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 random). or choose:
Starting Area:
Circle, 40ft. diameter; one passage at each cardinal direction
Description
Noises: Grunting
Air: Clear but cold
Odors: Earthy
Purpose: Storage, mostly nonperishable goods
Current state: Furniture wrecked but still present
Contents: Random Trick
Possible feature: Mold (common); Cracks, wall; Dampness, wall
Possible furnishings: Tub; Pegs; Keg (small barrel, 20 gallons)
(Religious) Possible furnishings: Prayer rug; Idol, Holy or unholy symbol
(Mage) Possible furnishings: Incense burner; Lamp; Holy or unholy symbol
Possible personal items: Wig; Ewer; Book
Passages
Passage Width:
20 ft. / Leads to:
Chamber
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).3rd Passage Width:
20 ft. / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead4th Passage Width:
10 ft. / Leads to:
Chamber
Doors
Door: Wooden / Leads to:
Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Portcullis / Leads to:
Chamber
Door 3: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 4: Iron / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 5: Iron / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Iron / 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:
Rectangle, 20 x 30 ft.
Number of exits: 1
Exit locations: Wall right of entrance /
Exit types: Door /
Description
Purpose: Banquet room for important celebrations
Current state: Ashes, contents mostly burned
Contents: Random Trap
Possible feature: Water, small puddle; Wall scratchings; Dung
Possible furnishings: Pail; Desk; Tapestry
(Religious) Possible furnishings: Kneeling bench; Incense burner, Shrine
(Mage) Possible furnishings: Bells; Columns or pillars; Gong
Possible personal items: Pipe, musical; Flask or jar; Yarn
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: Chimney up two levels to a passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Powder
Book, Scroll, or Tome: Travelogue for an exotic land
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Conquer the dungeon
Personality: Rabble; poorly trained and easily rattled.
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: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water
Random Traps
Trigger: Moved through (doorway, hallway)
Severity: Setback (DC 10, +5 to-hit)
Effect: Pendulum, either bladed or weighted as a maul, swings across the room or hall
| 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: Book
Effect: Releases, summons, or turns into a monster
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!

