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, 40 x 40 ft.; doors on three walls
Description
Noises: Music
Air: Clear and drafty
Odors: Smoky
Purpose: Crypt for a high priest or similar figure, hidden and heavily guarded by creatures and traps
Current state: Ashes, contents mostly burned
Contents: Monster (random creature)
Possible feature: Dampness, wall; Cobwebs; Iron bar, bent and rusted
Possible furnishings: Tun (huge cask, 250 gallons); Chair, plain; Cupboard
(Religious) Possible furnishings: Whistle; Idol, Chimes
(Mage) Possible furnishings: Candlesticks; Holy or unholy writings; Brazier
Possible personal items: Comb; Box; Quill
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: Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Portcullis / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Chamber
Door 4: Portcullis, locked in place / Leads to: Chamber
Door 5: Secret door, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Stone, barred or locked / 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: Rectangle, 50 x 80 ft.
Number of exits: 0
Exit locations:
Exit types:
Description
Purpose: Cells where the faithful can sit in quiet contemplation
Current state: Rubble, ceiling partially collapsed
Contents: Monster (dominant inhabitant)
Possible feature: Iron bar, bent and rusted; Rubble and dirt; Dust
Possible furnishings: Stool , high; Chest of drawers; Shelf
(Religious) Possible furnishings: Rail; Lamp, Gong
(Mage) Possible furnishings: Bells; Holy or unholy symbol; Lectern
Possible personal items: Lamp or lantern; Dish; Box
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: Gelatin
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: Hide from enemies
Personality: Fanatic; ready to die fighting.
Random Hazards
Hazard: Violet fungus: This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days.
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Cave-in
Random Traps
Trigger: Moved (cart, stone block)
Severity: Deadly (DC 16, +10 to-hit)
Effect: Pendulum, either bladed or weighted as a maul, swings across the room or hall
Damage | |
---|---|
Level 1-4: | 4d10 |
Level 5-10: | 10d10 |
Level 11-16: | 18d10 |
Level 17-20: | 24d10 |
Random Tricks
Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.
Object: Stone obelisk
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!