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:
Square, 40 x 40 ft.; doors on three walls
Description
Noises: Footsteps to the side
Air: Clear but cold
Odors: Urine
Purpose: Kennel for trained beasts used to guard the treasure vault
Current state: Ashes, contents mostly burned
Contents: Empty room with Dungeon hazard
Possible feature: Dampness, wall; Hammer head, cracked; Cobwebs
Possible furnishings: Bed; Pipe (large cask, 105 gallons); Arras or curtain
(Religious) Possible furnishings: Screen; Rail, Tripod
(Mage) Possible furnishings: Font; Lamp; Robes
Possible personal items: Statuette or figurine; Oil, scented; Bottle
Passages
Passage Width:
5 ft. / Leads to:
Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., then the passage turns left and continues 10 ft.3rd Passage Width:
20 ft. / Leads to:
Continue straight 20ft.; passage ends in a door4th Passage Width:
40ft., with pillars / Leads to:
Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead
Doors
Door: Iron, barred or locked / Leads to:
Chamber
Extra doors (if necessary):
Door 2: Wooden / Leads to:
Chamber
Door 3: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 4: Wooden / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Wooden / Leads to:
Chamber
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: 1
Exit locations: Wall left of entrance /
Exit types: Door /
Description
Purpose: Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door
Current state: Holes, floor partially collapsed
Contents: Monster (dominant inhabitant)
Possible feature: Leaves and twigs; Cobwebs; Dust
Possible furnishings: Bunks; Sofa; Armoire
(Religious) Possible furnishings: Holy or unholy writings; Shrine, Gong
(Mage) Possible furnishings: Screen; Columns or pillars; Shrine
Possible personal items: Coffer; Pouch; Quill
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: Dust
Book, Scroll, or Tome: Text on local flora
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Slay a rival
Personality: Fanatic; ready to die fighting.
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 fire blocks passage
Random Traps
Trigger: Touched (doorknob, statue)
Severity: Dangerous (DC 14, +6 to-hit)
Effect: Steel or stone jaws restrain a character
| 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: Sphere of magical energy
Effect: Confusion (targets all creatures within 10ft.)
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!

