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: Stronghold (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: Chanting
Air: Clear and damp
Odors: Manure
Purpose: Aviary or zoo for keeping exotic creatures
Current state: Ashes, contents mostly burned
Contents: Monster (random creature)
Possible feature: Water, small puddle; Spike, rusted; Cracks, floor
Possible furnishings: Couch; Sconce; Couch
(Religious) Possible furnishings: Altar; Idol, Statue
(Mage) Possible furnishings: Shrine; Altar; Thurible
Possible personal items: Tinderbox (with flint and steel); Ewer; Horn, drinking
Passages
Passage Width:
40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to:
Continue straight 20ft., door to the right, then an additional 10 ft. ahead
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to:
Chamber3rd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., then the passage turns right and continues 10ft.4th Passage Width:
20 ft. / Leads to:
Chamber
Doors
Door: Wooden / Leads to:
Chamber
Extra doors (if necessary):
Door 2: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 3: Secret door / Leads to:
Passage 20 ft. straight ahead
Door 4: Wooden / 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, 30 ft. diameter
Number of exits: 3
Exit locations: Wall left of entrance / Wall right of entrance / Wall right of entrance /
Exit types: Door / Door / Door /
Description
Purpose: Library with an extensive collection of rare books
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant) guarding treasure found in a small secret room
Possible feature: Cobwebs; Helmet, badly dented; Rubble and dirt
Possible furnishings: Chest, large; Arras or curtain; Tun (huge cask, 250 gallons)
(Religious) Possible furnishings: Vestments; Altar, Font
(Mage) Possible furnishings: Shrine; Rail; Holy or unholy symbol
Possible personal items: Cologne or perfume; Thread; Vial
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: Shaft (with or without elevator) down one level to a chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Grease
Book, Scroll, or Tome: Text on medicine
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Hide from enemies
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: Cave-in
Random Traps
Trigger: Moved (cart, stone block)
Severity: Setback (DC 10, +5 to-hit)
Effect: Hidden pit floods with acid or fire
| 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: Runes engraved on wall or floor
Effect: The touched object animates, or it animates other objects nearby
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!

