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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 random). or choose:

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

Noises: Scratching or scrabbling
Air: Clear and damp
Odors: Dank or moldy

Purpose: Guard room for sentinels that patrol the maze
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Wood pieces, rotting; Club, splintered; Slime (harmless)
Possible furnishings: Idol (large); Closet (wardrobe); Mat
(Religious) Possible furnishings: Votive light; Columns or pillars, Holy or unholy symbol
(Mage) Possible furnishings: Font; Prayer rug; Offertory container
Possible personal items: Quill; Bowl; Lamp or lantern

Passages

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

Extra passages (if necessary):


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

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

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

Doors

Door: Portcullis, locked in place / Leads to: Diagonal (or turn) Passage 20 ft. to the right

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to: Chamber
Door 6: Stone / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Circle, 50 ft. diameter
Number of exits: 6
Exit locations: Wall right of entrance / Same wall as entrance / Wall left of entrance / Same wall as entrance / Wall opposite entrance / Wall left of entrance /
Exit types: Door / Corridor, 10ft. long / Corridor, 10ft. long / Door / Door / Door /

Description
Purpose: Trap to confound or kill those sent into the maze
Current state: Holes, floor partially collapsed
Contents: Random Trap

Possible feature: Cobwebs; Pick handle; Rubble and dirt
Possible furnishings: Dais; Chest, medium; Statue
(Religious) Possible furnishings: Mosaic; Chimes, Lamp
(Mage) Possible furnishings: Idol; Holy or unholy symbol; Thurible
Possible personal items: Wig; Pouch; Knucklebones or dice

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 two levels to a chamber

Contents

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

Container Contents: Splinters
Book, Scroll, or Tome: Travelogue for an exotic land

Monster

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

Motivation: Seek an item in the dungeon
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: Moved (cart, stone block)
Severity: Dangerous (DC 15, +7 to-hit)
Effect: Touching an object triggers a disintegrate 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: Book
Effect: Enlarges or reduces characters

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