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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: Mine (Click to make permanent). or choose:

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

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

Purpose: Cistern providing drinking water for miners
Current state: Pool of water; chamber's original contents are water damaged
Contents: Empty room with Stairs (if not multi-level then reroll)

Possible feature: Cracks, floor; Dripping blood; Dampness, wall
Possible furnishings: Staff, normal; Stool, normal; Sofa
(Religious) Possible furnishings: Bells; Candelabra, Idol
(Mage) Possible furnishings: Screen; Altar; Shrine
Possible personal items: Mirror; Spigot; Pot

Passages

Passage Width: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the right, then an additional 10 ft. ahead

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the right, then an additional 10 ft. ahead

Doors

Door: Stone / Leads to: Chamber

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

Chamber (Rooms)

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

Dimensions: Trapezoid, roughly 40 x 60 ft.
Number of exits: 3
Exit locations: Wall opposite entrance / Wall left of entrance / Same wall as entrance /
Exit types: Door / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Storage for tools and other equipment
Current state: Used as a campsite
Contents: Random Trap

Possible feature: Dripping blood; Cobwebs; Mold (common)
Possible furnishings: Fountain; Staff, normal; Chair, plain
(Religious) Possible furnishings: Pews; Shrine, Tripod
(Mage) Possible furnishings: Robes; Gong; Idol
Possible personal items: Scroll; Twine; Tureen

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 chamber

Contents

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

Container Contents: Paste
Book, Scroll, or Tome: Text on local flora

Monster

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

Motivation: Find a sanctuary
Personality: Bully; refuses to believe it can lose.

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: Cave-in

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 14, +6 to-hit)
Effect: Collapsing staircase creates a ramp that deposits characters into a pit at its lower end

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: Sphere of magical energy
Effect: Helps or harms certain types of creatures

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