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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.

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Dungeon Start

Dungeon Type: Maze (Click to make random). or choose:

Starting Area: Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description

Noises: Tapping
Air: Smoky or steamy
Odors: Earthy

Purpose: Trap to confound or kill those sent into the maze
Current state: Rubble, ceiling partially collapsed
Contents: Random Trick

Possible feature: Water, large puddle; Damp ceiling; Torch stub
Possible furnishings: Sideboard; Sack; Table, trestle
(Religious) Possible furnishings: Incense burner; Vestments, Vestments
(Mage) Possible furnishings: Holy or unholy symbol; Candlesticks; Cloth, altar
Possible personal items: Soap; Shaker; Pouch

Passages

Passage Width: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

3rd Passage Width: 40ft., with pillars / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

Doors

Door: Secret door / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Secret door, barred or locked / Leads to: Chamber
Door 4: Portcullis / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Portcullis, locked in place / 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: Square, 30 x 30 ft.
Number of exits: 2
Exit locations: Wall right of entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Workshop where doors, torch sconces, and other furnishings are repaired and maintained
Current state: Furniture wrecked but still present
Contents: Random Obstacle

Possible feature: Damp ceiling; Guano; Teeth or fangs, scattered
Possible furnishings: Sideboard; Tun (huge cask, 250 gallons); Quilt
(Religious) Possible furnishings: Holy or unholy writings; Robes, Font
(Mage) Possible furnishings: Brazier; Curtain or tapestry; Incense burner
Possible personal items: Vial; Pan; Wool

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: Bones
Book, Scroll, or Tome: Property deed

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: Rabble; poorly trained and easily rattled.

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

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

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Deadly (DC 19, +10 to-hit)
Effect: Locked room floods with water or acid

Damage
Level 1-4: 4d10
Level 5-10: 10d10
Level 11-16: 18d10
Level 17-20: 24d10

Random Tricks

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

Object: Brain preserved in a jar
Effect: Presents a puzzle or riddle

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