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.; door on two walls, passage on third wall, secret door on fourth wall
Description
Noises: Knocking
Air: Clear and damp
Odors: Dank or moldy
Purpose: Trophy room where art celebrating key figures and events from mythology is displayed
Current state: Furniture wrecked but still present
Contents: Random Trap
Possible feature: Teeth or fangs, scattered; Mold (common); Wood pieces, rotting
Possible furnishings: Shelf; Table, small; Couch
(Religious) Possible furnishings: Holy or unholy symbol; Drum, Holy or unholy symbol
(Mage) Possible furnishings: Kneeling bench; Screen; Curtain or tapestry
Possible personal items: Fork; Dish; Knucklebones or dice
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:
10 ft. / Leads to:
Continue straight 20ft., then the passage turns right and continues 10ft.4th Passage Width:
10 ft. / Leads to:
Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead
Doors
Door: Wooden / Leads to:
Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Wooden / Leads to:
Chamber
Door 3: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 5: Wooden, barred or locked / Leads to:
Chamber
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, 50 x 50 ft.
Number of exits: 3
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall opposite entrance /
Exit types: Door / Door / Door /
Description
Purpose: Kitchen (might bear a disturbing resemblance to a torture chamber in an evil temple)
Current state: Ashes, contents mostly burned
Contents: Monster (random creature) guarding treasure found in an illusion
Possible feature: Fungi (common); Rubble and dirt; Guano
Possible furnishings: Sconce; Wood billets; Cushion
(Religious) Possible furnishings: Vestments; Tripod, Vestments
(Mage) Possible furnishings: Idol; Tripod; Holy or unholy symbol
Possible personal items: Tinderbox (with flint and steel); Bottle; Cologne or perfume
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: Down to a dead end
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Bones
Book, Scroll, or Tome: Catalog
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Hide from enemies
Personality: Cowardly; looking to surrender.
Random Hazards
Hazard: Violet fungus: This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days.
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, +7 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: Skull
Effect: Helps or harms certain types of creatures
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!


