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 on third wall, secret door on fourth wall
Description
Noises: Squeaking
Air: Foggy or misty and cold
Odors: Acrid
Purpose: Library with an extensive collection of rare books
Current state: Holes, floor partially collapsed
Contents: Random Trap
Possible feature: Pick handle; Leaves and twigs; Dagger hilt
Possible furnishings: Pipe (large cask, 105 gallons); Throne; Bucket
(Religious) Possible furnishings: Holy or unholy symbol; Columns or pillars, Lamp
(Mage) Possible furnishings: Candles; Columns or pillars; Votive light
Possible personal items: Candle snuffer; Key; Bottle
Passages
Passage Width:
10 ft. / Leads to:
Continue straight 20ft.; passage ends in a door
Extra passages (if necessary):
2nd Passage Width:
40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to:
Continue straight 20ft., then the passage turns right and continues 10ft.3rd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door4th Passage Width:
10 ft. / Leads to:
Continue straight 20ft., door to the left, then an additional 10 ft. ahead
Doors
Door: Wooden, barred or locked / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Extra doors (if necessary):
Door 2: Secret door, barred or locked / Leads to:
Chamber
Door 3: Iron, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 4: Secret door / Leads to:
Passage 20 ft. straight ahead
Door 5: Iron, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 6: Wooden / Leads to: False door with trap
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions:
Square, 50 x 50 ft.
Number of exits: 0
Exit locations:
Exit types:
Description
Purpose: Waiting room where lesser guests are held before receiving an audience
Current state: Holes, floor partially collapsed
Contents: Empty room with treasure found in a container (metal urns)
Possible feature: Sack, torn; Leaves and twigs; Guano
Possible furnishings: Bed; Carpet (large); Chair, padded
(Religious) Possible furnishings: Bells; Candelabra, Lamp
(Mage) Possible furnishings: Robes; Holy or unholy writings; Shrine
Possible personal items: Basin; Bottle; Oil, scented
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: Cinders
Book, Scroll, or Tome: Forged document
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Conquer the dungeon
Personality: Bully; refuses to believe it can lose.
Random Hazards
Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Poisonous gas (deals 1d6 poison damage per minute of exposure)
Random Traps
Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 12, +7 to-hit)
Effect: Locking pit floods with water
| 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: Furniture
Effect: Flies about to avoid being touched
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!

