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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: Temple or shrine (Click to make random). or choose:

Starting Area: Square, 40 x 40 ft.; doors on three walls
Description

Noises: Moaning
Air: Clear and damp
Odors: Smoky

Purpose: Armory filled with weapons and armor, battle banners, and pennants
Current state: Rubble, ceiling partially collapsed
Contents: Random Trap protecting treasure found in a loose stone

Possible feature: Coin, copper; Cobwebs; Sticks
Possible furnishings: Fireplace and wood; Fountain; Armchair
(Religious) Possible furnishings: Robes; Cloth, altar, Cloth, altar
(Mage) Possible furnishings: Curtain or tapestry; Offertory container; Gong
Possible personal items: Candlestick; Coffer; Spoon

Passages

Passage Width: 5 ft. / Leads to: Stairs (if not multi-level then reroll)

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Chamber

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional lO ft. ahead

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

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Secret door, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Stone / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 5: Wooden / Leads to: False door with trap
Door 6: Wooden / 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 60 ft.
Number of exits: 4
Exit locations: Wall right of entrance / Wall left of entrance / Wall left of entrance / Wall right of entrance /
Exit types: Door / Corridor, 10ft. long / Door / Door /

Description
Purpose: Guardroom
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Trap

Possible feature: Cracks, floor; Javelin head, blunt; Hammer head, cracked
Possible furnishings: Pegs; Chair, plain; Fountain
(Religious) Possible furnishings: Chimes; Bells, Vestments
(Mage) Possible furnishings: Holy or unholy writings; Bells; Offertory container
Possible personal items: Case; Parchment; 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: Up to a dead end

Contents

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

Container Contents: Dust
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: Seek an item in the dungeon
Personality: Brave; stands its ground.

Random Hazards

Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

Random Obstacles

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

Obstacle: Poisonous gas (deals 1d6 poison damage per minute of exposure)

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Deadly (DC 18, +10 to-hit)
Effect: Touching an object triggers a flesh to stone spell

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: Pool of water
Effect: Locks or unlocks exits

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