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: Lair (Click to make permanent). or choose:
Starting Area:
Passage, 10ft. wide; four-way intersection
Description
Noises: Squeaking
Air: Clear and drafty
Odors: Stale
Purpose: Cistern or well for drinking water
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant) guarding treasure found in a pile of junk
Possible feature: Cracks, ceiling; Ashes; Cobwebs
Possible furnishings: Sack; Pallet; Carpet (large)
(Religious) Possible furnishings: Stand; Bells, Candlesticks
(Mage) Possible furnishings: Idol; Drum; Shrine
Possible personal items: Candlestick; Comb; Twine
Passages
Passage Width:
10 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).
Extra passages (if necessary):
2nd Passage Width:
20 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).3rd Passage Width:
30 ft. / Leads to:
Chamber4th Passage Width:
10 ft. / Leads to:
Continue straight 20ft., then the passage turns right and continues 10ft.
Doors
Door: Wooden / Leads to:
Chamber
Extra doors (if necessary):
Door 2: Iron, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 3: Wooden / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Wooden / Leads to:
Chamber
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:
Rectangle, 30 x 40 ft.
Number of exits: 0
Exit locations:
Exit types:
Description
Purpose: Armory stocked with weapons and armor
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)
Possible feature: Hair or fur; Sticks; Torch stub
Possible furnishings: Wall basin and font; Mattress; Couch
(Religious) Possible furnishings: Shrine; Columns or pillars, Candlesticks
(Mage) Possible furnishings: Incense burner; Curtain or tapestry; Offertory container
Possible personal items: Tinderbox (with flint and steel); Wool; Basket
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 to a dead end
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Stalks
Book, Scroll, or Tome: Historical text
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Seek an item in the dungeon
Personality: Fanatic; ready to die fighting.
Random Hazards
Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon
Random Traps
Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 12, +8 to-hit)
Effect: Floor tiles are electrified
| 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: Stone obelisk
Effect: Grants a wish
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!

