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: Stronghold (Click to make permanent). or choose:
Starting Area:
Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description
Noises: Knocking
Air: Clear, with mist covering floor
Odors: Earthy
Purpose: Banquet room for hosting celebrations and guests
Current state: Furniture wrecked but still present
Contents: Random Trap protecting treasure found in a small secret room
Possible feature: Sticks; Damp ceiling; Teeth or fangs, scattered
Possible furnishings: Stand; Tun (huge cask, 250 gallons); Cushion
(Religious) Possible furnishings: Shrine; Brazier, Incense burner
(Mage) Possible furnishings: Brazier; Pipes, musical; Vestments
Possible personal items: Dish; Knucklebones or dice; Spigot
Passages
Passage Width:
30 ft. / Leads to:
Stairs (if not multi-level then reroll)
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:
10 ft. / Leads to:
Chamber4th Passage Width:
10 ft. / Leads to:
Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door
Doors
Door: Stone / Leads to:
Stairs (if not multi-level then reroll)
Extra doors (if necessary):
Door 2: Wooden, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 3: Iron / Leads to:
Chamber
Door 4: Portcullis, locked in place / Leads to:
Chamber
Door 5: Wooden / 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:
Rectangle, 50 x 80 ft.
Number of exits: 6
Exit locations: Same wall as entrance / Wall opposite entrance / Wall left of entrance / Wall right of entrance / Wall left of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door / Door / Door / Door / Door /
Description
Purpose: Sitting room for family and intimate guests
Current state: Rubble, ceiling partially collapsed
Contents: Random Trap protecting treasure found in a small secret room
Possible feature: Damp ceiling; Cracks, floor; Dung
Possible furnishings: Bunks; Candelabrum; Fireplace and wood
(Religious) Possible furnishings: Gong; Tripod, Incense burner
(Mage) Possible furnishings: Vestments; Tripod; Screen
Possible personal items: Basket; Knife; Flask or jar
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: Powder
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: Slay a rival
Personality: Rabble; poorly trained and easily rattled.
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: Antilife aura with a radius of 1d10 x 10ft.; while in the aura, living creatures can't regain hit points
Random Traps
Trigger: Stepped on (floor, stairs)
Severity: Setback (DC 11, +3 to-hit)
Effect: Fire shoots out from wall, floor, or object
| 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: Fresco
Effect: Releases, summons, or turns into a monster
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!

