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 permanent). or choose:
Starting Area: Circle, 40ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)
Description
Noises: Sobbing
Air: Clear and damp
Odors: Putrid
Purpose: Kennel for trained beasts used to guard the treasure vault
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature) guarding treasure found in an illusion
Possible feature: Dust; Cobwebs; Cracks, floor
Possible furnishings: Bunks; Wood billets; Candelabrum
(Religious) Possible furnishings: Mosaic; Kneeling bench, Cloth, altar
(Mage) Possible furnishings: Candles; Holy or unholy symbol; Side chairs
Possible personal items: Lamp or lantern; Towel; Washcloth
Passages
Passage Width: 20 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead
Extra passages (if necessary):
2nd Passage Width: 30 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)
3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead
4th Passage Width: 20 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead
Doors
Door: Wooden / Leads to: Chamber
Extra doors (if necessary):
Door 2: Wooden, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to: Chamber
Door 6: Portcullis, locked in place / Leads to: Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions: Rectangle, 30 x 60 ft.
Number of exits: 1
Exit locations: Wall left of entrance /
Exit types: Door /
Description
Purpose: Kennel for trained beasts used to guard the treasure vault
Current state: Furniture wrecked but still present
Contents: Random Event (or empty room)
Possible feature: Wood pieces, rotting; Sack, torn; Dripping blood
Possible furnishings: Fountain; Pedestal; Fireplace with mantle
(Religious) Possible furnishings: Columns or pillars; Holy or unholy writings, Idol
(Mage) Possible furnishings: Font; Offertory container; Altar
Possible personal items: Statuette or figurine; Tinderbox (with flint and steel); Spigot
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 three levels to a passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Cinders
Book, Scroll, or Tome: Last will and testament
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: Braggart; makes a show of bravery but runs from danger.
Random Hazards
Hazard: Green slime (Drops from above. DC 10 Dex, 1d10 acid damage, damage each round until removed. Nonmagical wood, metal weapon or tool used to remove is destroyed. Destroyed by sunlight, cure disease, cold, fire, or radiant)
Random Obstacles
Obstacles block or hamper progress and can affect more than one room.
Obstacle: Cave-in
Random Traps
Trigger: Touched (doorknob, statue)
Severity: Deadly (DC 18, +12 to-hit)
Effect: Magic missiles shoot from a statue or object
Damage | |
---|---|
Level 1-4: | 4d10 |
Level 5-10: | 10d10 |
Level 11-16: | 18d10 |
Level 17-20: | 24d10 |
Random Tricks
Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.
Object: Fresco
Effect: Releases coins, false coins, gems, false gems, a magic item, or a map
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