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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 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: Sneezing
Air: Clear and damp
Odors: Dank or moldy

Purpose: Cells where the faithful can sit in quiet contemplation
Current state: Furniture wrecked but still present
Contents: Monster (random creature) guarding treasure found in a small secret room

Possible feature: Leaves and twigs; Dried blood; Dripping blood
Possible furnishings: Wall basin and font; Brazier and charcoal; Cupboard
(Religious) Possible furnishings: Columns or pillars; Lamp, Thurible
(Mage) Possible furnishings: Robes; Candles; Columns or pillars
Possible personal items: Flask or jar; Bandages; Shaker

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: 10 ft. / Leads to: Chamber

3rd Passage Width: 40ft., with pillars / Leads to: Chamber

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, 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: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Iron, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 6: Portcullis / Leads to: Chamber

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 opposite entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Guardroom
Current state: Holes, floor partially collapsed
Contents: Dungeon hazard with incidental treasure found in a small secret room

Possible feature: Water, large puddle; Cracks, floor; Water, trickle
Possible furnishings: Rug (small or medium); Chandelier; Coal
(Religious) Possible furnishings: Brazier; Idol, Candlesticks
(Mage) Possible furnishings: Vestments; Statue; Robes
Possible personal items: Pouch; Cane or walking stick; Coffer

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: Up one level to a chamber

Contents

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

Container Contents: Crystals
Book, Scroll, or Tome: Letter

Monster

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

Motivation: Seek an item in the dungeon
Personality: Greedy; wants treasure.

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

Random Obstacles

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

Obstacle: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 10, +4 to-hit)
Effect: Collapsing staircase creates a ramp that deposits characters into a pit at its lower end

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: Mushroom field
Effect: Teleports characters to another place

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