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: Rustling
Air: Clear and damp
Odors: Dank or moldy
Purpose: Storage, mostly nonperishable goods
Current state: Ashes, contents mostly burned
Contents: Dungeon hazard with incidental treasure found in a small secret room
Possible feature: Hammer head, cracked; Arrow, broken; Wax blob (candle stub)
Possible furnishings: Armoire; Pegs; Hogshead (large cask, 65 gallons)
(Religious) Possible furnishings: Candelabra; Statue, Robes
(Mage) Possible furnishings: Holy or unholy symbol; Idol; Cassocks
Possible personal items: Grinder; Vial; Lamp or lantern
Passages
Passage Width:
20 ft. / Leads to:
Chamber
Extra passages (if necessary):
2nd Passage Width:
20 ft. / Leads to:
Stairs (if not multi-level then reroll)3rd Passage Width:
5 ft. / Leads to:
Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead4th Passage Width:
20 ft. / Leads to:
Chamber
Doors
Door: Wooden / Leads to:
Chamber
Extra doors (if necessary):
Door 2: Wooden / Leads to: False door with trap
Door 3: Portcullis / Leads to:
Passage 20 ft. straight ahead
Door 4: Wooden / Leads to:
Chamber
Door 5: Portcullis / Leads to:
Chamber
Door 6: Stone / 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:
Rectangle, 50 x 80 ft.
Number of exits: 0
Exit locations:
Exit types:
Description
Purpose: Throne room where the lair's leaders hold court
Current state: Furniture wrecked but still present
Contents: Dungeon hazard with incidental treasure found in a small secret room
Possible feature: Mold (common); Sticks; Ashes
Possible furnishings: Sofa; Pedestal; Mat
(Religious) Possible furnishings: Tripod; Lamp, Idol
(Mage) Possible furnishings: Altar; Shrine; Robes
Possible personal items: Comb; Scroll; Cane or walking stick
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 one level to a passage 20ft. long
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Grease
Book, Scroll, or Tome: Book of myths
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Seek wealth
Personality: Bully; refuses to believe it can lose.
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: Wall of force blocks passage
Random Traps
Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 12, +6 to-hit)
Effect: Fire shoots out from wall, floor, or object
| 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: Door
Effect: Contains an imprisoned creature
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Their contribution stands as a beacon of hope for all adventurers!


