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: Lair (Click to make random). or choose:
Starting Area: Square, 20 x 20ft.; door on two walls, passage in third wall
Description
Noises: Footsteps behind
Air: Clear but cold
Odors: Sulfurous
Purpose: Cistern or well for drinking water
Current state: Holes, floor partially collapsed
Contents: Random Trap
Possible feature: Ashes; Bones; Ashes
Possible furnishings: Chest, medium; Coal; Bucket
(Religious) Possible furnishings: Vestments; Robes, Shrine
(Mage) Possible furnishings: Font; Candelabra; Side chairs
Possible personal items: Pouch; Basin; Scroll
Passages
Passage Width: 10 ft. / Leads to:
Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead
Extra passages (if necessary):
2nd Passage Width:


3rd Passage Width:


4th Passage Width:


Doors
Door: Wooden / Leads to: Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Iron, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 4: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
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, 30 x 40 ft.
Number of exits: 1
Exit locations: Wall left of entrance /
Exit types: Corridor, 10ft. long /
Description
Purpose: Kitchen for food storage and preparation
Current state: Used as a campsite
Contents: Monster (pet or allied creature)
Possible feature: Bottle, broken; Slime (harmless); Dung
Possible furnishings: Chair, plain; Bucket; Fireplace and wood
(Religious) Possible furnishings: Drum; Idol, Rail
(Mage) Possible furnishings: Holy or unholy writings; Pipes, musical; Lamp
Possible personal items: Book; Salve or unguent; Yarn
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: Liquid, thin
Book, Scroll, or Tome: Letter
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Seek wealth
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: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)
Random Traps
Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 15, +7 to-hit)
Effect: Magic missiles shoot from a statue 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: Sphere of magical energy
Effect: Wails loudly when touched
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Their contribution stands as a beacon of hope for all adventurers!
