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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, 20 x 40ft.; passage on each wall
Description

Noises: Clanking
Air: Clear and warm
Odors: Rotting vegetation

Purpose: Grand crypt for a noble, high priest, or other important individual
Current state: Pool of water; chamber's original contents are water damaged
Contents: Dungeon hazard with incidental treasure found in a loose stone

Possible feature: Dust; Dripping blood; Leaves and twigs
Possible furnishings: Pedestal; Pallet; Altar
(Religious) Possible furnishings: Holy or unholy symbol; Columns or pillars, Rail
(Mage) Possible furnishings: Columns or pillars; Lamp; Tripod
Possible personal items: Razor; Whetstone; Plate, platter, or saucer

Passages

Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

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

4th Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft.; passage ends in a door

Doors

Door: Stone / Leads to: Chamber

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

Chamber (Rooms)

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

Dimensions: Circle, 50 ft. diameter
Number of exits: 4
Exit locations: Wall right of entrance / Wall opposite entrance / Same wall as entrance / Wall left of entrance /
Exit types: Door / Door / Door / Corridor, 10ft. long /

Description
Purpose: Crypt for less important burials
Current state: Holes, floor partially collapsed
Contents: Monster (pet or allied creature)

Possible feature: Ashes; Straw; Dust
Possible furnishings: Hamper; Dais; Cask (40 gallons)
(Religious) Possible furnishings: Bells; Statue, Font
(Mage) Possible furnishings: Vestments; Curtain or tapestry; Robes
Possible personal items: Casket (small); Twine; Jug or pitcher

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 one level to a chamber

Contents

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

Container Contents: Crystals
Book, Scroll, or Tome: Biography

Monster

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

Motivation: Slay a rival
Personality: Greedy; wants treasure.

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: Cave-in

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Setback (DC 10, +4 to-hit)
Effect: Fire shoots out from wall, floor, 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: Statue
Effect: The touched object animates, or it animates other objects nearby

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