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: Murmuring
Air: Clear but cold
Odors: Dank or moldy
Purpose: Antechamber for those that have come to pay respect to the dead or prepare themselves for burial rituals
Current state: Furniture wrecked but still present
Contents: Empty room with treasure found in a loose stone
Possible feature: Cracks, ceiling; Spike, rusted; Cobwebs
Possible furnishings: Trunk; Fireplace and wood; Stand
(Religious) Possible furnishings: Gong; Incense burner, Altar
(Mage) Possible furnishings: Pews; Candelabra; Tripod
Possible personal items: Knife; Case; Parchment
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:


3rd Passage Width:


4th Passage Width:


Doors
Door: Wooden / Leads to: Chamber
Extra doors (if necessary):
Door 2: Stone / Leads to: Chamber
Door 3: Secret door, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 4: Wooden / Leads to: Chamber
Door 5: Secret door / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden / Leads to: Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions: Rectangle, 30 x 60 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /
Description
Purpose: Chapel dedicated to deities that watch over the dead and protect their resting places
Current state: Pool of water; chamber's original contents are water damaged
Contents: Empty room with Stairs (if not multi-level then reroll)
Possible feature: Cracks, floor; Hammer head, cracked; Leaves and twigs
Possible furnishings: Rug (small or medium); Cask (40 gallons); Hamper
(Religious) Possible furnishings: Lamp; Columns or pillars, Idol
(Mage) Possible furnishings: Shrine; Holy or unholy writings; Offertory container
Possible personal items: Twine; Jug or pitcher; Kettle
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 to a dead end
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Leaves
Book, Scroll, or Tome: Magic tricks (not a spellbook)
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: Bully; refuses to believe it can lose.
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: Lava flows through the area (50 percent chance of a stone bridge crossing it)
Random Traps
Trigger: Stepped on (floor, stairs)
Severity: Dangerous (DC 15, +8 to-hit)
Effect: Lightning bolt shoots 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: Tapestry or rug
Effect: Wails loudly when touched
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Their contribution stands as a beacon of hope for all adventurers!
