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: Maze (Click to make random). or choose:
Starting Area: Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description
Noises: Footsteps approaching
Air: Clear and damp
Odors: Metallic
Purpose: Well that provides drinking water
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (pet or allied creature)
Possible feature: Hair or fur; Cobwebs; Water, large puddle
Possible furnishings: Keg (small barrel, 20 gallons); Altar; Table, round
(Religious) Possible furnishings: Thurible; Lamp, Pipes, musical
(Mage) Possible furnishings: Cassocks; Idol; Lamp
Possible personal items: Ewer; Book; Candle snuffer
Passages
Passage Width: 10 ft. / Leads to:
Chamber
Extra passages (if necessary):
2nd Passage Width:


3rd Passage Width:


4th Passage Width:


Doors
Door: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 4: Wooden, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Stone / 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, 40 x 50 ft.
Number of exits: 2
Exit locations: Wall right of entrance / Wall opposite entrance /
Exit types: Door / Door /
Description
Purpose: Guard room for sentinels that patrol the maze
Current state: Rubble, ceiling partially collapsed
Contents: Random Trap
Possible feature: Pole, broken (5 ft. long); Dripping blood; Sword blade, broken
Possible furnishings: Blanket; Blanket; Fireplace and wood
(Religious) Possible furnishings: Pews; Idol, Altar
(Mage) Possible furnishings: Candles; Brazier; Brazier
Possible personal items: Horn, drinking; Statuette or figurine; 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: Down three levels to a passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Bodily organs
Book, Scroll, or Tome: Calendar
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: Fanatic; ready to die fighting.
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: Reverse gravity effect causes creatures to fall toward the ceiling
Random Traps
Trigger: Opened (door, treasure chest)
Severity: Setback (DC 11, +3 to-hit)
Effect: Chute opens in floor
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: Mushroom field
Effect: Contains an imprisoned creature
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Their contribution stands as a beacon of hope for all adventurers!
