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: Treasure vault (Click to make random). or choose:
Starting Area: Circle, 40ft. diameter; one passage at each cardinal direction
Description
Noises: Groaning
Air: Clear and damp
Odors: Salty and wet
Purpose: Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door
Current state: Furniture wrecked but still present
Contents: Random Trap
Possible feature: Fungi (common); Leaves and twigs; Bottle, broken
Possible furnishings: Chair, plain; Carpet (large); Rug (small or medium)
(Religious) Possible furnishings: Candles; Incense burner, Lamp
(Mage) Possible furnishings: Lamp; Tripod; Tripod
Possible personal items: Book; Pot; Bowl
Passages
Passage Width: 10 ft. / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead
Extra passages (if necessary):
2nd Passage Width:

3rd Passage Width:


4th Passage Width:


Doors
Door: Stone / Leads to: Chamber
Extra doors (if necessary):
Door 2: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 3: Iron, barred or locked / Leads to: Chamber
Door 4: Portcullis, locked in place / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden / Leads to: Passage 20 ft. straight ahead
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions: Rectangle, 20 x 30 ft.
Number of exits: 0
Exit locations:
Exit types:
Description
Purpose: Kitchen for feeding guards
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Trap
Possible feature: Dagger hilt; Mold (common); Cobwebs
Possible furnishings: Hogshead (large cask, 65 gallons); Table, long; Desk
(Religious) Possible furnishings: Holy or unholy symbol; Robes, Idol
(Mage) Possible furnishings: Columns or pillars; Holy or unholy writings; Stand
Possible personal items: Pouch; Candle; Food
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 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: Theological text
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Find a sanctuary
Personality: Bully; refuses to believe it can lose.
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: Wall of fire blocks passage
Random Traps
Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 12, +8 to-hit)
Effect: Darts shoot out of an opened chest
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: Glass sculpture
Effect: Increases, reduces, negates, or reverses gravity
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Their contribution stands as a beacon of hope for all adventurers!
