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:
Passage, 10 ft. wide; T intersection
Description
Noises: Snapping
Air: Clear but cold
Odors: Acrid
Purpose: Pen or prison where captives are held
Current state: Used as a campsite
Contents: Empty room with
Stairs (if not multi-level then reroll)
Possible feature: Dripping blood; Cobwebs; Torch stub
Possible furnishings: Butt (huge cask, 125 gallons); Pipe (large cask, 105 gallons); Dais
(Religious) Possible furnishings: Bells; Pipes, musical, Shrine
(Mage) Possible furnishings: Candlesticks; Robes; Idol
Possible personal items: Sifter or strainer; Fork; Key
Passages
Passage Width:
10 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:
10 ft. / Leads to:
Continue straight 30ft., no doors or side passages4th Passage Width:
40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)
Doors
Door: Wooden / Leads to:
Chamber
Extra doors (if necessary):
Door 2: Portcullis / Leads to:
Stairs (if not multi-level then reroll)
Door 3: Wooden, barred or locked / Leads to:
Chamber
Door 4: Stone, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 6: Secret door, barred or locked / 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:
Circle, 30 ft. diameter
Number of exits: 2
Exit locations: Wall opposite entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /
Description
Purpose: Trophy room or museum
Current state: Pristine and in original state
Contents: Monster (dominant inhabitant) guarding treasure found in a pile of junk
Possible feature: Iron bar, bent and rusted; Dampness, wall; Dust
Possible furnishings: Mattress; Chair, plain; Cupboard
(Religious) Possible furnishings: Pews; Incense burner, Robes
(Mage) Possible furnishings: Bells; Offertory container; Shrine
Possible personal items: Flagon, mug, or tankard; Quill; Candlestick
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 chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Powder
Book, Scroll, or Tome: Book of pressed flowers
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Slay a rival
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: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon
Random Traps
Trigger: Stepped on (floor, stairs)
Severity: Dangerous (DC 14, +6 to-hit)
Effect: Locked room floods with water or acid
| 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: Runes engraved on wall or floor
Effect: Swaps two or more characters' minds
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!

