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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: Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description

Noises: Scratching or scrabbling
Air: Clear and damp
Odors: Urine

Purpose: Crypt for less important burials
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature) guarding treasure found in behind furniture

Possible feature: Cobwebs; Wax drippings; Sticks
Possible furnishings: Sofa; Couch; Pipe (large cask, 105 gallons)
(Religious) Possible furnishings: Incense burner; Offertory container, Offertory container
(Mage) Possible furnishings: Stand; Robes; Brazier
Possible personal items: Trivet or tripod; Food; Tinderbox (with flint and steel)

Passages

Passage Width: 10 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., then the passage turns left and continues 10 ft.

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

Doors

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

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

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: Same wall as entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Tomb where the wealthiest and most important folk are interred, protected by secret doors and traps
Current state: Furniture wrecked but still present
Contents: Dungeon hazard with incidental treasure found in behind furniture

Possible feature: Helmet, badly dented; Dripping blood; Arrow, broken
Possible furnishings: Table, round; Tapestry; Pedestal
(Religious) Possible furnishings: Columns or pillars; Holy or unholy writings, Shrine
(Mage) Possible furnishings: Pews; Altar; Candles
Possible personal items: Pouch; Book; Scroll

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: Gelatin
Book, Scroll, or Tome: Prayer book

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: Braggart; makes a show of bravery but runs from danger.

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: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Setback (DC 10, +3 to-hit)
Effect: Magic missiles shoot from a statue or object

Damage
Level 1-4: 1d10
Level 5-10: 2d10
Level 11-16: 4d10
Level 17-20: 10d10

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: Swaps two or more characters' minds

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