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: Square, 20 x 20ft.; passage on each wall
Description
Noises: Buzzing
Air: Clear and damp
Odors: Earthy
Purpose: Workshop for repairing or creating weapons, religious items, and tools
Current state: Used as a campsite
Contents: Monster (dominant inhabitant) guarding treasure found in a secret compartment
Possible feature: Dung; Hair or fur; Helmet, badly dented
Possible furnishings: Stool , high; Cask (40 gallons); Butt (huge cask, 125 gallons)
(Religious) Possible furnishings: Offertory container; Tripod, Lamp
(Mage) Possible furnishings: Pipes, musical; Whistle; Shrine
Possible personal items: Oil, cooking; Candle; Twine
Passages
Passage Width: 10 ft. / Leads to:
Continue straight 20ft., then the passage turns right and continues 10ft.
Extra passages (if necessary):
2nd Passage Width:


3rd Passage Width:


4th Passage Width:


Doors
Door: Wooden / Leads to: Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Stone, barred or locked / Leads to: Chamber
Door 4: Wooden / Leads to: False door with trap
Door 5: Secret door, barred or locked / Leads to: Chamber
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, 20 x 20 ft.
Number of exits: 1
Exit locations: Wall opposite entrance /
Exit types: Corridor, 10ft. long /
Description
Purpose: Robing room containing ceremonial outfits and items
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature) guarding treasure found in a secret compartment
Possible feature: Dripping blood; Torch stub; Damp ceiling
Possible furnishings: Shrine; Statue; Cask (40 gallons)
(Religious) Possible furnishings: Holy or unholy writings; Offertory container, Cloth, altar
(Mage) Possible furnishings: Statue; Incense burner; Cloth, altar
Possible personal items: Flask or jar; Towel; Pouch
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: 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 wealth
Personality: Cowardly; looking to surrender.
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: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon
Random Traps
Trigger: Moved (cart, stone block)
Severity: Dangerous (DC 12, +6 to-hit)
Effect: Symbol
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: Tapestry or rug
Effect: Locks or unlocks exits
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Their contribution stands as a beacon of hope for all adventurers!
