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, 10ft. wide; four-way intersection
Description
Noises: Grating
Air: Clear and drafty
Odors: Smoky
Purpose: Trap to confound or kill those sent into the maze
Current state: Ashes, contents mostly burned
Contents: Monster (dominant inhabitant) guarding treasure found in a loose stone
Possible feature: Cobwebs; Slime (harmless); Damp ceiling
Possible furnishings: Pallet; Table, small; Armoire
(Religious) Possible furnishings: Shrine; Tripod, Brazier
(Mage) Possible furnishings: Incense burner; Columns or pillars; Holy or unholy symbol
Possible personal items: Towel; Flask or jar; Box
Passages
Passage Width: 10 ft. / 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: Wooden / Leads to: Chamber
Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: False door with trap
Door 6: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions: Square, 40 x 40 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall right of entrance /
Exit types: 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: Ashes, contents mostly burned
Contents: Monster (dominant inhabitant) guarding treasure found in a loose stone
Possible feature: Damp ceiling; Slime (harmless); Cobwebs
Possible furnishings: Pallet; Couch; Bed
(Religious) Possible furnishings: Columns or pillars; Gong, Robes
(Mage) Possible furnishings: Vestments; Lamp; Vestments
Possible personal items: Statuette or figurine; Thread; Sifter or strainer
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 chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Pellets
Book, Scroll, or Tome: Almanac
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Find a sanctuary
Personality: Cowardly; looking to surrender.
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: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water
Random Traps
Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 14, +7 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: Suit of armor
Effect: Creates an illusion
Shout outs: Stacey, Caitlin W., Damon Carrington, zzz, Mario Pizzamiglio, Phil Mehl, Wesley Muncy, elijah D. maben, R., bruschkin, Vincent Drone, thea musing, Brian Nunziato, Matt Yates, Elisa Martinez, Ryan Flagg, Jade Arrowood, Angelo Anderson, Syn21, Dave Walker, Rhonda Seiter, Jonathan Lekse, Katie White, JollyGamer, Tiernan Greenman, Burlyfighter, Gillian Tolbert, David R Abbott, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, Lou Bliss, Pythor Sen, Bryson Waits, Desedent, Thomas Wilhelm, Irate The Pirate, Mark L, Siren, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Jess, Lars Yell, Zee Livezey, Kevin, Kerry Melton, Mary Kieser, SallySparrow132, Naomi B, J, Millergendraft, Federica Frezza, Nick Soucy, Jeremiah Walker, Bryan Sheairs, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Jennifer Smith, Liz Fontain, Ray Bissonnette, Joe Dalby, Matt Price, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Kayleigh Sulin, Dani, Gundar Wez, Nahellion, Nicholas Hanke, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Gannon Dubay, Thobek, Aaron Teupe, Mage1X, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Adam Ruiz, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Lisa Tucker, KingHavok1217, Mx Charlie, Justin Snyder, Zachary Burgess-Hicks, Shazear, Steve Rosenlund, Ezzela1891, John Nazario, Gordon Alexander Fallon, Jason Clark, Trey Vickory
Their contribution stands as a beacon of hope for all adventurers!
