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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: Circle, 40ft. diameter; one passage at each cardinal direction
Description

Noises: Ringing
Air: Clear and damp
Odors: Dank or moldy

Purpose: Well for drinking water, defendable in the case of attack or siege
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature)

Possible feature: Dust; Cobwebs; Dung
Possible furnishings: Pipe (large cask, 105 gallons); Rug (small or medium); Chair, padded, or divan
(Religious) Possible furnishings: Lamp; Gong, Thurible
(Mage) Possible furnishings: Holy or unholy symbol; Vestments; Idol
Possible personal items: Statuette or figurine; Parchment; Fork

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Chamber

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

4th Passage Width: 20 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

Doors

Door: Iron, barred or locked / Leads to: Chamber

Extra doors (if necessary):
Door 2: Portcullis / Leads to: Passage 20 ft. straight ahead
Door 3: Portcullis, locked in place / Leads to: Chamber
Door 4: Portcullis, locked in place / Leads to: Passage 20 ft. straight ahead
Door 5: Iron / Leads to: Chamber
Door 6: Wooden / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 30 x 40 ft.
Number of exits: 1
Exit locations: Wall opposite entrance /
Exit types: Door /

Description
Purpose: Library, well stocked with religious treatises
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Cobwebs; Damp ceiling; Water, large puddle
Possible furnishings: Urn; Hogshead (large cask, 65 gallons); Shrine
(Religious) Possible furnishings: Brazier; Pulpit, Idol
(Mage) Possible furnishings: Thurible; Candles; Votive light
Possible personal items: Cologne or perfume; Vial; Vial

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 three levels to a passage 20ft. long

Contents

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

Container Contents: Cinders
Book, Scroll, or Tome: Text on armor making

Monster

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

Motivation: Slay a rival
Personality: Rabble; poorly trained and easily rattled.

Random Hazards

Hazard: Green slime (Drops from above. DC 10 Dex, 1d10 acid damage, damage each round until removed. Nonmagical wood, metal weapon or tool used to remove is destroyed. Destroyed by sunlight, cure disease, cold, fire, or radiant)

Random Obstacles

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

Obstacle: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Deadly (DC 17, +12 to-hit)
Effect: Fire shoots out from wall, floor, or object

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: Induces greed

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