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: Lair (Click to make permanent). or choose:
Starting Area:
Square, 20 x 20ft.; door on two walls, passage in third wall
Description
Noises: Chanting
Air: Clear and warm
Odors: Dank or moldy
Purpose: Guardroom for the defense of the lair
Current state: Pool of water; chamber's original contents are water damaged
Contents: Empty room with treasure found in a pile of junk
Possible feature: Rubble and dirt; Wax drippings; Water, small puddle
Possible furnishings: Shrine; Coal; Sofa
(Religious) Possible furnishings: Vestments; Prayer rug, Bells
(Mage) Possible furnishings: Candlesticks; Holy or unholy symbol; Columns or pillars
Possible personal items: Pan; Comb; Lamp or lantern
Passages
Passage Width:
10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to:
Chamber3rd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead4th Passage Width:
20 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)
Doors
Door: Stone / Leads to:
Chamber
Extra doors (if necessary):
Door 2: Wooden / Leads to:
Chamber
Door 3: Wooden / Leads to:
Chamber
Door 4: Wooden / Leads to:
Chamber
Door 5: Secret door, barred or locked / Leads to:
Stairs (if not multi-level then reroll)
Door 6: Secret door, barred or locked / Leads to:
Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions:
Octagon, 60 x 60 ft.
Number of exits: 2
Exit locations: Same wall as entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door /
Description
Purpose: Guardroom for the defense of the lair
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature) guarding treasure found in a pile of junk
Possible feature: Ashes; Sticks; Rubble and dirt
Possible furnishings: Arras or curtain; Bed; Bed
(Religious) Possible furnishings: Candelabra; Candles, Thurible
(Mage) Possible furnishings: Columns or pillars; Vestments; Shrine
Possible personal items: Sifter or strainer; Awl; Tinderbox (with flint and steel)
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: Oil
Book, Scroll, or Tome: Poetry
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Find a sanctuary
Personality: Braggart; makes a show of bravery but runs from danger.
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: Lava flows through the area (50 percent chance of a stone bridge crossing it)
Random Traps
Trigger: Opened (door, treasure chest)
Severity: Setback (DC 11, +5 to-hit)
Effect: Door or other object is coated with contact poison
| 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: Target dummy
Effect: Confusion (targets all creatures within 10ft.)
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!


