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, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description
Noises: Scratching or scrabbling
Air: Clear and damp
Odors: Urine
Purpose: Crypt for less important burials
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature) guarding treasure found in behind furniture
Possible feature: Cobwebs; Wax drippings; Sticks
Possible furnishings: Sofa; Couch; Pipe (large cask, 105 gallons)
(Religious) Possible furnishings: Incense burner; Offertory container, Offertory container
(Mage) Possible furnishings: Stand; Robes; Brazier
Possible personal items: Trivet or tripod; Food; Tinderbox (with flint and steel)
Passages
Passage Width: 10 ft. / Leads to:
Continue straight 30ft., no doors or side passages
Extra passages (if necessary):
2nd Passage Width:


3rd Passage Width:


4th Passage Width:


Doors
Door: Wooden, barred or locked / Leads to: Chamber
Extra doors (if necessary):
Door 2: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: False door with trap
Door 5: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 6: Portcullis / Leads to: Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions: Trapezoid, roughly 40 x 60 ft.
Number of exits: 2
Exit locations: Same wall as entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door /
Description
Purpose: Tomb where the wealthiest and most important folk are interred, protected by secret doors and traps
Current state: Furniture wrecked but still present
Contents: Dungeon hazard with incidental treasure found in behind furniture
Possible feature: Helmet, badly dented; Dripping blood; Arrow, broken
Possible furnishings: Table, round; Tapestry; Pedestal
(Religious) Possible furnishings: Columns or pillars; Holy or unholy writings, Shrine
(Mage) Possible furnishings: Pews; Altar; Candles
Possible personal items: Pouch; Book; Scroll
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 three levels to a chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Gelatin
Book, Scroll, or Tome: Prayer book
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: Braggart; makes a show of bravery but runs from danger.
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: 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 through (doorway, hallway)
Severity: Setback (DC 10, +3 to-hit)
Effect: Magic missiles shoot from a statue 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: Suit of armor
Effect: Swaps two or more characters' minds
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Their contribution stands as a beacon of hope for all adventurers!