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, 40 x 40 ft.; doors on three walls
Description
Noises: Rustling
Air: Clear and drafty
Odors: Manure
Purpose: Pen or prison where captives are held
Current state: Stripped bare
Contents: Monster (pet or allied creature)
Possible feature: Rags; Ashes; Helmet, badly dented
Possible furnishings: Sideboard; Throne; Crate
(Religious) Possible furnishings: Altar; Columns or pillars, Brazier
(Mage) Possible furnishings: Lectern; Vestments; Incense burner
Possible personal items: Mirror; Tray; Pipe, smoking
Passages
Passage Width:
10 ft. / Leads to:
Continue straight 20ft., then the passage turns left and continues 10 ft.
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to:
Continue straight 20ft.; passage ends in a door3rd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead4th Passage Width:
10 ft. / Leads to:
Chamber
Doors
Door: Wooden / Leads to:
Passage 20 ft. straight ahead
Extra doors (if necessary):
Door 2: Wooden / Leads to:
Chamber
Door 3: Stone, barred or locked / Leads to:
Chamber
Door 4: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 5: Secret door / Leads to:
Passage 20 ft. straight ahead
Door 6: Iron / Leads to:
Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions:
Rectangle, 20 x 30 ft.
Number of exits: 1
Exit locations: Wall left of entrance /
Exit types: Corridor, 10ft. long /
Description
Purpose: Bedroom, for use by leaders
Current state: Used as a campsite
Contents: Monster (pet or allied creature)
Possible feature: Cobwebs; Water, large puddle; Guano
Possible furnishings: Screen; Desk; Tub
(Religious) Possible furnishings: Altar; Lamp, Holy or unholy symbol
(Mage) Possible furnishings: Paintings or frescoes; Incense burner; Offertory container
Possible personal items: Statuette or figurine; Case; 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 two levels 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: Legal code
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: Braggart; makes a show of bravery but runs from danger.
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: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water
Random Traps
Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 12, +8 to-hit)
Effect: Pendulum, either bladed or weighted as a maul, swings across the room or hall
| 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: Runes engraved on wall or floor
Effect: Helps or harms certain types of creatures
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!

