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: Death Trap (Click to make random). or choose:
Starting Area: Rectangle, 20 x 40ft.; passage on each wall
Description
Noises: Creaking
Air: Clear and damp
Odors: Manure
Purpose: Observation room, allowing guards or spectators to observe creatures moving through the dungeon
Current state: Stripped bare
Contents: Monster (pet or allied creature)
Possible feature: Wax drippings; Water, trickle; Flask, cracked
Possible furnishings: Bag; Box (large); Bag
(Religious) Possible furnishings: Holy or unholy symbol; Lectern, Offertory container
(Mage) Possible furnishings: Lamp; Vestments; Robes
Possible personal items: Tureen; Fork; Washcloth
Passages
Passage Width: 10 ft. / Leads to:
Chamber
Extra passages (if necessary):
2nd Passage Width:


3rd Passage Width:

4th Passage Width:


Doors
Door: Stone / Leads to: Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Secret door / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Wooden / Leads to: Chamber
Door 4: Secret door, barred or locked / Leads to: Chamber
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
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: Circle, 30 ft. diameter
Number of exits: 0
Exit locations:
Exit types:
Description
Purpose: Antechamber or waiting room for spectators
Current state: Rubble, ceiling partially collapsed
Contents: Random Obstacle
Possible feature: Teeth or fangs, scattered; Damp ceiling; Dagger hilt
Possible furnishings: Pegs; Bunks; Desk
(Religious) Possible furnishings: Robes; Mosaic, Pipes, musical
(Mage) Possible furnishings: Lamp; Altar; Shrine
Possible personal items: Trivet or tripod; Powder puff; Box
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 passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Strands
Book, Scroll, or Tome: Diary
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Conquer the dungeon
Personality: Joker; taunts its enemies.
Random Hazards
Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)
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: Opened (door, treasure chest)
Severity: Setback (DC 10, +3 to-hit)
Effect: Chute opens in floor
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: Mushroom field
Effect: Casts geas on the characters
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Their contribution stands as a beacon of hope for all adventurers!
