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: Temple or shrine (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: Sneezing
Air: Clear and damp
Odors: Dank or moldy
Purpose: Cells where the faithful can sit in quiet contemplation
Current state: Furniture wrecked but still present
Contents: Monster (random creature) guarding treasure found in a small secret room
Possible feature: Leaves and twigs; Dried blood; Dripping blood
Possible furnishings: Wall basin and font; Brazier and charcoal; Cupboard
(Religious) Possible furnishings: Columns or pillars; Lamp, Thurible
(Mage) Possible furnishings: Robes; Candles; Columns or pillars
Possible personal items: Flask or jar; Bandages; Shaker
Passages
Passage Width: 10 ft. / Leads to:
Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead
Extra passages (if necessary):
2nd Passage Width:


3rd Passage Width:


4th Passage Width:


Doors
Door: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Iron, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 6: Portcullis / Leads to: Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions: Square, 40 x 40 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Door /
Description
Purpose: Guardroom
Current state: Holes, floor partially collapsed
Contents: Dungeon hazard with incidental treasure found in a small secret room
Possible feature: Water, large puddle; Cracks, floor; Water, trickle
Possible furnishings: Rug (small or medium); Chandelier; Coal
(Religious) Possible furnishings: Brazier; Idol, Candlesticks
(Mage) Possible furnishings: Vestments; Statue; Robes
Possible personal items: Pouch; Cane or walking stick; Coffer
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 one level to a chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Crystals
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: Greedy; wants treasure.
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: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon
Random Traps
Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 10, +4 to-hit)
Effect: Collapsing staircase creates a ramp that deposits characters into a pit at its lower end
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: Mushroom field
Effect: Teleports characters to another place
Shout outs: Stacey, Bob Goode, TODD RICHARD, Brendan Reese, Josh Braden, Iofire, Caitlin W., Damon Carrington, zzz, Mario Pizzamiglio, Phil Mehl, Wesley Muncy, elijah D. maben, R., bruschkin, Vincent Drone, thea musing, Brian Nunziato, Matt Yates, Elisa Martinez, Ryan Flagg, Jade Arrowood, Angelo Anderson, Syn21, Dave Walker, Rhonda Seiter, Jonathan Lekse, Katie White, JollyGamer, Tiernan Greenman, Burlyfighter, Gillian Tolbert, David R Abbott, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, Lou Bliss, Sik Makoyi, Pythor Sen, Bryson Waits, Desedent, Irate The Pirate, Mark L, Siren, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Jess, Lars Yell, Zee Livezey, Kevin, Kerry Melton, SallySparrow132, J, Millergendraft, Federica Frezza, Nick Soucy, Jeremiah Walker, Bryan Sheairs, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Jennifer Smith, Liz Fontain, Ray Bissonnette, Joe Dalby, Matt Price, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Kayleigh Sulin, Gundar Wez, Nahellion, That Video Editor Nic, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Thobek, Aaron Teupe, Mage1X, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, Connor, jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Lisa Tucker, KingHavok1217, Mx Charlie, Justin Snyder, Keaton Permenter, Zachary Burgess-Hicks, Steve Rosenlund, Ezzela1891, John Nazario, Gordon Alexander Fallon, Jason Clark, Trey Vickory
Their contribution stands as a beacon of hope for all adventurers!
