Dungeon Generator for Dungeons and Dragons

Table of Contents

  • Introduction
    • Why a dungeon generator would be great for Dungeons and Dragons
    • Requirements
  • PCG and what already exists
  • The production
    • “Mission” generation
    • Room layout
    • Monsters and terrain generation
    • Room content generation
  • Conclusion
  • Continuation
  • Sources


Dungeons and Dragons is a game where a group of adventurers go on quests, slay some monsters and delve into dungeons. Unlike many games, this isn’t a player vs player game. There are two roles: The players and the dungeon master. The dungeon master presents the challenges to the players who take on these challenges. The challenges are meant to be won by the players.

The dungeon master creates a dungeon that contains an evil being. The players set out to kill this being, whether it is an evil human, elf or goblin, jump into the dungeon and usually come out with treasures. It is where the important plot points happen and where the challenges are more interesting.

For this project I’ve decided to attempt to create a dungeon generator for the game to make the process of dungeon creation easier.

Why a dungeon generator would be great for Dungeons and Dragons

Dungeons are one of the most time consuming parts to create and play through for a session. It is usually the most important part of the game where players can hack and slash, players can talk to and mislead the ogre guard to let them pass and find treasures behind a painting. These are the core parts of the game: Combat, social interaction and exploration (Merwin, 2020). You can fight, talk and explore outside a dungeon, but inside a dungeon is the most likely part where the real fun begins in the hands of a good dungeon master.

Because a dungeon takes so long to plan and go through, you’ll usually only be preparing one of them. Automating this would give a dungeon master more time for other things, Dungeons and Dragons related or not.


A Dungeons and Dragons appropriate dungeon can stock the dungeon full of monsters and can give an appropriate difficulty to these rooms. It should also contain the 3 pillars (combat, social interaction and exploration,) and be realistic (Merwin, 2020).

For my research question, I want to figure out: How can I make a realistic dungeon generator? Because realism can be a bit subjective, the following requirements are to me important:

  • The shape of the dungeon isn’t linear.
  • No dead end hallways (Rooms are fine).
  • The boss is in the back of the dungeon behind all the guards and traps.
  • Rooms have functions that serve their dungeon’s respective purpose. For example, a lair would need a place to sleep and a place to make food.
    • Rooms have logical content respective to their function.

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