Random Dungeon 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.

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

Noises: Rustling
Air: Clear but cold
Odors: Putrid


Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10ft. ahead

Extra passages (if necessary):
2nd Passage Width: 30 ft. / Leads to: Continue straight 20ft.; passage ends in a door
3rd Passage Width: 5 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.
4th Passage Width: 10 ft. / Leads to: Chamber (view the Chamber table)


Door: Wooden / Leads to: Stairs (view the Stairs table, if not multi-level then reroll)

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber (view the Chamber table)
Door 3: Wooden / Leads to: Chamber (view the Chamber table)
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Secret door / Leads to: Chamber (view the Chamber table)
Door 6: Wooden / 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: 2
Exit locations: Same wall as entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /

Purpose: Bedroom for use by the stronghold's master or important guests
Current state: Converted to some other use (view the General Dungeon Chambers table)
Contents: Trick (see 'Random Tricks')

Possible feature: Wall scratchings
Possible furnishing: Sack
(Religious) Possible furnishing: Columns or pillars
(Mage) Possible furnishing: Vestments
Possible personal item: Pot


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 two levels to a chamber


Whenever a container or book is generated, use this to determine its contents

Container Contents: Stalks
Book, Scroll, or Tome: Text on armor making


Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).

Motivation: Slay a rival

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: Looked at (mural , arcane symbol)
Severity: Setback
Effect: Scything blade emerges from wall or object

Random Tricks

Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.

Object: Burning fire
Effect: Casts polymorph on the characters (lasts 1 hour)