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

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

Noises: Hissing
Air: Foggy or misty and cold
Odors: Manure

Purpose: Bedroom, for use by leaders
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Water, large puddle; Cobwebs; Dripping blood
Possible furnishings: Pillow; Chest, medium; Mat
(Religious) Possible furnishings: Shrine; Thurible, Brazier
(Mage) Possible furnishings: Incense burner; Brazier; Robes
Possible personal items: Soap; Yarn; Wool

Passages

Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Continue straight 20ft.; passage ends in a door

3rd Passage Width: 20 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

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

Doors

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

Extra doors (if necessary):
Door 2: Iron, barred or locked / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Iron, barred or locked / Leads to: Chamber
Door 5: Stone / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden, 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: Square, 20 x 20 ft.
Number of exits: 1
Exit locations: Wall right of entrance /
Exit types: Door /

Description
Purpose: Audience chamber, used to receive guests
Current state: Used as a campsite
Contents: Random Trap

Possible feature: Leaves and twigs; Leaves and twigs; Dripping blood
Possible furnishings: Table, long; Rug (small or medium); Bed
(Religious) Possible furnishings: Incense burner; Holy or unholy symbol, Paintings or frescoes
(Mage) Possible furnishings: Chimes; Holy or unholy symbol; Holy or unholy symbol
Possible personal items: Scroll; Pot; Trivet or tripod

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 chamber

Contents

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

Container Contents: Cinders
Book, Scroll, or Tome: Prayer book

Monster

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

Motivation: Conquer the dungeon
Personality: Greedy; wants treasure.

Random Hazards

Hazard: Shrieker

Random Obstacles

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

Obstacle: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Deadly (DC 19, +10 to-hit)
Effect: Ceiling block falls, or entire ceiling collapses

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: Statue
Effect: Releases coins, false coins, gems, false gems, a magic item, or a map

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