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.; passage on each wall
Description
Noises: Thud
Air: Clear and damp
Odors: Ozone
Purpose: Workshop where doors, torch sconces, and other furnishings are repaired and maintained
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)
Possible feature: Guano; Water, large puddle; Cobwebs
Possible furnishings: Screen; Rug (small or medium); Couch
(Religious) Possible furnishings: Statue; Candles, Thurible
(Mage) Possible furnishings: Curtain or tapestry; Brazier; Bells
Possible personal items: Flagon, mug, or tankard; Box; Statuette or figurine
Passages
Passage Width: 10 ft. / Leads to:
Chamber
Extra passages (if necessary):
2nd Passage Width:


3rd Passage Width:


4th Passage Width:


Doors
Door: Secret door, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Extra doors (if necessary):
Door 2: Iron / Leads to: Passage 20 ft. straight ahead
Door 3: Stone, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 4: Portcullis, locked in place / Leads to: Chamber
Door 5: Iron / Leads to: Passage 20 ft. straight ahead
Door 6: Portcullis, locked in place / Leads to: False door with trap
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions: Octagon, 40 x 40 ft.
Number of exits: 4
Exit locations: Wall right of entrance / Wall right of entrance / Wall opposite entrance / Same wall as entrance /
Exit types: Door / Door / Door / Door /
Description
Purpose: Guard room for sentinels that patrol the maze
Current state: Used as a campsite
Contents: Monster (pet or allied creature)
Possible feature: Wood pieces, rotting; Dampness, wall; Cobwebs
Possible furnishings: Pedestal; Keg (small barrel, 20 gallons); Table, trestle
(Religious) Possible furnishings: Stand; Offertory container, Offertory container
(Mage) Possible furnishings: Pulpit; Tripod; Pews
Possible personal items: Vial; Statuette or figurine; Dish
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 to a dead end
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Cinders
Book, Scroll, or Tome: Letter
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Seek wealth
Personality: Braggart; makes a show of bravery but runs from danger.
Random Hazards
Hazard: Green slime (Drops from above. DC 10 Dex, 1d10 acid damage, damage each round until removed. Nonmagical wood, metal weapon or tool used to remove is destroyed. Destroyed by sunlight, cure disease, cold, fire, or radiant)
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)
Random Traps
Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 13, +7 to-hit)
Effect: Ceiling block falls, or entire ceiling collapses
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: Bestows resistance or vulnerability
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Their contribution stands as a beacon of hope for all adventurers!
