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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: Tomb (Click to make permanent). or choose:

Starting Area: Passage, 10 ft. wide; T intersection
Description

Noises: Bellowing
Air: Clear and damp
Odors: Earthy

Purpose: Robing room for priests to prepare for burial rituals
Current state: Furniture wrecked but still present
Contents: Random Trap protecting treasure found in behind furniture

Possible feature: Cracks, ceiling; Wax blob (candle stub); Leaves and twigs
Possible furnishings: Fresco; Bunks; Blanket
(Religious) Possible furnishings: Pews; Statue, Font
(Mage) Possible furnishings: Thurible; Columns or pillars; Brazier
Possible personal items: Book; Book; Lamp or lantern

Passages

Passage Width: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages

Extra passages (if necessary):


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

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

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

Doors

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

Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to: False door with trap
Door 3: Iron, barred or locked / Leads to: Chamber
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Chamber
Door 6: Stone, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

Chamber (Rooms)

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

Dimensions: Square, 50 x 50 ft.
Number of exits: 4
Exit locations: Wall right of entrance / Wall left of entrance / Wall left of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door / Door / Door /

Description
Purpose: Tomb where the wealthiest and most important folk are interred, protected by secret doors and traps
Current state: Stripped bare
Contents: Random Trick

Possible feature: Cracks, wall; Dampness, wall; Mold (common)
Possible furnishings: Staff, normal; Idol (large); Tub
(Religious) Possible furnishings: Holy or unholy symbol; Whistle, Candelabra
(Mage) Possible furnishings: Tripod; Cloth, altar; Incense burner
Possible personal items: Statuette or figurine; Bottle; Pan

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 three levels to a chamber

Contents

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

Container Contents: Cinders
Book, Scroll, or Tome: Text on medicine

Monster

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

Motivation: Hide from enemies
Personality: Fanatic; ready to die fighting.

Random Hazards

Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

Random Obstacles

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

Obstacle: Reverse gravity effect causes creatures to fall toward the ceiling

Random Traps

Trap Generator

Trigger: Stepped on (floor, stairs)
Severity: Deadly (DC 18, +10 to-hit)
Effect: Magic missiles shoot from a statue or object

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: Suit of armor
Effect: Changes a character's alignment, personality, size, appearance, or sex when touched

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