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: Grating
Air: Clear and drafty
Odors: Metallic
Purpose: Robing room containing ceremonial outfits and items
Current state: Ashes, contents mostly burned
Contents: Random Trap
Possible feature: Hair or fur; Cobwebs; Cobwebs
Possible furnishings: Sofa; Charcoal; Table, round
(Religious) Possible furnishings: Shrine; Idol, Columns or pillars
(Mage) Possible furnishings: Brazier; Throne; Holy or unholy symbol
Possible personal items: Mirror; Comb; Vial
Passages
Passage Width:
10 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).
Extra passages (if necessary):
2nd Passage Width:
20 ft. / Leads to:
Chamber3rd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead4th Passage Width:
10 ft. / Leads to:
Continue straight 20ft., then the passage turns right and continues 10ft.
Doors
Door: Portcullis / Leads to:
Chamber
Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 3: Wooden / Leads to:
Stairs (if not multi-level then reroll)
Door 4: Wooden / Leads to:
Chamber
Door 5: Wooden / Leads to:
Chamber
Door 6: Iron / Leads to:
Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions:
Rectangle, 20 x 30 ft.
Number of exits: 3
Exit locations: Wall right of entrance / Wall left of entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Corridor, 10ft. long /
Description
Purpose: Central temple built to accommodate rituals
Current state: Rubble, ceiling partially collapsed
Contents: Dungeon hazard with incidental treasure found in a container (bags)
Possible feature: Flask, cracked; Dripping blood; Dust
Possible furnishings: Armoire; Pegs; Cask (40 gallons)
(Religious) Possible furnishings: Holy or unholy symbol; Candles, Gong
(Mage) Possible furnishings: Font; Robes; Votive light
Possible personal items: Brush; Case; Lamp or lantern
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 three levels to a passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Crystals
Book, Scroll, or Tome: Recipe book or cookbook
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Find a sanctuary
Personality: Braggart; makes a show of bravery but runs from danger.
Random Hazards
Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Cave-in
Random Traps
Trigger: Stepped on (floor, stairs)
Severity: Dangerous (DC 13, +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: Furniture
Effect: Suppresses magic items for a time
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!

