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: Bang or slam
Air: Smoky or steamy
Odors: Sulfurous
Purpose: Pantry, including cellar for wine or spirits
Current state: Ashes, contents mostly burned
Contents: Monster (random creature) guarding treasure found in an illusion
Possible feature: Sword blade, broken; Dampness, wall; Cracks, ceiling
Possible furnishings: Cupboard; Cask (40 gallons); Sack
(Religious) Possible furnishings: Side chairs; Idol, Columns or pillars
(Mage) Possible furnishings: Incense burner; Cassocks; Paintings or frescoes
Possible personal items: Sifter or strainer; Soap; Soap
Passages
Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages
Extra passages (if necessary):
2nd Passage Width: 20 ft. / Leads to: Chamber
3rd Passage Width: 10 ft. / Leads to: Chamber
4th Passage Width: 10 ft. / Leads to: Chamber
Doors
Door: Wooden / Leads to: Chamber
Extra doors (if necessary):
Door 2: Iron / Leads to: Chamber
Door 3: Portcullis / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Portcullis, locked in place / Leads to: Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions: Rectangle, 30 x 40 ft.
Number of exits: 2
Exit locations: Same wall as entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /
Description
Purpose: Latrine or bath
Current state: Rubble, ceiling partially collapsed
Contents: Random Event (or empty room)
Possible feature: Bones; Cobwebs; Water, trickle
Possible furnishings: Pegs; Chest of drawers; Statue
(Religious) Possible furnishings: Font; Font, Cloth, altar
(Mage) Possible furnishings: Stand; Stand; Candlesticks
Possible personal items: Basket; Fork; Oil, scented
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: Gelatin
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: Seek wealth
Personality: Joker; taunts its enemies.
Random Hazards
Hazard: Green slime (Drops from above. DC 10 Dex, 1d10 acid damage, damage each round until removed. Nonmagical wood, metal weapon or tool used to remove is destroyed. Destroyed by sunlight, cure disease, cold, fire, or radiant)
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon
Random Traps
Trigger: Moved (cart, stone block)
Severity: Setback (DC 11, +5 to-hit)
Effect: Lightning bolt shoots from wall 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: Target dummy
Effect: Suppresses magic items for a time
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