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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 random). or choose:

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

Noises: Murmuring
Air: Clear and damp
Odors: Urine

Purpose: Lode where metal ore is mined (75 percent chance of being depleted)
Current state: Ashes, contents mostly burned
Contents: Monster (random creature)

Possible feature: Bottle, broken; Coin, copper; Dampness, wall
Possible furnishings: Chandelier; Hogshead (large cask, 65 gallons); Firkin (small cask, 10 gallons)
(Religious) Possible furnishings: Tripod; Bells, Columns or pillars
(Mage) Possible furnishings: Offertory container; Screen; Screen
Possible personal items: Yarn; Brush; Salve or unguent

Passages

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

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: Diagonal passage to the left for 30 ft (or straight then turn left)

4th Passage Width: 10 ft. / Leads to: Chamber

Doors

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

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

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: 0
Exit locations:
Exit types:

Description
Purpose: Office used by the mine supervisor
Current state: Rubble, ceiling partially collapsed
Contents: Monster (pet or allied creature)

Possible feature: Leaves and twigs; Straw; Arrow, broken
Possible furnishings: Table, trestle; Table, long; Rug (small or medium)
(Religious) Possible furnishings: Votive light; Thurible, Whistle
(Mage) Possible furnishings: Incense burner; Mosaic; Pews
Possible personal items: Coffer; Soap; Bandages

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: Shaft (with or without elevator) down 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: Catalog

Monster

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

Motivation: Find a sanctuary
Personality: Greedy; wants treasure.

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Dangerous (DC 14, +6 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: Cracked gem
Effect: The touched object animates, or it animates other objects nearby

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