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: Passage, 10 ft. wide; T intersection
Description
Noises: Sneezing
Air: Clear and damp
Odors: Putrid
Purpose: Guard room for sentinels that patrol the maze
Current state: Ashes, contents mostly burned
Contents: Random Event (or empty room)
Possible feature: Mold (common); Wood pieces, rotting; Wood pieces, rotting
Possible furnishings: Cushion; Table, long; Bench
(Religious) Possible furnishings: Vestments; Shrine, Altar
(Mage) Possible furnishings: Offertory container; Vestments; Holy or unholy symbol
Possible personal items: Jug or pitcher; Mirror; Soap
Passages
Passage Width: 10 ft. / Leads to:
Chamber
Extra passages (if necessary):
2nd Passage Width:


3rd Passage Width:


4th Passage Width:


Doors
Door: Portcullis / Leads to: Chamber
Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Chamber
Door 6: Secret door / 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: 2
Exit locations: Wall left of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door /
Description
Purpose: Shrine dedicated to a god or other entity
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)
Possible feature: Flask, cracked; Wall scratchings; Cobwebs
Possible furnishings: Dais; Hamper; Couch
(Religious) Possible furnishings: Columns or pillars; Bells, Vestments
(Mage) Possible furnishings: Candles; Lectern; Incense burner
Possible personal items: Vial; Vase; Shaker
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: Grease
Book, Scroll, or Tome: Book of heraldry
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: Greedy; wants treasure.
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: Blade barrier blocks passage
Random Traps
Trigger: Opened (door, treasure chest)
Severity: Setback (DC 10, +5 to-hit)
Effect: Symbol
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: Painting
Effect: Changes a character's alignment, personality, size, appearance, or sex when touched
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Their contribution stands as a beacon of hope for all adventurers!
