Dungeon Generator Level 1 Level 1

Module description

This is the Random Dungeon Generator for Role Playing Games (from D&D to any medieval fantasy system such as Pathfinder, GURPS, Aquelarre, etc). This is a very special module, since it is the basis of many adventures for the players. With this generator the Game Master will be able to improvise dungeons on the fly or be inspired by their pre-game construction. The term "Dungeon" in role-playing games does not only refer to prisons, but has a broader meaning. It encompasses any hostile place where an adventure takes place for the players, and as a rule they are dark, dangerous and laden with rewards. 

This module is complemented by the rewards and treasures (rewards for completing the dungeon),  Loot Generator (generator of items stripped from enemies and room chests) and the  dungeon map module (which generates the maps). Being a generic module, no specific game mechanics have been added, being a narrative description that is valid for any role-playing game. 

Part of the database used for these dungeons is intellectual property of Ben (Orkish Blade). We thank him for his express authorization for this project. If you want to know all the credits of this post with the thanks for his authorizations and inspirational content click Here.

How does this module work?

Just click on "Generate" and all the content related to dungeons will be displayed randomly. You can also choose a specific theme in the "Dungeon Type" tab. There are three different fields in this module: Dungeons, Rooms and Enemy Packs.

  • Dungeons: A name, the theme of the dungeon and a brief description of what players will find inside the dungeon are generated. It also offers information and curiosities that are in it. The name refers to the fame of the dungeon, curiosities, history or rumors of the legends that are told. The theme emphasizes what the decoration and habitat of the area will be like. Finally, the description enhances immersion and brings the dungeon to life: the former inhabitants or visitors might still be around, or have left clues or signs of their stay; the wandering beasts or monsters that might require help, complicate confrontations or even help the players; the treasure hidden behind a secret difficulty of the dungeon or finally, the current regent of the area, who hides a treasure.

  • Rooms: The rooms have nothing to do with the description of the previous dungeon. This section shows what players will find each time they enter a room. As a general rule dungeon corridors do not need much prominence, however, every time a player enters a room it is very useful for the Game Master to generate what will be found inside it. From Traps, Treasures, Enemies and Furniture to Chests. When it appears that there is an enemy inside the dungeon, randomly select which ones are from the Enemies Pack (or from the dungeon description) and then remove them from the list. Once the players have inspected all the rooms, the last one will (as a rule) contain the dungeon regent and his treasure chest. The contents of the rooms are optional and are only a battery of information to inspire the Game Master.

    It is possible that in a dungeon there are no enemies in the rooms (maybe only some traps or not even that). The Game Master may interpret that the leader's minions were sent on a mission, and may return soon. It may even be that the leader is not in the dungeon either. In that case, when he returns and finds that his treasure has been stolen, he will not hesitate to go after the players and take revenge.

  • Enemy packs: Although the description of the dungeon provides a main enemy and his henchman, this section shows an alternative enemy pack. Its mode of use is simple. When you generate the dungeon bypass the enemies in it, and instead incorporate the "Enemy Pack". The first enemy in the list refers to the gang leader (the most powerful final boss). The second enemy is his right-hand man or most capable and powerful soldier (his favorite and who will give trouble to the group), and the rest are his henchmen and minions who do the dirty work (not very powerful but dangerous if ignored). These are the enemies that players will encounter in the dungeon every time they go out in a room (although they may be patrolling the corridors as well). How many enemies are in a room will depend on the game system. Modules for specific game systems will be released later, but for this one it will have to be at the Game Master's discretion.

This module can be used to improvise during the game by linking it to other modules. In as little as 2 minutes the Game Master will be able to generate everything needed for that moment when the players have gone off course. Example:

The players go off the path, beyond the forest, because they have heard that people are disappearing crossing that area. (Continent and isles map generator: point with skull signifying trouble spot). Once at the designated spot, they discover that it is a temple under a mountain. One of the players has heard about it before: an abandoned temple-observatory of famous merchants... (content of this module). The dungeon has several rooms connected by a single corridor. (dungeon map module).

But the players are not alone. They soon notice that a band of kobolds (ugly, stooped goblins), led by a larger one, are responsible for the ruin of the place (Alternative Enemy Packs). Is this all? There's much more - how could some dirty Kobolds conquer such an important place? It turns out that they have under their command a large Basilisk, which, thanks to a bewitched crown, the Kobold leader manages to subdue to his will. This crown was a gift from a wizard to a queen of a bygone era, and god knows how it got into his hands. 

Along the way the players defeat several kobolds and a berseker that gave them more difficulties. In several rooms they found objects of interest (Loot module) and several notes, clues and signs of what happened. Will they manage to discover the plot of the dungeon? Will they investigate enough to defeat the dungeon boss, destroying his crown? Or will they face a large basilisk head-on, with all its arsenal, and meet the same fate as the dead merchants found in the halls? As a reward, the kobold had gathered a great treasure and hidden it there. (rewards and treasures module). In the end the area has been freed from the problematic.


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