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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, 40 x 40 ft.; doors on three walls
Description

Noises: Footsteps ahead
Air: Clear and damp
Odors: Putrid

Purpose: Cells where the faithful can sit in quiet contemplation
Current state: Holes, floor partially collapsed
Contents: Monster (dominant inhabitant)

Possible feature: Guano; Coin, copper; Cobwebs
Possible furnishings: Couch; Bed; Firkin (small cask, 10 gallons)
(Religious) Possible furnishings: Lamp; Tripod, Columns or pillars
(Mage) Possible furnishings: Idol; Font; Bells
Possible personal items: Twine; Oil, scented; Twine

Passages

Passage Width: 30 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

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 lO ft. ahead

Doors

Door: Wooden / Leads to: False door with trap

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Portcullis, locked in place / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Iron / Leads to: Chamber
Door 6: Portcullis / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 20 x 30 ft.
Number of exits: 4
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall opposite entrance / Same wall as entrance /
Exit types: Door / Door / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Crypt for a high priest or similar figure, hidden and heavily guarded by creatures and traps
Current state: Furniture wrecked but still present
Contents: Random Trap protecting treasure found in a small secret room

Possible feature: Dripping blood; Ashes; Rags
Possible furnishings: Fireplace and wood; Bucket; Table, round
(Religious) Possible furnishings: Cloth, altar; Statue, Idol
(Mage) Possible furnishings: Cloth, altar; Cloth, altar; Bells
Possible personal items: Yarn; Horn, drinking; Tinderbox (with flint and steel)

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 to a dead end

Contents

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

Container Contents: Lumps, unidentifiable
Book, Scroll, or Tome: Novel

Monster

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

Motivation: Conquer the dungeon
Personality: Joker; taunts its enemies.

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 through (doorway, hallway)
Severity: Dangerous (DC 15, +7 to-hit)
Effect: Darts shoot out of an opened chest

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: Door
Effect: Enlarges or reduces characters

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