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: Stronghold (Click to make permanent). or choose:
Starting Area:
Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description
Noises: Screaming
Air: Clear and warm
Odors: Dank or moldy
Purpose: Pantry, including cellar for wine or spirits
Current state: Furniture wrecked but still present
Contents: Random Trap
Possible feature: Dust; Dampness, wall; Cobwebs
Possible furnishings: Wall basin and font; Hogshead (large cask, 65 gallons); Statue
(Religious) Possible furnishings: Cloth, altar; Votive light, Pews
(Mage) Possible furnishings: Offertory container; Statue; Bells
Possible personal items: Pipe, musical; Box; Powder puff
Passages
Passage Width:
5 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 left for 30 ft (or straight then turn left)3rd Passage Width:
10 ft. / Leads to:
Chamber4th Passage Width:
10 ft. / Leads to:
Chamber
Doors
Door: Wooden / Leads to:
Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Stone / Leads to:
Chamber
Door 3: Secret door, barred or locked / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Wooden / Leads to:
Stairs (if not multi-level then reroll)
Door 5: Stone, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 6: Portcullis / Leads to:
Passage 20 ft. straight ahead
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions:
Square, 20 x 20 ft.
Number of exits: 4
Exit locations: Wall right of entrance / Wall left of entrance / Wall opposite entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Door / Door /
Description
Purpose: Armory holding high-quality gear, including light siege weapons such as ballistas
Current state: Used as a campsite
Contents: Empty room with treasure found in behind furniture
Possible feature: Rags; Cracks, floor; Dripping blood
Possible furnishings: Couch; Rug (small or medium); Hogshead (large cask, 65 gallons)
(Religious) Possible furnishings: Cloth, altar; Font, Holy or unholy symbol
(Mage) Possible furnishings: Side chairs; Pews; Tripod
Possible personal items: Hourglass; Spoon; Towel
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: Up one level to a passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Liquid, thin
Book, Scroll, or Tome: Bestiary
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Conquer the dungeon
Personality: Brave; stands its ground.
Random Hazards
Hazard: Green slime (Drops from above. DC 10 Dex, 1d10 acid damage, damage each round until removed. Nonmagical wood, metal weapon or tool used to remove is destroyed. Destroyed by sunlight, cure disease, cold, fire, or radiant)
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: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 15, +7 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: Sphere of magical energy
Effect: Creates a force field
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!

