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: Planar gate (Click to make random). or choose:
Starting Area:
Passage, 10ft. wide; four-way intersection
Description
Noises: Footsteps ahead
Air: Clear and windy
Odors: Manure
Purpose: Pen or prison for holding captives or creatures that emerge from the portal
Current state: Furniture wrecked but still present
Contents: Random Obstacle
Possible feature: Dried blood; Mold (common); Teeth or fangs, scattered
Possible furnishings: Table, trestle; Table, trestle; Pallet
(Religious) Possible furnishings: Tripod; Vestments, Lamp
(Mage) Possible furnishings: Vestments; Vestments; Cloth, altar
Possible personal items: Pipe, musical; Horn, drinking; Dish
Passages
Passage Width:
20 ft. / Leads to:
Stairs (if not multi-level then reroll)
Extra passages (if necessary):
2nd Passage Width:
30 ft. / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead3rd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., side passage to the left, then an additional lO ft. ahead4th Passage Width:
10 ft. / Leads to:
Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead
Doors
Door: Portcullis, locked in place / Leads to:
Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Iron / Leads to:
Passage 20 ft. straight ahead
Door 3: Iron, barred or locked / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Portcullis / Leads to:
Chamber
Door 5: Iron / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 6: Wooden / Leads to:
Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions:
Circle, 50 ft. diameter
Number of exits: 1
Exit locations: Wall right of entrance /
Exit types: Door /
Description
Purpose: Kitchen
Current state: Used as a campsite
Contents: Monster (dominant inhabitant)
Possible feature: Cracks, floor; Cobwebs; Cobwebs
Possible furnishings: Fresco; Bed; Couch
(Religious) Possible furnishings: Tripod; Incense burner, Holy or unholy writings
(Mage) Possible furnishings: Shrine; Shrine; Columns or pillars
Possible personal items: Tinderbox (with flint and steel); Basin; Plate, platter, or saucer
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: Powder
Book, Scroll, or Tome: Navigational chart or star chart
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: Joker; taunts its enemies.
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: 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 (cart, stone block)
Severity: Setback (DC 11, +4 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: Skull
Effect: Swaps two or more characters' minds
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Their contribution stands as a beacon of hope for all adventurers!


