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: Maze (Click to make permanent). or choose:
Starting Area:
Circle, 40ft. diameter; one passage at each cardinal direction
Description
Noises: Clashing
Air: Clear and damp
Odors: Dank or moldy
Purpose: Trap to confound or kill those sent into the maze
Current state: Ashes, contents mostly burned
Contents: Monster (pet or allied creature) guarding treasure found in a loose stone
Possible feature: Dripping blood; Dust; Cobwebs
Possible furnishings: Chandelier; Candelabrum; Shelf
(Religious) Possible furnishings: Incense burner; Statue, Whistle
(Mage) Possible furnishings: Incense burner; Robes; Robes
Possible personal items: Parchment; Book; Candle snuffer
Passages
Passage Width:
5 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to:
Continue straight 30ft., no doors or side passages3rd Passage Width:
10 ft. / Leads to:
Continue straight 30ft., no doors or side passages4th Passage Width:
10 ft. / Leads to:
Stairs (if not multi-level then reroll)
Doors
Door: Stone / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 3: Wooden / Leads to:
Chamber
Door 4: Iron, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 5: Wooden / Leads to:
Chamber
Door 6: Wooden / Leads to:
Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions:
Trapezoid, roughly 40 x 60 ft.
Number of exits: 1
Exit locations: Wall left of entrance /
Exit types: Corridor, 10ft. long /
Description
Purpose: Shrine dedicated to a god or other entity
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (random creature)
Possible feature: Wall scratchings; Water, trickle; Water, large puddle
Possible furnishings: Bench; Pegs; Chair, padded, or divan
(Religious) Possible furnishings: Pews; Brazier, Vestments
(Mage) Possible furnishings: Columns or pillars; Bells; Tripod
Possible personal items: Trivet or tripod; Ladle; Plate, platter, or saucer
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: Up one level to a chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Skin or hide
Book, Scroll, or Tome: Text on astrology
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Find a sanctuary
Personality: Rabble; poorly trained and easily rattled.
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: Battering winds reduce speed by half, impose disadvantage on ranged attack rolls
Random Traps
Trigger: Touched (doorknob, statue)
Severity: Deadly (DC 17, +10 to-hit)
Effect: Ceiling lowers slowly in locked room
| 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: Sphere of magical energy
Effect: Magic mouth speaks a riddle
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!

