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

Starting Area: Passage, 10ft. wide; four-way intersection
Description

Noises: Rattling
Air: Clear and damp
Odors: Earthy

Purpose: Pen or prison accessible only by secret door, used to hold captives condemned to the maze
Current state: Ashes, contents mostly burned
Contents: Monster (random creature) guarding treasure hoard found in behind furniture

Possible feature: Ashes; Pole, broken (5 ft. long); Dust
Possible furnishings: Charcoal; Wood billets; Chair, plain
(Religious) Possible furnishings: Holy or unholy symbol; Columns or pillars, Idol
(Mage) Possible furnishings: Incense burner; Mosaic; Altar
Possible personal items: Scroll; Fork; Flagon, mug, or tankard

Passages

Passage Width: 30 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 5 ft. / Leads to: Continue straight 30ft., no doors or side passages

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

4th Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft.; passage ends in a door

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Secret door, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Secret door / Leads to: Passage 20 ft. straight ahead
Door 4: Stone, barred or locked / Leads to: Chamber
Door 5: Iron, 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: Rectangle, 30 x 40 ft.
Number of exits: 4
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall opposite entrance / Wall opposite entrance /
Exit types: Door / Door / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Guard room for sentinels that patrol the maze
Current state: Holes, floor partially collapsed
Contents: Monster (dominant inhabitant) guarding treasure hoard found in behind furniture

Possible feature: Teeth or fangs, scattered; Cobwebs; Water, large puddle
Possible furnishings: Blanket; Closet (wardrobe); Pallet
(Religious) Possible furnishings: Candlesticks; Shrine, Holy or unholy symbol
(Mage) Possible furnishings: Shrine; Shrine; Rail
Possible personal items: Powder puff; Mirror; Casket (small)

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: Crystals
Book, Scroll, or Tome: Book of myths

Monster

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

Motivation: Hide from enemies
Personality: Brave; stands its ground.

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: Blade barrier blocks passage

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Dangerous (DC 12, +6 to-hit)
Effect: Symbol

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: Fresco
Effect: Casts geas on the characters

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