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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 permanent). or choose:

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

Noises: Footsteps ahead
Air: Clear and damp
Odors: Manure

Purpose: Central temple built to accommodate rituals
Current state: Stripped bare
Contents: Monster (pet or allied creature)

Possible feature: Dripping blood; Sticks; Cobwebs
Possible furnishings: Butt (huge cask, 125 gallons); Rug (small or medium); Bunks
(Religious) Possible furnishings: Candles; Altar, Pipes, musical
(Mage) Possible furnishings: Offertory container; Altar; Holy or unholy symbol
Possible personal items: Lamp or lantern; Bottle; Cane or walking stick

Passages

Passage Width: 20 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: Chamber

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

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

Doors

Door: Wooden / Leads to: False door with trap

Extra doors (if necessary):
Door 2: Secret door / Leads to: Stairs (if not multi-level then reroll)
Door 3: Stone, barred or locked / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
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: Trapezoid, roughly 40 x 60 ft.
Number of exits: 2
Exit locations: Wall left of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Central temple built to accommodate rituals
Current state: Pristine and in original state
Contents: Monster (random creature) guarding treasure found in a loose stone

Possible feature: Dust; Dust; Water, large puddle
Possible furnishings: Stool, normal; Rug (small or medium); Table, trestle
(Religious) Possible furnishings: Tripod; Whistle, Holy or unholy writings
(Mage) Possible furnishings: Screen; Pipes, musical; Whistle
Possible personal items: Towel; Food; Tinderbox (with flint and steel)

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: 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: Slay a rival
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: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 12, +7 to-hit)
Effect: Thunderwave knocks characters into a pit or spikes

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: Tapestry or rug
Effect: Casts polymorph on the characters (lasts 1 hour)

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