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: 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:


3rd Passage Width:


4th Passage Width:


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
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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Their contribution stands as a beacon of hope for all adventurers!
