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: Lair (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: Chanting
Air: Clear, with smoke covering ceiling
Odors: Dank or moldy
Purpose: Chapel where the lair's inhabitants worship
Current state: Holes, floor partially collapsed
Contents: Random Trap
Possible feature: Wood pieces, rotting; Cracks, wall; Cobwebs
Possible furnishings: Couch; Table, round; Table, large
(Religious) Possible furnishings: Altar; Altar, Gong
(Mage) Possible furnishings: Pews; Candles; Brazier
Possible personal items: Razor; Pipe, musical; Wig
Passages
Passage Width:
40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to:
Continue straight 20ft., door to the right, then an additional 10 ft. ahead
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., then the passage turns right and continues 10ft.3rd Passage Width:
10 ft. / Leads to:
Chamber4th Passage Width:
5 ft. / Leads to:
Continue straight 20ft., then the passage turns right and continues 10ft.
Doors
Door: Wooden / Leads to:
Stairs (if not multi-level then reroll)
Extra doors (if necessary):
Door 2: Wooden / Leads to: False door with trap
Door 3: Wooden / Leads to:
Chamber
Door 4: Iron, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 5: Wooden / Leads to:
Chamber
Door 6: Wooden / Leads to:
Chamber
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: 0
Exit locations:
Exit types:
Description
Purpose: Pen or prison where captives are held
Current state: Furniture wrecked but still present
Contents: Random Obstacle
Possible feature: Fungi (common); Stones, small; Cobwebs
Possible furnishings: Shrine; Screen; Butt (huge cask, 125 gallons)
(Religious) Possible furnishings: Holy or unholy symbol; Throne, Tripod
(Mage) Possible furnishings: Vestments; Incense burner; Idol
Possible personal items: Tray; Salve or unguent; Wig
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: Shaft (with or without elevator) up one level to a chamber and down one level to a chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Husks
Book, Scroll, or Tome: Book of pressed flowers
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Conquer the dungeon
Personality: Greedy; wants treasure.
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: Poisonous gas (deals 1d6 poison damage per minute of exposure)
Random Traps
Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 12, +8 to-hit)
Effect: Door or other object is coated with contact poison
| Damage | |
|---|---|
| Level 1-4: | 2d10 |
| Level 5-10: | 4d10 |
| Level 11-16: | 10d10 |
| Level 17-20: | 18d10 |
Random Tricks
Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.
Object: Cracked gem
Effect: Changes one substance to another, such as gold to lead or metal to brittle crystal
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!

