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: Tomb (Click to make permanent). or choose:
Starting Area:
Square, 20 x 20ft.; passage on each wall
Description
Noises: Knocking
Air: Clear but cold
Odors: Earthy
Purpose: Guardroom, usually guarded by undead, constructs, or other creatures that don't need to eat or sleep
Current state: Pool of water; chamber's original contents are water damaged
Contents: Dungeon hazard with incidental treasure hoard found in a loose stone
Possible feature: Helmet, badly dented; Dampness, wall; Slime (harmless)
Possible furnishings: Pail; Rug (small or medium); Fireplace and wood
(Religious) Possible furnishings: Paintings or frescoes; Votive light, Statue
(Mage) Possible furnishings: Holy or unholy writings; Holy or unholy writings; Altar
Possible personal items: Thread; Tray; Parchment
Passages
Passage Width:
10 ft. / Leads to:
Continue straight 20ft., then the passage turns right and continues 10ft.
Extra passages (if necessary):
2nd Passage Width:
20 ft. / Leads to:
Continue straight 30ft., no doors or side passages3rd Passage Width:
20 ft. / Leads to:
Continue straight 20ft., then the passage turns left and continues 10 ft.4th Passage Width:
10 ft. / 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, barred or locked / Leads to: False door with trap
Door 3: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 4: Wooden / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 6: Iron, barred or locked / Leads to:
Passage 20 ft. straight ahead
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: 3
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall left of entrance /
Exit types: Door / Door / Corridor, 10ft. long /
Description
Purpose: Workshop for embalming the dead
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (dominant inhabitant) guarding treasure hoard found in a loose stone
Possible feature: Cobwebs; Dust; Cobwebs
Possible furnishings: Painting; Staff, normal; Fireplace with mantle
(Religious) Possible furnishings: Bells; Holy or unholy symbol, Rail
(Mage) Possible furnishings: Side chairs; Lamp; Candles
Possible personal items: Basin; Jug or pitcher; Awl
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 one level to a chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Strands
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: Avoid danger
Personality: Joker; taunts its enemies.
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: Cave-in
Random Traps
Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 12, +7 to-hit)
Effect: Scything blade emerges from wall or object
| 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: Furniture
Effect: Releases, summons, or turns into a monster
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Their contribution stands as a beacon of hope for all adventurers!


