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, 10ft. wide; four-way intersection
Description
Noises: Rustling
Air: Clear and damp
Odors: Acrid
Purpose: Latrine or bath
Current state: Pristine and in original state
Contents: Random Trick
Possible feature: Rubble and dirt; Dampness, wall; Leather boot
Possible furnishings: Tun (huge cask, 250 gallons); Mattress; Chair, padded, or divan
(Religious) Possible furnishings: Robes; Holy or unholy symbol, Idol
(Mage) Possible furnishings: Columns or pillars; Votive light; Pews
Possible personal items: Rope; Knucklebones or dice; Tureen
Passages
Passage Width: 10 ft. / Leads to:
Continue straight 20ft., side passage to the left, then an additional lO ft. ahead
Extra passages (if necessary):
2nd Passage Width:


3rd Passage Width:


4th Passage Width:


Doors
Door: Stone / Leads to: Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Portcullis / Leads to: False door with trap
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Secret door / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 6: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
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: 0
Exit locations:
Exit types:
Description
Purpose: Guardroom
Current state: Furniture wrecked but still present
Contents: Dungeon hazard with incidental treasure found in behind furniture
Possible feature: Ashes; Water, trickle; Guano
Possible furnishings: Fireplace and wood; Rug (small or medium); Grindstone
(Religious) Possible furnishings: Columns or pillars; Idol, Columns or pillars
(Mage) Possible furnishings: Columns or pillars; Holy or unholy symbol; Bells
Possible personal items: Candle snuffer; Wool; Lamp or lantern
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) up one level to a chamber and down one level to a chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Oil
Book, Scroll, or Tome: Painting
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Find a sanctuary
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: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon
Random Traps
Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 13, +6 to-hit)
Effect: Glyph of warding
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: Burning fire
Effect: The touched object animates, or it animates other objects nearby
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Their contribution stands as a beacon of hope for all adventurers!