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: Tinkling
Air: Clear and damp
Odors: Dank or moldy
Purpose: Chapel where the lair's inhabitants worship
Current state: Furniture wrecked but still present
Contents: Dungeon hazard with incidental treasure found in a small secret room
Possible feature: Cobwebs; Ashes; Rope, rotten
Possible furnishings: Armchair; Pegs; Couch
(Religious) Possible furnishings: Holy or unholy symbol; Pulpit, Shrine
(Mage) Possible furnishings: Columns or pillars; Vestments; Holy or unholy symbol
Possible personal items: Vial; Casket (small); Wig
Passages
Passage Width:
20 ft. / Leads to:
Chamber
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead3rd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead4th Passage Width:
20 ft. / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead
Doors
Door: Iron / Leads to:
Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Wooden / Leads to:
Chamber
Door 3: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 5: Portcullis / Leads to:
Chamber
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, 50 x 80 ft.
Number of exits: 6
Exit locations: Wall left of entrance / Wall left of entrance / Wall opposite entrance / Wall right of entrance / Wall left of entrance / Wall opposite entrance /
Exit types: Door / Corridor, 10ft. long / Door / Corridor, 10ft. long / Corridor, 10ft. long / Door /
Description
Purpose: Barracks where the lair's defenders are quartered
Current state: Ashes, contents mostly burned
Contents: Dungeon hazard with incidental treasure found in a small secret room
Possible feature: Hair or fur; Sticks; Dripping blood
Possible furnishings: Sofa; Sack; Cushion
(Religious) Possible furnishings: Offertory container; Incense burner, Idol
(Mage) Possible furnishings: Chimes; Screen; Curtain or tapestry
Possible personal items: Rope; Lamp or lantern; Scroll
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 passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Strands
Book, Scroll, or Tome: Text on astrology
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Seek an item in the dungeon
Personality: Rabble; poorly trained and easily rattled.
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: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water
Random Traps
Trigger: Moved (cart, stone block)
Severity: Dangerous (DC 13, +7 to-hit)
Effect: Glyph of warding
| 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: Stone obelisk
Effect: Wails loudly when touched
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!

