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: Passage, 10ft. wide; four-way intersection
Description
Noises: Hissing
Air: Foggy or misty and cold
Odors: Rotting vegetation
Purpose: Library, well stocked with religious treatises
Current state: Holes, floor partially collapsed
Contents: Monster (random creature)
Possible feature: Dampness, wall; Wall scratchings; Dust
Possible furnishings: Pedestal; Rushes; Quilt
(Religious) Possible furnishings: Altar; Holy or unholy symbol, Idol
(Mage) Possible furnishings: Lamp; Side chairs; Vestments
Possible personal items: Pouch; Flagon, mug, or tankard; Sifter or strainer
Passages
Passage Width: 20 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).
Extra passages (if necessary):
2nd Passage Width:


3rd Passage Width:


4th Passage Width:


Doors
Door: Iron / Leads to: Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 3: Portcullis / Leads to: Passage 20 ft. straight ahead
Door 4: Iron / Leads to: Stairs (if not multi-level then reroll)
Door 5: Wooden / Leads to: Chamber
Door 6: Stone, barred or locked / Leads to: Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions: Rectangle, 40 x 50 ft.
Number of exits: 3
Exit locations: Wall right of entrance / Same wall as entrance / Wall right of entrance /
Exit types: Door / Door / Door /
Description
Purpose: Banquet room used for celebrations and holy days
Current state: Used as a campsite
Contents: Monster (pet or allied creature)
Possible feature: Sticks; Teeth or fangs, scattered; Dripping blood
Possible furnishings: Trunk; Chair, plain; Chandelier
(Religious) Possible furnishings: Vestments; Paintings or frescoes, Candelabra
(Mage) Possible furnishings: Altar; Tripod; Shrine
Possible personal items: Ewer; Brush; Bowl
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: Powder
Book, Scroll, or Tome: Contract
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: 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: Reverse gravity effect causes creatures to fall toward the ceiling
Random Traps
Trigger: Stepped on (floor, stairs)
Severity: Dangerous (DC 12, +6 to-hit)
Effect: Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing
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: Mushroom field
Effect: Releases coins, false coins, gems, false gems, a magic item, or a map
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Their contribution stands as a beacon of hope for all adventurers!
