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

Noises: Buzzing
Air: Clear and damp
Odors: Earthy

Purpose: Workshop for repairing or creating weapons, religious items, and tools
Current state: Used as a campsite
Contents: Monster (dominant inhabitant) guarding treasure found in a secret compartment

Possible feature: Dung; Hair or fur; Helmet, badly dented
Possible furnishings: Stool , high; Cask (40 gallons); Butt (huge cask, 125 gallons)
(Religious) Possible furnishings: Offertory container; Tripod, Lamp
(Mage) Possible furnishings: Pipes, musical; Whistle; Shrine
Possible personal items: Oil, cooking; Candle; Twine

Passages

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

Extra passages (if necessary):


2nd Passage Width: 30 ft. / Leads to: Stairs (if not multi-level then reroll)

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 / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Stone, barred or locked / Leads to: Chamber
Door 4: Wooden / Leads to: False door with trap
Door 5: Secret door, barred or locked / Leads to: Chamber
Door 6: Wooden / Leads to: False door with trap

Chamber (Rooms)

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

Dimensions: Square, 20 x 20 ft.
Number of exits: 1
Exit locations: Wall opposite entrance /
Exit types: Corridor, 10ft. long /

Description
Purpose: Robing room containing ceremonial outfits and items
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature) guarding treasure found in a secret compartment

Possible feature: Dripping blood; Torch stub; Damp ceiling
Possible furnishings: Shrine; Statue; Cask (40 gallons)
(Religious) Possible furnishings: Holy or unholy writings; Offertory container, Cloth, altar
(Mage) Possible furnishings: Statue; Incense burner; Cloth, altar
Possible personal items: Flask or jar; Towel; 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: Shaft (with or without elevator) up one level to a chamber and down one level to a chamber

Contents

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

Container Contents: Splinters
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 wealth
Personality: Cowardly; looking to surrender.

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

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
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: Tapestry or rug
Effect: Locks or unlocks exits

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