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:
Passage, 10 ft. wide; T intersection
Description
Noises: Footsteps behind
Air: Clear and damp
Odors: Putrid
Purpose: Study, including a writing desk
Current state: Furniture wrecked but still present
Contents: Empty room with Dungeon hazard
Possible feature: Dampness, wall; Arrow, broken; Cobwebs
Possible furnishings: Tun (huge cask, 250 gallons); Chair, plain; Fireplace and wood
(Religious) Possible furnishings: Vestments; Incense burner, Thurible
(Mage) Possible furnishings: Mosaic; Holy or unholy symbol; Mosaic
Possible personal items: Mirror; Vial; Horn, drinking
Passages
Passage Width:
10 ft. / Leads to:
Continue straight 20ft., side passage to the right, 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., then the passage turns right and continues 10ft.4th Passage Width:
40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to:
Continue straight 30ft., no doors or side passages
Doors
Door: Portcullis, locked in place / Leads to:
Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 3: Wooden / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Wooden / Leads to:
Chamber
Door 5: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 6: Wooden / 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: 2
Exit locations: Wall right of entrance / Wall right of entrance /
Exit types: Door / Corridor, 10ft. long /
Description
Purpose: Crypt belonging to the stronghold's master or someone else of importance
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (dominant inhabitant) guarding treasure found in a pile of junk
Possible feature: Slime (harmless); Rubble and dirt; Cobwebs
Possible furnishings: Fountain; Painting; Shrine
(Religious) Possible furnishings: Columns or pillars; Gong, Pulpit
(Mage) Possible furnishings: Font; Cloth, altar; Shrine
Possible personal items: Brush; Flask or jar; Spoon
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: Chimney up one level to a passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Splinters
Book, Scroll, or Tome: Letter
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: Brave; stands its ground.
Random Hazards
Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon
Random Traps
Trigger: Stepped on (floor, stairs)
Severity: Dangerous (DC 12, +8 to-hit)
Effect: Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit)
| 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: Target dummy
Effect: Changes one substance to another, such as gold to lead or metal to brittle crystal
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Their contribution stands as a beacon of hope for all adventurers!


