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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: Temple or shrine (Click to make permanent). or choose:

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

Noises: Bang or slam
Air: Clear and drafty
Odors: Earthy

Purpose: Prison for captured enemies (in good or neutral temples) or those designated as sacrifices (in evil temples)
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)

Possible feature: Pick handle; Ashes; Guano
Possible furnishings: Wood billets; Couch; Mattress
(Religious) Possible furnishings: Holy or unholy symbol; Paintings or frescoes, Offertory container
(Mage) Possible furnishings: Cassocks; Incense burner; Altar
Possible personal items: Basket; Statuette or figurine; Rope

Passages

Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

3rd Passage Width: 40ft., with pillars / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

4th Passage Width: 40ft., with pillars / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

Doors

Door: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

Extra doors (if necessary):
Door 2: Portcullis / Leads to: Chamber
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Iron / Leads to: Chamber
Door 5: Stone, barred or locked / Leads to: Chamber
Door 6: Wooden / 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: Octagon, 60 x 60 ft.
Number of exits: 1
Exit locations: Wall right of entrance /
Exit types: Door /

Description
Purpose: Chapel dedicated to a lesser deity associated with the temple's major deity
Current state: Pristine and in original state
Contents: Random Trap protecting treasure found in a small secret room

Possible feature: Wax drippings; Dampness, wall; Dampness, wall
Possible furnishings: Wood billets; Wood billets; Cask (40 gallons)
(Religious) Possible furnishings: Idol; Gong, Idol
(Mage) Possible furnishings: Idol; Cassocks; Tripod
Possible personal items: Spigot; Razor; Salve or unguent

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 three levels to a passage 20ft. long

Contents

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

Container Contents: Powder
Book, Scroll, or Tome: Biography

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: 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: Opened (door, treasure chest)
Severity: Dangerous (DC 12, +6 to-hit)
Effect: Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit)

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: Glass sculpture
Effect: Changes one substance to another, such as gold to lead or metal to brittle crystal

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