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, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description
Noises: Bang or slam
Air: Clear and damp
Odors: Manure
Purpose: Cells where the faithful can sit in quiet contemplation
Current state: Used as a campsite
Contents: Monster (random creature)
Possible feature: Water, trickle; Leather boot; Dagger hilt
Possible furnishings: Table, long; Sideboard; Mattress
(Religious) Possible furnishings: Idol; Side chairs, Throne
(Mage) Possible furnishings: Bells; Kneeling bench; Chimes
Possible personal items: Ewer; Parchment; Dish
Passages
Passage Width:
10 ft. / Leads to:
Chamber
Extra passages (if necessary):
2nd Passage Width:
10 ft. / Leads to:
Chamber3rd Passage Width:
20 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)4th Passage Width:
10 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).
Doors
Door: Wooden / Leads to:
Chamber
Extra doors (if necessary):
Door 2: Secret door, barred or locked / Leads to:
Stairs (if not multi-level then reroll)
Door 3: Wooden / Leads to:
Stairs (if not multi-level then reroll)
Door 4: Wooden / Leads to:
Chamber
Door 5: Iron, barred or locked / Leads to: False door with trap
Door 6: Portcullis, locked in place / Leads to:
Chamber
Chamber (Rooms)
Whenever a passage, door, or anything else results in a chamber, use one of these.
Dimensions:
Square, 30 x 30 ft.
Number of exits: 3
Exit locations: Wall right of entrance / Wall right of entrance / Wall left of entrance /
Exit types: Door / Corridor, 10ft. long / Door /
Description
Purpose: Central temple built to accommodate rituals
Current state: Ashes, contents mostly burned
Contents: Empty room with Dungeon hazard
Possible feature: Javelin head, blunt; Cracks, wall; Dripping blood
Possible furnishings: Rushes; Staff, normal; Workbench
(Religious) Possible furnishings: Incense burner; Incense burner, Incense burner
(Mage) Possible furnishings: Lectern; Altar; Lectern
Possible personal items: Oil, scented; Pipe, smoking; Washcloth
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: Bones
Book, Scroll, or Tome: Biography
Monster
Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).
Motivation: Conquer the dungeon
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: Opened (door, treasure chest)
Severity: Setback (DC 10, +5 to-hit)
Effect: Touching an object triggers a disintegrate spell
| Damage | |
|---|---|
| Level 1-4: | 1d10 |
| Level 5-10: | 2d10 |
| Level 11-16: | 4d10 |
| Level 17-20: | 10d10 |
Random Tricks
Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.
Object: Mushroom field
Effect: Gives directions (true or false)
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!

