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: Treasure vault (Click to make random). or choose:
Starting Area:
Circle, 40ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)
Description
Noises: Slithering
Air: Clear and damp
Odors: Smoky
Purpose: Torture chamber for extracting information from captured intruders
Current state: Furniture wrecked but still present
Contents: Monster (random creature)
Possible feature: Cobwebs; Wood pieces, rotting; Straw
Possible furnishings: Keg (small barrel, 20 gallons); Barrel (40 gallons); Rug (small or medium)
(Religious) Possible furnishings: Offertory container; Vestments, Holy or unholy symbol
(Mage) Possible furnishings: Incense burner; Font; Idol
Possible personal items: Spigot; Tinderbox (with flint and steel); Cologne or perfume
Passages
Passage Width:
10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)3rd Passage Width:
40ft., with pillars / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).4th Passage Width:
10 ft. / Leads to:
Continue straight 20ft., side passage to the left, then an additional lO ft. ahead
Doors
Door: Portcullis, locked in place / Leads to:
Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Portcullis, locked in place / Leads to:
Chamber
Door 3: Secret door, barred or locked / Leads to: False door with trap
Door 4: Iron / Leads to:
Chamber
Door 5: Iron, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 6: Wooden / Leads to:
Stairs (if not multi-level then reroll)
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions:
Rectangle, 20 x 30 ft.
Number of exits: 4
Exit locations: Same wall as entrance / Wall left of entrance / Wall opposite entrance / Wall left of entrance /
Exit types: Door / Door / Corridor, 10ft. long / Corridor, 10ft. long /
Description
Purpose: Armory containing mundane and magic gear used by the treasure vault's guards
Current state: Rubble, ceiling partially collapsed
Contents: Monster (pet or allied creature)
Possible feature: Bones; Dust; Cracks, ceiling
Possible furnishings: Butt (huge cask, 125 gallons); Rushes; Tub
(Religious) Possible furnishings: Vestments; Vestments, Lamp
(Mage) Possible furnishings: Candles; Tripod; Drum
Possible personal items: Washcloth; Parchment; Rope
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 one level to a chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Powder
Book, Scroll, or Tome: Text on exotic flora or fauna
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Hide from enemies
Personality: Bully; refuses to believe it can lose.
Random Hazards
Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Wall of fire blocks passage
Random Traps
Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 11, +5 to-hit)
Effect: Thunderwave knocks characters into a pit or spikes
| 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: Target dummy
Effect: Grants a wish
Shout outs: Stacey, Adam Fowler, Amanda Kettles, Angelo Anderson, Appreciate Witch of Life, AstroLass, bilbens baggo, Brian Nunziato, Bryan Sheairs, Brysen Packer, Bryson Waits, Burlyfighter, Caitlin W., Christopher Allbritton, CJMAXP, Connor, Dalton Elliott, Damon Carrington, Daniel Edwards, David Schraff, Dragons With Jetpacks, Elisa Martinez, eric sun, Ezzela1891, Federica Frezza, Gordon Alexander Fallon, Gundar Wez, Iofire, Irate The Pirate, Jade Arrowood, Jake Lane, Jeremiah Walker, Jess, Joe Dalby, John Nazario, JollyGamer, Jonathan Lekse, Jordan Brazeal, Joshua David Maddox, Justin Snyder, Kerry Melton, Kevin, KFB_Patreon, KingHavok1217, Kingyo Senpai, Kyle Clark, Lisa Tucker, Liz Fontain, Lizzie, Lou Bliss, Luke P, Mario Pizzamiglio, Mark L, Matt Yates, Max Hops, Maxwell Mayer, Michael Hamilton, Millergendraft, mtnman1979@aol.com, Mx Charlie, Mylon Schroder, Nahellion, Nathan, Nicholas Zamora, Nick Soucy, Phil Mehl, Phillip P Torchia, Pythor Sen, R., Rachel Anderson, Ray Bissonnette, Remora Jewel, Robert Rich, Robert Skadsem, Ryan Flagg, SallySparrow132, Sarah Holland, Serafina Moon, Shane Andrews, ShortyMcgibble, Sik Makoyi, Siren, Stefan Gottschalk's, Steve Rosenlund, Stuart, Syn21, That Video Editor Nic, thea musing, Trev909, Vedie V, Vincent Drone, Warren Clarida, Wesley Muncy, XMrMonkyx ., Zachary Burgess-Hicks, zachary gee, Zealot23, Zee Livezey
Their contribution stands as a beacon of hope for all adventurers!

