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: Mine (Click to make permanent). or choose:
Starting Area:
Square, 20 x 20ft.; passage on each wall
Description
Noises: Chanting
Air: Clear and damp
Odors: Metallic
Purpose: Lode where metal ore is mined (75 percent chance of being depleted)
Current state: Ashes, contents mostly burned
Contents: Empty room with Dungeon hazard
Possible feature: Guano; Food scraps; Coin, copper
Possible furnishings: Table, large; Tun (huge cask, 250 gallons); Painting
(Religious) Possible furnishings: Robes; Tripod, Statue
(Mage) Possible furnishings: Bells; Candelabra; Statue
Possible personal items: Coffer; Stopper; Comb
Passages
Passage Width:
10 ft. / Leads to:
Continue straight 30ft., no doors or side passages
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to:
Chamber3rd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead4th Passage Width:
40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead
Doors
Door: Wooden / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
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: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 5: Wooden, barred or locked / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Stone / 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:
Square, 30 x 30 ft.
Number of exits: 4
Exit locations: Same wall as entrance / Wall left of entrance / Wall left of entrance / Wall right of entrance /
Exit types: Door / Door / Door / Corridor, 10ft. long /
Description
Purpose: Lode where metal ore is mined (75 percent chance of being depleted)
Current state: Furniture wrecked but still present
Contents: Empty room with Dungeon hazard
Possible feature: Cobwebs; Coin, copper; Dagger hilt
Possible furnishings: Mat; Workbench; Stand
(Religious) Possible furnishings: Tripod; Font, Vestments
(Mage) Possible furnishings: Idol; Incense burner; Stand
Possible personal items: Vase; Whetstone; Tinderbox (with flint and steel)
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 two levels to a passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Splinters
Book, Scroll, or Tome: Travelogue of the planes
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Slay a rival
Personality: Cowardly; looking to surrender.
Random Hazards
Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Reverse gravity effect causes creatures to fall toward the ceiling
Random Traps
Trigger: Stepped on (floor, stairs)
Severity: Setback (DC 10, +3 to-hit)
Effect: Spears (possibly poisoned) spring out
| 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: Runes engraved on wall or floor
Effect: Enlarges or reduces characters
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Their contribution stands as a beacon of hope for all adventurers!


