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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.

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Dungeon Start

Dungeon Type: Lair (Click to make random). or choose:

Starting Area: Square, 40 x 40 ft.; doors on three walls
Description

Noises: Chirping
Air: Clear but cold
Odors: Urine

Purpose: Workshop for the construction of weapons, armor, tools, and other goods
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Dampness, wall; Dripping blood; Dust
Possible furnishings: Rug (small or medium); Cask (40 gallons); Armoire
(Religious) Possible furnishings: Incense burner; Chimes, Vestments
(Mage) Possible furnishings: Columns or pillars; Statue; Vestments
Possible personal items: Pan; Comb; Coffer

Passages

Passage Width: 5 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Chamber

3rd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

4th Passage Width: 40ft., with pillars / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

Doors

Door: Portcullis, locked in place / Leads to: Diagonal (or turn) Passage 20 ft. to the right

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Chamber
Door 6: Iron, barred or locked / Leads to: Stairs (if not multi-level then reroll)

Chamber (Rooms)

Whenever a passage, door, or anything else results in a chamber, use one of these.

Dimensions: Circle, 30 ft. diameter
Number of exits: 6
Exit locations: Same wall as entrance / Wall opposite entrance / Same wall as entrance / Wall right of entrance / Wall left of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Corridor, 10ft. long / Door / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Storage, mostly nonperishable goods
Current state: Pristine and in original state
Contents: Random Obstacle

Possible feature: Wax drippings; Wall scratchings; Damp ceiling
Possible furnishings: Mat; Firkin (small cask, 10 gallons); Rug (small or medium)
(Religious) Possible furnishings: Idol; Altar, Holy or unholy writings
(Mage) Possible furnishings: Idol; Lectern; Shrine
Possible personal items: Tinderbox (with flint and steel); Candle; Soap

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: Liquid, viscous
Book, Scroll, or Tome: Account records

Monster

Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).

Motivation: Hide from enemies
Personality: Rabble; poorly trained and easily rattled.

Random Hazards

Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

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

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Deadly (DC 20, +11 to-hit)
Effect: Clanging noise attracts nearby monsters

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: Door
Effect: Casts polymorph on the characters (lasts 1 hour)

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