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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: Tomb (Click to make random). or choose:

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

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

Purpose: Workshop for embalming the dead
Current state: Holes, floor partially collapsed
Contents: Monster (pet or allied creature)

Possible feature: Dampness, wall; Leaves and twigs; Dung
Possible furnishings: Cabinet; Bunks; Fountain
(Religious) Possible furnishings: Idol; Lamp, Shrine
(Mage) Possible furnishings: Pulpit; Idol; Holy or unholy symbol
Possible personal items: Candle snuffer; Tinderbox (with flint and steel); Basin

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

3rd Passage Width: 10 ft. / Leads to: Chamber

4th Passage Width: 10 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

Doors

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

Extra doors (if necessary):
Door 2: Secret door / Leads to: Chamber
Door 3: Secret door, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Secret door, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Stone / Leads to: Passage 20 ft. straight ahead
Door 6: Stone / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Octagon, 40 x 40 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall right of entrance /
Exit types: Door / Corridor, 10ft. long /

Description
Purpose: False crypt (trapped) to kill or capture thieves
Current state: Used as a campsite
Contents: Random Trap

Possible feature: Damp ceiling; Wood pieces, rotting; Slime (harmless)
Possible furnishings: Fresco; Painting; Hogshead (large cask, 65 gallons)
(Religious) Possible furnishings: Candles; Altar, Gong
(Mage) Possible furnishings: Rail; Vestments; Shrine
Possible personal items: Knucklebones or dice; Dish; Spigot

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 passage 20ft. long

Contents

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

Container Contents: Splinters
Book, Scroll, or Tome: Last will and testament

Monster

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

Motivation: Slay a rival
Personality: Braggart; makes a show of bravery but runs from danger.

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: 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: Dangerous (DC 13, +7 to-hit)
Effect: Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit)

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: Painting
Effect: Wails loudly when touched

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