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 random). or choose:
Starting Area:
Square, 20 x 20ft.; door on two walls, passage in third wall
Description
Noises: Chiming
Air: Clear and damp
Odors: Manure
Purpose: Storage for tools and other equipment
Current state: Ashes, contents mostly burned
Contents: Monster (dominant inhabitant) guarding treasure found in a small secret room
Possible feature: Sword blade, broken; Dampness, wall; Dung
Possible furnishings: Armchair; Sofa; Throne
(Religious) Possible furnishings: Whistle; Idol, Screen
(Mage) Possible furnishings: Holy or unholy symbol; Pulpit; Gong
Possible personal items: Quill; Wig; Coffer
Passages
Passage Width:
40ft., with pillars / Leads to:
Continue straight 20ft., door to the left, then an additional 10 ft. ahead
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).3rd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door4th Passage Width:
20 ft. / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead
Doors
Door: Portcullis, locked in place / Leads to:
Chamber
Extra doors (if necessary):
Door 2: Wooden / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 4: Stone / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 5: Secret door / Leads to:
Chamber
Door 6: Portcullis / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions:
Rectangle, 50 x 80 ft.
Number of exits: 4
Exit locations: Same wall as entrance / Wall opposite entrance / Wall right of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door / Corridor, 10ft. long / Corridor, 10ft. long /
Description
Purpose: Guardroom
Current state: Furniture wrecked but still present
Contents: Monster (random creature) guarding treasure found in a small secret room
Possible feature: Dagger hilt; Cracks, floor; Rubble and dirt
Possible furnishings: Fireplace with mantle; Bucket; Cask (40 gallons)
(Religious) Possible furnishings: Robes; Holy or unholy symbol, Offertory container
(Mage) Possible furnishings: Candelabra; Tripod; Incense burner
Possible personal items: Scroll; Flask or jar; Powder puff
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 passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Ash
Book, Scroll, or Tome: Travelogue for an exotic land
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Hide from enemies
Personality: Fanatic; ready to die fighting.
Random Hazards
Hazard: Shrieker
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Wall of fire blocks passage
Random Traps
Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 13, +8 to-hit)
Effect: Steel or stone jaws restrain a character
| 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: Runes engraved on wall or floor
Effect: Bestows resistance or vulnerability
Shout outs: Stacey, Adam Fowler, Amanda Kettles, Angelo Anderson, Appreciate Witch of Life, AstroLass, bilbens baggo, Brian Nunziato, Bryan Sheairs, Brysen Packer, Bryson Waits, Burlyfighter, Caitlin W., Christopher Allbritton, CJMAXP, Connor, Dalton Elliott, Damon Carrington, Daniel Edwards, David Schraff, Dragons With Jetpacks, Elisa Martinez, eric sun, Ezzela1891, Federica Frezza, Gordon Alexander Fallon, Gundar Wez, Iofire, Irate The Pirate, Jade Arrowood, Jake Lane, Jeremiah Walker, Jess, Joe Dalby, John Nazario, JollyGamer, Jonathan Lekse, Jordan Brazeal, Joshua David Maddox, Justin Snyder, Kerry Melton, Kevin, KFB_Patreon, KingHavok1217, Kingyo Senpai, Kyle Clark, Lisa Tucker, Liz Fontain, Lizzie, Lou Bliss, Luke P, Mario Pizzamiglio, Mark L, Matt Yates, Max Hops, Maxwell Mayer, Michael Hamilton, Millergendraft, mtnman1979@aol.com, Mx Charlie, Mylon Schroder, Nahellion, Nathan, Nicholas Zamora, Nick Soucy, Phil Mehl, Phillip P Torchia, Pythor Sen, R., Rachel Anderson, Ray Bissonnette, Remora Jewel, Robert Rich, Robert Skadsem, Ryan Flagg, SallySparrow132, Sarah Holland, Serafina Moon, Shane Andrews, ShortyMcgibble, Sik Makoyi, Siren, Stefan Gottschalk's, Steve Rosenlund, Stuart, Syn21, That Video Editor Nic, thea musing, Trev909, Vedie V, Vincent Drone, Warren Clarida, Wesley Muncy, XMrMonkyx ., Zachary Burgess-Hicks, zachary gee, Zealot23, Zee Livezey
Their contribution stands as a beacon of hope for all adventurers!

