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: Maze (Click to make random). or choose:
Starting Area: Square, 20 x 20ft.; door on two walls, passage in third wall
Description
Noises: Footsteps approaching
Air: Clear and damp
Odors: Dank or moldy
Purpose: Workshop where doors, torch sconces, and other furnishings are repaired and maintained
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature)
Possible feature: Club, splintered; Slime (harmless); Wood pieces, rotting
Possible furnishings: Chest, medium; Chest of drawers; Pallet
(Religious) Possible furnishings: Candles; Kneeling bench, Idol
(Mage) Possible furnishings: Brazier; Cloth, altar; Idol
Possible personal items: Spoon; Comb; Tray
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: Secret door, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Iron / Leads to: Passage 20 ft. straight ahead
Door 5: Secret door / Leads to: False door with trap
Door 6: Iron, barred or locked / Leads to: Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions: Square, 20 x 20 ft.
Number of exits: 0
Exit locations:
Exit types:
Description
Purpose: Lair for guard beasts that patrol the maze
Current state: Used as a campsite
Contents: Monster (random creature) guarding treasure found in an illusion
Possible feature: Pole, broken (5 ft. long); Mold (common); Pottery shards
Possible furnishings: Bench; Tub; Rug (small or medium)
(Religious) Possible furnishings: Tripod; Columns or pillars, Idol
(Mage) Possible furnishings: Shrine; Idol; Kneeling bench
Possible personal items: Oil, scented; Stopper; Spigot
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 two levels to a chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Bodily organs
Book, Scroll, or Tome: Alchemist's notebook
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Avoid danger
Personality: Bully; refuses to believe it can lose.
Random Hazards
Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Cave-in
Random Traps
Trigger: Touched (doorknob, statue)
Severity: Deadly (DC 19, +9 to-hit)
Effect: Stone block smashes across hallway
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: Burning fire
Effect: Enlarges or reduces characters
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Their contribution stands as a beacon of hope for all adventurers!
