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: Mine (Click to make permanent). or choose:
Starting Area: Square, 20 x 20ft.; door on two walls, passage in third wall
Description
Noises: Footsteps ahead
Air: Clear and damp
Odors: Salty and wet
Purpose: Office used by the mine supervisor
Current state: Furniture wrecked but still present
Contents: Random Trap
Possible feature: Rags; Hair or fur; Slime (harmless)
Possible furnishings: Staff, normal; Cushion; Carpet (large)
(Religious) Possible furnishings: Lamp; Holy or unholy symbol, Tripod
(Mage) Possible furnishings: Thurible; Candlesticks; Columns or pillars
Possible personal items: Scroll; Oil, scented; Coffer
Passages
Passage Width: 10 ft. / Leads to:
Continue straight 20ft., then the passage turns left and continues 10 ft.
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: Wooden, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Portcullis, locked in place / Leads to: Chamber
Door 5: Secret door / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions: Octagon, 60 x 60 ft.
Number of exits: 3
Exit locations: Wall right of entrance / Wall opposite entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Door / Corridor, 10ft. long /
Description
Purpose: Barracks for miners
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature) guarding treasure found in a secret compartment
Possible feature: Sticks; Rags; Club, splintered
Possible furnishings: Cabinet; Pegs; Tub
(Religious) Possible furnishings: Holy or unholy writings; Vestments, Vestments
(Mage) Possible furnishings: Candles; Columns or pillars; Shrine
Possible personal items: Ewer; Grater; Needle(s)
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: Bones
Book, Scroll, or Tome: Historical text
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Recover from a battle
Personality: Braggart; makes a show of bravery but runs from danger.
Random Hazards
Hazard: Shrieker
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: Moved through (doorway, hallway)
Severity: Setback (DC 10, +4 to-hit)
Effect: Ceiling lowers slowly in locked room
Damage | |
---|---|
Level 1-4: | 1d10 |
Level 5-10: | 2d10 |
Level 11-16: | 4d10 |
Level 17-20: | 10d10 |
Random Tricks
Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.
Object: Runes engraved on wall or floor
Effect: Bestows resistance or vulnerability
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Their contribution stands as a beacon of hope for all adventurers!