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: Square, 40 x 40 ft.; doors on three walls
Description
Noises: Bellowing
Air: Clear and damp
Odors: Manure
Purpose: Training and exercise room
Current state: Holes, floor partially collapsed
Contents: Monster (random creature)
Possible feature: Dust; Wood pieces, rotting; Cracks, floor
Possible furnishings: Armchair; Bucket; Barrel (40 gallons)
(Religious) Possible furnishings: Columns or pillars; Prayer rug, Vestments
(Mage) Possible furnishings: Holy or unholy symbol; Cloth, altar; Pipes, musical
Possible personal items: Book; Thread; Thread
Passages
Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead
Extra passages (if necessary):
2nd Passage Width:

3rd Passage Width:


4th Passage Width:


Doors
Door: Stone, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: False door with trap
Door 4: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden, barred or locked / Leads to: Chamber
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: 1
Exit locations: Wall right of entrance /
Exit types: Door /
Description
Purpose: Workshop for the construction of weapons, armor, tools, and other goods
Current state: Used as a campsite
Contents: Random Trap
Possible feature: Dripping blood; Dripping blood; Cobwebs
Possible furnishings: Stool, normal; Arras or curtain; Bed
(Religious) Possible furnishings: Lamp; Robes, Candles
(Mage) Possible furnishings: Vestments; Holy or unholy symbol; Paintings or frescoes
Possible personal items: Bottle; Powder puff; Parchment
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 to a dead end
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Strips
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: Recover from a battle
Personality: Bully; refuses to believe it can lose.
Random Hazards
Hazard: Shrieker
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Antilife aura with a radius of 1d10 x 10ft.; while in the aura, living creatures can't regain hit points
Random Traps
Trigger: Moved (cart, stone block)
Severity: Dangerous (DC 15, +6 to-hit)
Effect: Locking pit floods with water
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: Mushroom field
Effect: Creates a force field
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Their contribution stands as a beacon of hope for all adventurers!