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, 20 x 40ft.; passage on each wall
Description
Noises: Giggling (faint)
Air: Clear and damp
Odors: Rotting vegetation
Purpose: Trophy room where art celebrating key figures and events from mythology is displayed
Current state: Ashes, contents mostly burned
Contents: Monster (random creature) guarding treasure found in behind furniture
Possible feature: Dripping blood; Iron bar, bent and rusted; Cobwebs
Possible furnishings: Altar; Sheet; Cresset
(Religious) Possible furnishings: Pews; Drum, Vestments
(Mage) Possible furnishings: Prayer rug; Holy or unholy symbol; Holy or unholy writings
Possible personal items: Parchment; Pan; Dish
Passages
Passage Width: 40ft., with pillars / Leads to: Chamber
Extra passages (if necessary):
2nd Passage Width: 20 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.
3rd Passage Width: 10 ft. / Leads to: Chamber
4th 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: Portcullis / Leads to: Chamber
Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Iron / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Stone, barred or locked / Leads to: Stairs (if not multi-level then reroll)
Door 6: Iron, barred or locked / 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, 20 x 20 ft.
Number of exits: 2
Exit locations: Same wall as entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Door /
Description
Purpose: Guardroom
Current state: Pristine and in original state
Contents: Random Trick
Possible feature: Dust; Dripping blood; Water, large puddle
Possible furnishings: Chandelier; Charcoal; Table, trestle
(Religious) Possible furnishings: Holy or unholy symbol; Holy or unholy symbol, Thurible
(Mage) Possible furnishings: Candles; Shrine; Votive light
Possible personal items: Lamp or lantern; Bowl; Grater
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: Spheres (metal, stone, or wood)
Book, Scroll, or Tome: Biography
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Find a sanctuary
Personality: Cowardly; looking to surrender.
Random Hazards
Hazard: Shrieker
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Cave-in
Random Traps
Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 11, +3 to-hit)
Effect: Door or other object is coated with contact poison
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: Magic mouth speaks a riddle
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