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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: Planar gate (Click to make random). or choose:

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

Noises: Screaming
Air: Clear and damp
Odors: Earthy

Purpose: Conjuring room for summoning creatures used to investigate or defend the portal
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature)

Possible feature: Dust; Leather boot; Slime (harmless)
Possible furnishings: Fireplace and wood; Closet (wardrobe); Pegs
(Religious) Possible furnishings: Holy or unholy symbol; Offertory container, Throne
(Mage) Possible furnishings: Statue; Lamp; Vestments
Possible personal items: Horn, drinking; Basin; Salve or unguent

Passages

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

Extra passages (if necessary):


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

3rd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

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

Doors

Door: Wooden, barred or locked / Leads to: False door with trap

Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to: Chamber
Door 3: Iron, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Portcullis / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 5: Portcullis, locked in place / Leads to: Chamber
Door 6: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right

Chamber (Rooms)

Whenever a passage, door, or anything else results in a chamber, use one of these.

Dimensions: Square, 40 x 40 ft.
Number of exits: 2
Exit locations: Wall left of entrance / Wall right of entrance /
Exit types: Door / Door /

Description
Purpose: Kitchen
Current state: Furniture wrecked but still present
Contents: Monster (random creature)

Possible feature: Mold (common); Cracks, wall; Cobwebs
Possible furnishings: Tun (huge cask, 250 gallons); Altar; Couch
(Religious) Possible furnishings: Kneeling bench; Idol, Prayer rug
(Mage) Possible furnishings: Holy or unholy symbol; Shrine; Altar
Possible personal items: Flask or jar; Fork; Pouch

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 two levels to a passage 20ft. long

Contents

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

Container Contents: Liquid, viscous
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: Avoid danger
Personality: Greedy; wants treasure.

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: Cave-in

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Setback (DC 11, +4 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: Sphere of magical energy
Effect: Gives directions (true or false)

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