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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: Maze (Click to make random). or choose:

Starting Area: Circle, 40ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)
Description

Noises: Moaning
Air: Clear and damp
Odors: Earthy

Purpose: Shrine dedicated to a god or other entity
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Slime (harmless); Wood pieces, rotting; Hammer head, cracked
Possible furnishings: Chandelier; Carpet (large); Rushes
(Religious) Possible furnishings: Tripod; Idol, Idol
(Mage) Possible furnishings: Stand; Gong; Robes
Possible personal items: Pipe, smoking; Whetstone; Cologne or perfume

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 left, then an additional lO ft. ahead

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional 10 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: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Secret door, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
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: 3
Exit locations: Wall right of entrance / Wall right of entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Door /

Description
Purpose: Storage for food, as well as tools used by the maze's guardians to keep the complex in working order
Current state: Pristine and in original state
Contents: Monster (dominant inhabitant) guarding treasure found in behind furniture

Possible feature: Water, small puddle; Wax blob (candle stub); Water, small puddle
Possible furnishings: Cushion; Shrine; Couch
(Religious) Possible furnishings: Pews; Vestments, Votive light
(Mage) Possible furnishings: Incense burner; Altar; Candles
Possible personal items: Basket; Case; Bottle

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 passage 20ft. long

Contents

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

Container Contents: Powder
Book, Scroll, or Tome: Lunatic 's ravings

Monster

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

Motivation: Recover from a battle
Personality: Joker; taunts its enemies.

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: Antilife aura with a radius of 1d10 x 10ft.; while in the aura, living creatures can't regain hit points

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 12, +8 to-hit)
Effect: A weapon, suit of armor, or rug animates and attacks when touched (see 'Animated Objects' in the Monster Manual)

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: Door
Effect: Changes one substance to another, such as gold to lead or metal to brittle crystal

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