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: Temple or shrine (Click to make random). or choose:
Starting Area:
Square, 40 x 40 ft.; doors on three walls
Description
Noises: Moaning
Air: Clear and damp
Odors: Smoky
Purpose: Armory filled with weapons and armor, battle banners, and pennants
Current state: Rubble, ceiling partially collapsed
Contents: Random Trap protecting treasure found in a loose stone
Possible feature: Coin, copper; Cobwebs; Sticks
Possible furnishings: Fireplace and wood; Fountain; Armchair
(Religious) Possible furnishings: Robes; Cloth, altar, Cloth, altar
(Mage) Possible furnishings: Curtain or tapestry; Offertory container; Gong
Possible personal items: Candlestick; Coffer; Spoon
Passages
Passage Width:
5 ft. / Leads to:
Stairs (if not multi-level then reroll)
Extra passages (if necessary):
2nd Passage Width:
20 ft. / Leads to:
Chamber3rd Passage Width:
10 ft. / Leads to:
Continue straight 20ft., side passage to the left, then an additional lO ft. ahead4th Passage Width:
10 ft. / Leads to:
Chamber
Doors
Door: Wooden / Leads to:
Chamber
Extra doors (if necessary):
Door 2: Wooden / Leads to:
Chamber
Door 3: Secret door, barred or locked / Leads to:
Passage 20 ft. straight ahead
Door 4: Stone / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 5: Wooden / Leads to: False door with trap
Door 6: Wooden / 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, 30 x 60 ft.
Number of exits: 4
Exit locations: Wall right of entrance / Wall left of entrance / Wall left of entrance / Wall right of entrance /
Exit types: Door / Corridor, 10ft. long / Door / Door /
Description
Purpose: Guardroom
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Trap
Possible feature: Cracks, floor; Javelin head, blunt; Hammer head, cracked
Possible furnishings: Pegs; Chair, plain; Fountain
(Religious) Possible furnishings: Chimes; Bells, Vestments
(Mage) Possible furnishings: Holy or unholy writings; Bells; Offertory container
Possible personal items: Case; Parchment; Tureen
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 to a dead end
Contents
Whenever a container or book is generated, use this to determine its contents
Container Contents: Dust
Book, Scroll, or Tome: Letter
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: Brave; stands its ground.
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: Poisonous gas (deals 1d6 poison damage per minute of exposure)
Random Traps
Trigger: Moved through (doorway, hallway)
Severity: Deadly (DC 18, +10 to-hit)
Effect: Touching an object triggers a flesh to stone spell
| 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: Pool of water
Effect: Locks or unlocks exits
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!

