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.
Jump to a section:
- Dungeon Start
- Passages
- Doors
- Chamber (Rooms)
- Stairs
- Contents
- Monster
- Random Hazards
- Random Obstacles
- Random Traps
- Random Tricks
Dungeon Start
Dungeon Type: Temple or shrine (Click to make permanent). 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: Bang or slam
Air: Clear, with mist covering floor
Odors: Rotting vegetation
Purpose: Dormitory for lesser priests or students
Current state: Stripped bare
Contents: Random Event (or empty room)
Possible feature: Water, small puddle; Cobwebs; Wood pieces, rotting
Possible furnishings: Rug (small or medium); Shelf; Fresco
(Religious) Possible furnishings: Idol; Side chairs, Lectern
(Mage) Possible furnishings: Pews; Whistle; Vestments
Possible personal items: Horn, drinking; Tinderbox (with flint and steel); Needle(s)
Passages
Passage Width:
10 ft. / Leads to:
Stairs (if not multi-level then reroll)
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to:
Chamber3rd Passage Width:
10 ft. / Leads to:
Chamber4th Passage Width:
20 ft. / Leads to:
Continue straight 20ft.; passage ends in a door
Doors
Door: Wooden / Leads to:
Chamber
Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 3: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 4: Stone, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 5: Portcullis / Leads to:
Chamber
Door 6: Iron, barred or locked / Leads to:
Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions:
Rectangle, 20 x 30 ft.
Number of exits: 0
Exit locations:
Exit types:
Description
Purpose: Armory filled with weapons and armor, battle banners, and pennants
Current state: Used as a campsite
Contents: Empty room with
Stairs (if not multi-level then reroll)
Possible feature: Flask, cracked; Cobwebs; Wax blob (candle stub)
Possible furnishings: Cask (40 gallons); Loom; Bench
(Religious) Possible furnishings: Tripod; Lamp, Robes
(Mage) Possible furnishings: Statue; Shrine; Font
Possible personal items: Pouch; Tinderbox (with flint and steel); Lamp or lantern
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 two levels to a chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Powder
Book, Scroll, or Tome: Novel
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Find a sanctuary
Personality: Cowardly; looking to surrender.
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: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)
Random Traps
Trigger: Moved (cart, stone block)
Severity: Setback (DC 10, +5 to-hit)
Effect: Lightning bolt shoots from wall 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: Target dummy
Effect: Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming)
Shout outs: Stacey, Adam Fowler, Amanda Kettles, Angelo Anderson, Appreciate Witch of Life, AstroLass, bilbens baggo, Brian Nunziato, Bryan Sheairs, Brysen Packer, Bryson Waits, Burlyfighter, Caitlin W., Christopher Allbritton, CJMAXP, Connor, Dalton Elliott, Damon Carrington, Daniel Edwards, David Schraff, Dragons With Jetpacks, Elisa Martinez, eric sun, Ezzela1891, Federica Frezza, Gordon Alexander Fallon, Gundar Wez, Iofire, Irate The Pirate, Jade Arrowood, Jake Lane, Jeremiah Walker, Jess, Joe Dalby, John Nazario, JollyGamer, Jonathan Lekse, Jordan Brazeal, Joshua David Maddox, Justin Snyder, Kerry Melton, Kevin, KFB_Patreon, KingHavok1217, Kingyo Senpai, Kyle Clark, Lisa Tucker, Liz Fontain, Lizzie, Lou Bliss, Luke P, Mario Pizzamiglio, Mark L, Matt Yates, Max Hops, Maxwell Mayer, Michael Hamilton, Millergendraft, mtnman1979@aol.com, Mx Charlie, Mylon Schroder, Nahellion, Nathan, Nicholas Zamora, Nick Soucy, Phil Mehl, Phillip P Torchia, Pythor Sen, R., Rachel Anderson, Ray Bissonnette, Remora Jewel, Robert Rich, Robert Skadsem, Ryan Flagg, SallySparrow132, Sarah Holland, Serafina Moon, Shane Andrews, ShortyMcgibble, Sik Makoyi, Siren, Stefan Gottschalk's, Steve Rosenlund, Stuart, Syn21, That Video Editor Nic, thea musing, Trev909, Vedie V, Vincent Drone, Warren Clarida, Wesley Muncy, XMrMonkyx ., Zachary Burgess-Hicks, zachary gee, Zealot23, Zee Livezey
Their contribution stands as a beacon of hope for all adventurers!


