness, wall; Wax blob (candle stub); Dung
Possible furnishings: Idol (large); Wall basin and font; Cask (40 gallons)
(Religious) Possible furnishings: Vestments; Lamp, Stand
(Mage) Possible furnishings: Shrine; Lectern; Lamp
Possible personal items: Washcloth; Needle(s); Statuette or figurine

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: Shaft (with or without elevator) down one level to a chamber

Contents

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

Container Contents: Gelatin
Book, Scroll, or Tome: Map or atlas

Monster

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

Motivation: Avoid danger
Personality: Cowardly; looking to surrender.

Random Hazards

Hazard: Violet fungus: This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days.

Random Obstacles

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

Obstacle: Wall of fire blocks passage

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Deadly (DC 17, +10 to-hit)
Effect: Stone block smashes across hallway

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: Tapestry or rug
Effect: Creates a force field

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