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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: Mine (Click to make random). or choose:

Starting Area: Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description

Noises: Murmuring
Air: Clear and damp
Odors: Manure

Purpose: Bedroom for a supervisor or manager
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature)

Possible feature: Dripping blood; Dripping blood; Cobwebs
Possible furnishings: Fountain; Pallet; Tub
(Religious) Possible furnishings: Holy or unholy writings; Idol, Incense burner
(Mage) Possible furnishings: Statue; Chimes; Altar
Possible personal items: Bottle; Pouch; Parchment

Passages

Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

Extra passages (if necessary):


2nd Passage Width: 5 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

3rd Passage Width: 10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Iron / Leads to: Stairs (if not multi-level then reroll)
Door 4: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 5: Portcullis / Leads to: Chamber
Door 6: Wooden, barred or locked / Leads to: Chamber

Chamber (Rooms)

Whenever a passage, door, or anything else results in a chamber, use one of these.

Dimensions: Octagon, 40 x 40 ft.
Number of exits: 3
Exit locations: Same wall as entrance / Wall right of entrance / Wall left of entrance /
Exit types: Door / Door / Door /

Description
Purpose: Guardroom
Current state: Used as a campsite
Contents: Empty room with treasure found in a small secret room

Possible feature: Hair or fur; Bottle, broken; Cracks, ceiling
Possible furnishings: Fireplace and wood; Candelabrum; Pallet
(Religious) Possible furnishings: Altar; Font, Idol
(Mage) Possible furnishings: Candles; Tripod; Candlesticks
Possible personal items: Book; Coffer; 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 chamber

Contents

Whenever a container or book is generated, use this to determine its contents

Container Contents: Powder
Book, Scroll, or Tome: Sheet music

Monster

Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).

Motivation: Conquer the dungeon
Personality: Braggart; makes a show of bravery but runs from danger.

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

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Setback (DC 10, +3 to-hit)
Effect: Collapsing staircase creates a ramp that deposits characters into a pit at its lower end

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: Book
Effect: Asks three skill-testing questions (if all three are answered correctly, a reward appears)

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