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: Circle, 40ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)
Description
Noises: Moaning
Air: Clear and damp
Odors: Earthy
Purpose: Shrine dedicated to a god or other entity
Current state: Furniture wrecked but still present
Contents: Random Trap
Possible feature: Slime (harmless); Wood pieces, rotting; Hammer head, cracked
Possible furnishings: Chandelier; Carpet (large); Rushes
(Religious) Possible furnishings: Tripod; Idol, Idol
(Mage) Possible furnishings: Stand; Gong; Robes
Possible personal items: Pipe, smoking; Whetstone; Cologne or perfume
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 / Leads to: Chamber
Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Secret door, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden / Leads to: Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions: Circle, 50 ft. diameter
Number of exits: 3
Exit locations: Wall right of entrance / Wall right of entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Door /
Description
Purpose: Storage for food, as well as tools used by the maze's guardians to keep the complex in working order
Current state: Pristine and in original state
Contents: Monster (dominant inhabitant) guarding treasure found in behind furniture
Possible feature: Water, small puddle; Wax blob (candle stub); Water, small puddle
Possible furnishings: Cushion; Shrine; Couch
(Religious) Possible furnishings: Pews; Vestments, Votive light
(Mage) Possible furnishings: Incense burner; Altar; Candles
Possible personal items: Basket; Case; Bottle
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 one level 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: Lunatic 's ravings
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: Joker; taunts its enemies.
Random Hazards
Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)
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: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 12, +8 to-hit)
Effect: A weapon, suit of armor, or rug animates and attacks when touched (see 'Animated Objects' in the Monster Manual)
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: Door
Effect: Changes one substance to another, such as gold to lead or metal to brittle crystal
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Their contribution stands as a beacon of hope for all adventurers!