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:
Square, 20 x 20ft.; door on two walls, passage in third wall
Description
Noises: Scratching or scrabbling
Air: Clear and damp
Odors: Manure
Purpose: Kitchen designed to prepare exotic foods for large numbers of guests
Current state: Rubble, ceiling partially collapsed
Contents: Monster (dominant inhabitant)
Possible feature: Rope, rotten; Sticks; Chain, corroded
Possible furnishings: Statue; Rug (small or medium); Chest of drawers
(Religious) Possible furnishings: Idol; Paintings or frescoes, Candelabra
(Mage) Possible furnishings: Tripod; Vestments; Incense burner
Possible personal items: Wool; Jug or pitcher; Brush
Passages
Passage Width:
10 ft. / Leads to:
Stairs (if not multi-level then reroll)
Extra passages (if necessary):
2nd Passage Width:
20 ft. / Leads to:
Continue straight 30ft., no doors or side passages3rd Passage Width:
40ft., with pillars / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).4th Passage Width:
20 ft. / Leads to:
Chamber
Doors
Door: Portcullis, locked in place / Leads to:
Chamber
Extra doors (if necessary):
Door 2: Secret door / Leads to:
Chamber
Door 3: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 4: Portcullis, locked in place / Leads to:
Chamber
Door 5: Wooden, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 6: Iron, barred or locked / 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:
Square, 20 x 20 ft.
Number of exits: 1
Exit locations: Wall opposite entrance /
Exit types: Corridor, 10ft. long /
Description
Purpose: Guardroom
Current state: Rubble, ceiling partially collapsed
Contents: Random Obstacle
Possible feature: Mold (common); Rubble and dirt; Cobwebs
Possible furnishings: Bed; Bed; Sideboard
(Religious) Possible furnishings: Shrine; Incense burner, Stand
(Mage) Possible furnishings: Font; Tripod; Paintings or frescoes
Possible personal items: Lamp or lantern; Brush; Oil, cooking
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: Up to a dead end
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Liquid, viscous
Book, Scroll, or Tome: Heretical text
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Hide from enemies
Personality: Bully; refuses to believe it can lose.
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: Lava flows through the area (50 percent chance of a stone bridge crossing it)
Random Traps
Trigger: Stepped on (floor, stairs)
Severity: Dangerous (DC 14, +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: Pool of water
Effect: Presents a puzzle or riddle
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!

