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: Stronghold (Click to make permanent). or choose:
Starting Area: Square, 40 x 40 ft.; doors on three walls
Description
Noises: Chirping
Air: Clear and windy
Odors: Metallic
Purpose: Game room used to entertain visitors
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature)
Possible feature: Rags; Dripping blood; Iron bar, bent and rusted
Possible furnishings: Bench; Keg (small barrel, 20 gallons); Stand
(Religious) Possible furnishings: Drum; Shrine, Holy or unholy symbol
(Mage) Possible furnishings: Thurible; Thurible; Robes
Possible personal items: Box; Pipe, smoking; Coffer
Passages
Passage Width: 5 ft. / Leads to:
Continue straight 20ft., door 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: Stone, barred or locked / Leads to: Chamber
Door 3: Iron, barred or locked / Leads to: Chamber
Door 4: Portcullis, locked in place / Leads to: Chamber
Door 5: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
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: Square, 40 x 40 ft.
Number of exits: 1
Exit locations: Wall opposite entrance /
Exit types: Door /
Description
Purpose: Storage for mundane goods and supplies
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature)
Possible feature: Wood pieces, rotting; Mold (common); Dung
Possible furnishings: Chair, plain; Trunk; Buffet cabinet
(Religious) Possible furnishings: Holy or unholy writings; Lamp, Thurible
(Mage) Possible furnishings: Pulpit; Vestments; Cassocks
Possible personal items: Flagon, mug, or tankard; Dish; Washcloth
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 two levels to a chamber
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Splinters
Book, Scroll, or Tome: Letter
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: Greedy; wants treasure.
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: Cave-in
Random Traps
Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 10, +5 to-hit)
Effect: Lightning bolt shoots from wall or object
Damage | |
---|---|
Level 1-4: | 1d10 |
Level 5-10: | 2d10 |
Level 11-16: | 4d10 |
Level 17-20: | 10d10 |
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: Changes a character's alignment, personality, size, appearance, or sex when touched
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Their contribution stands as a beacon of hope for all adventurers!