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 permanent). or choose:
Starting Area:
Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description
Noises: Splintering
Air: Clear and damp
Odors: Manure
Purpose: Robing room containing ceremonial outfits and items
Current state: Furniture wrecked but still present
Contents: Empty room with
Stairs (if not multi-level then reroll)
Possible feature: Ashes; Wax blob (candle stub); Torch stub
Possible furnishings: Urn; Wood billets; Cushion
(Religious) Possible furnishings: Holy or unholy symbol; Tripod, Offertory container
(Mage) Possible furnishings: Robes; Robes; Idol
Possible personal items: Plate, platter, or saucer; Dish; Yarn
Passages
Passage Width:
10 ft. / Leads to:
Chamber
Extra passages (if necessary):
2nd Passage Width:
40ft., with pillars / Leads to:
Chamber3rd Passage Width:
40ft., with pillars / Leads to:
Chamber4th Passage Width:
10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)
Doors
Door: Wooden / Leads to: False door with trap
Extra doors (if necessary):
Door 2: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 3: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 4: Portcullis, locked in place / Leads to:
Passage 20 ft. straight ahead
Door 5: Wooden, barred or locked / 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, 20 x 30 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Same wall as entrance /
Exit types: Corridor, 10ft. long / Door /
Description
Purpose: Robing room containing ceremonial outfits and items
Current state: Rubble, ceiling partially collapsed
Contents: Random Event (or empty room)
Possible feature: Hammer head, cracked; Mold (common); Dust
Possible furnishings: Brazier and charcoal; Brazier and charcoal; Chest, medium
(Religious) Possible furnishings: Incense burner; Robes, Brazier
(Mage) Possible furnishings: Vestments; Holy or unholy symbol; Pipes, musical
Possible personal items: Vase; Oil, scented; Yarn
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: Chimney up two levels to a passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Powder
Book, Scroll, or Tome: Historical text
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Slay a rival
Personality: Bully; refuses to believe it can lose.
Random Hazards
Hazard: Shrieker
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: Opened (door, treasure chest)
Severity: Setback (DC 10, +4 to-hit)
Effect: Floor tiles are electrified
| 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: Painting
Effect: Locks or unlocks exits
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!

