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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 random). or choose:

Starting Area: Square, 40 x 40 ft.; doors on three walls
Description

Noises: Music
Air: Clear and drafty
Odors: Smoky

Purpose: Crypt for a high priest or similar figure, hidden and heavily guarded by creatures and traps
Current state: Ashes, contents mostly burned
Contents: Monster (random creature)

Possible feature: Dampness, wall; Cobwebs; Iron bar, bent and rusted
Possible furnishings: Tun (huge cask, 250 gallons); Chair, plain; Cupboard
(Religious) Possible furnishings: Whistle; Idol, Chimes
(Mage) Possible furnishings: Candlesticks; Holy or unholy writings; Brazier
Possible personal items: Comb; Box; Quill

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

3rd Passage Width: 40ft., with pillars / Leads to: Chamber

4th Passage Width: 30 ft. / Leads to: Chamber

Doors

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

Extra doors (if necessary):
Door 2: Portcullis / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Chamber
Door 4: Portcullis, locked in place / Leads to: Chamber
Door 5: Secret door, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
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: Rectangle, 50 x 80 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Cells where the faithful can sit in quiet contemplation
Current state: Rubble, ceiling partially collapsed
Contents: Monster (dominant inhabitant)

Possible feature: Iron bar, bent and rusted; Rubble and dirt; Dust
Possible furnishings: Stool , high; Chest of drawers; Shelf
(Religious) Possible furnishings: Rail; Lamp, Gong
(Mage) Possible furnishings: Bells; Holy or unholy symbol; Lectern
Possible personal items: Lamp or lantern; Dish; Box

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: Gelatin
Book, Scroll, or Tome: Letter

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: Violet fungus: This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days.

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Deadly (DC 16, +10 to-hit)
Effect: Pendulum, either bladed or weighted as a maul, swings across the room or hall

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: Stone obelisk
Effect: Changes a character's alignment, personality, size, appearance, or sex when touched

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