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: Temple or shrine (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: Sobbing
Air: Clear and damp
Odors: Dank or moldy
Purpose: Central temple built to accommodate rituals
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature) guarding treasure found in a pile of junk
Possible feature: Water, small puddle; Dust; Wall scratchings
Possible furnishings: Painting; Coal; Cupboard
(Religious) Possible furnishings: Idol; Holy or unholy symbol, Idol
(Mage) Possible furnishings: Cloth, altar; Brazier; Paintings or frescoes
Possible personal items: Brush; Basin; Spigot
Passages
Passage Width: 20 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.
Extra passages (if necessary):
2nd Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)
3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead
4th Passage Width: 10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)
Doors
Door: Wooden / Leads to: Chamber
Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Chamber
Door 4: Portcullis, locked in place / Leads to: Chamber
Door 5: Iron / 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: Trapezoid, roughly 40 x 60 ft.
Number of exits: 0
Exit locations:
Exit types:
Description
Purpose: Crypt for a high priest or similar figure, hidden and heavily guarded by creatures and traps
Current state: Furniture wrecked but still present
Contents: Random Event (or empty room)
Possible feature: Arrow, broken; Water, large puddle; Cobwebs
Possible furnishings: Mattress; Bag; Sheet
(Religious) Possible furnishings: Holy or unholy symbol; Holy or unholy symbol, Tripod
(Mage) Possible furnishings: Candlesticks; Font; Cloth, altar
Possible personal items: Knife; Basket; Powder puff
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: Shaft (with or without elevator) down one level to a chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Dust
Book, Scroll, or Tome: Novel
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: 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: Wall of force blocks passage
Random Traps
Trigger: Moved (cart, stone block)
Severity: Dangerous (DC 12, +8 to-hit)
Effect: Thunderwave knocks characters into a pit or spikes
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: Skull
Effect: Induces greed
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Their contribution stands as a beacon of hope for all adventurers!