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 random). or choose:
Starting Area:
Square, 20 x 20ft.; door on two walls, passage in third wall
Description
Noises: Footsteps approaching
Air: Clear and damp
Odors: Chlorine
Purpose: Kitchen for food storage and preparation
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (dominant inhabitant) guarding treasure found in a loose stone
Possible feature: Leather boot; Wood pieces, rotting; Javelin head, blunt
Possible furnishings: Fresco; Mat; Hamper
(Religious) Possible furnishings: Tripod; Holy or unholy symbol, Pews
(Mage) Possible furnishings: Holy or unholy symbol; Lamp; Vestments
Possible personal items: Knife; Knucklebones or dice; Ear spoon
Passages
Passage Width:
10 ft. / Leads to:
Continue straight 20ft.; passage ends in a door
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to:
Chamber3rd Passage Width:
40ft., with pillars / Leads to:
Continue straight 20ft.; passage ends in a door4th Passage Width:
30 ft. / Leads to:
Stairs (if not multi-level then reroll)
Doors
Door: Portcullis, locked in place / Leads to:
Passage extending 10ft., then T intersection extending 10ft. to the right and left
Extra doors (if necessary):
Door 2: Portcullis / Leads to:
Chamber
Door 3: Portcullis, locked in place / Leads to:
Passage 20 ft. straight ahead
Door 4: Wooden / Leads to:
Chamber
Door 5: Wooden / Leads to:
Passage 20 ft. straight ahead
Door 6: Wooden / Leads to:
Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions:
Square, 20 x 20 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door /
Description
Purpose: Kennel for pets or guard beasts
Current state: Furniture wrecked but still present
Contents: Monster (random creature)
Possible feature: Guano; Cobwebs; Mold (common)
Possible furnishings: Cushion; Cabinet; Shelf
(Religious) Possible furnishings: Altar; Thurible, Brazier
(Mage) Possible furnishings: Statue; Holy or unholy symbol; Votive light
Possible personal items: Brush; Grinder; Vial
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: Chimney up two levels to a passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Paste
Book, Scroll, or Tome: Almanac
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Hide from enemies
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: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon
Random Traps
Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 12, +6 to-hit)
Effect: Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit)
| 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: Brain preserved in a jar
Effect: Prevents movement
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!

