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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 random). or choose:

Starting Area: Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description

Noises: Bang or slam
Air: Clear but cold
Odors: Acrid

Purpose: Trap to confound or kill those sent into the maze
Current state: Rubble, ceiling partially collapsed
Contents: Empty room with Stairs (if not multi-level then reroll)

Possible feature: Hammer head, cracked; Leaves and twigs; Club, splintered
Possible furnishings: Fireplace with mantle; Staff, normal; Fireplace with mantle
(Religious) Possible furnishings: Offertory container; Incense burner, Columns or pillars
(Mage) Possible furnishings: Brazier; Pulpit; Side chairs
Possible personal items: Basket; Candlestick; Sifter or strainer

Passages

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

Extra passages (if necessary):


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

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

4th Passage Width: 40ft., with pillars / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

Doors

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

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Iron / Leads to: Chamber
Door 6: Portcullis / 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: Square, 30 x 30 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Guard room for sentinels that patrol the maze
Current state: Ashes, contents mostly burned
Contents: Dungeon hazard with incidental treasure found in a pile of junk

Possible feature: Pick handle; Pick handle; Dampness, wall
Possible furnishings: Brazier and charcoal; Fireplace and wood; Table, round
(Religious) Possible furnishings: Shrine; Columns or pillars, Bells
(Mage) Possible furnishings: Idol; Candles; Altar
Possible personal items: Cup; Washcloth; Pipe, musical

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: Lumps, unidentifiable
Book, Scroll, or Tome: Text on astrology

Monster

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

Motivation: Seek wealth
Personality: Greedy; wants treasure.

Random Hazards

Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Deadly (DC 20, +11 to-hit)
Effect: Brittle stairs collapse over 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: Mushroom field
Effect: Helps or harms certain types of creatures

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