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

Starting Area: Square, 20 x 20ft.; door on two walls, passage in third wall
Description

Noises: Scratching or scrabbling
Air: Clear and damp
Odors: Smoky

Purpose: Guard room for sentinels that patrol the maze
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (random creature)

Possible feature: Cobwebs; Rubble and dirt; Water, large puddle
Possible furnishings: Fireplace and wood; Statue; Firkin (small cask, 10 gallons)
(Religious) Possible furnishings: Statue; Holy or unholy symbol, Throne
(Mage) Possible furnishings: Kneeling bench; Idol; Tripod
Possible personal items: Pouch; Ear spoon; Fork

Passages

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

Extra passages (if necessary):


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

3rd Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

4th Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

Doors

Door: Iron / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Portcullis, locked in place / 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: Wooden / Leads to: Chamber
Door 6: Secret door, barred or locked / 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: Rectangle, 30 x 40 ft.
Number of exits: 3
Exit locations: Same wall as entrance / Wall right of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Lair for guard beasts that patrol the maze
Current state: Rubble, ceiling partially collapsed
Contents: Dungeon hazard with incidental treasure found in a secret compartment

Possible feature: Rags; Damp ceiling; Wax drippings
Possible furnishings: Chair, plain; Chair, plain; Firkin (small cask, 10 gallons)
(Religious) Possible furnishings: Candles; Stand, Vestments
(Mage) Possible furnishings: Screen; Holy or unholy writings; Idol
Possible personal items: Razor; Flask or jar; Ewer

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: Liquid, thin
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: Slay a rival
Personality: Fanatic; ready to die fighting.

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: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 15, +6 to-hit)
Effect: Touching an object triggers a flesh to stone spell

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: Target dummy
Effect: Contains an imprisoned creature

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