The underground dungeon is the bread and butter of most D&D adventures. They’re found in every game world (whether published or homebrew). DMs meticulously spend time imagining new layouts and putting in interesting features and traps. Well, I’m here to help with some dungeon maps that I’ve created. These maps are generic and don’t belong to any specific adventure. I have also left them empty of any creatures and monsters, so that you can adapt them to your setting and adventure challenge.

Entrance Hall
- Description: This grand hall is the first area the adventurers enter. The walls are adorned with faded murals depicting an ancient battle. The floor is littered with rubble, and a set of grand stairs leads further into the dungeon.
- Details: As players enter, have them make a Perception check (DC 12) to notice a hidden trapdoor under some rubble. It leads to a lower, hidden section of the dungeon.
Central Chamber
- Description: This large, rectangular room features a high ceiling supported by massive pillars. The floor is engraved with arcane symbols, and an altar stands at the center.
- Details: The altar glows faintly with residual magic. An Arcana check (DC 15) reveals that it was used for ancient rituals. There is a lingering enchantment that can be activated to gain a boon.
Small Guardroom (Top Left)
- Description: A small, square room with old weapon racks along the walls and a stone table in the center.
- Details: The weapons are rusted and unusable, but a thorough search (Investigation DC 10) uncovers a hidden compartment in the table containing a map of the dungeon with some secret passages marked.
Barracks (Top Right)
- Description: Rows of broken beds and old chests fill this room. It once served as the living quarters for the dungeon’s guards.
- Details: One of the chests contains a potion of healing and a few gold pieces (15 gp). There are also old, tattered guard uniforms that might provide a disguise.
Library (Middle Left)
- Description: This room houses ancient bookshelves filled with dusty tomes and scrolls.
- Details: An Investigation check (DC 12) can uncover a scroll of Fireball hidden among the scrolls. Additionally, a History check (DC 15) reveals information about the dungeon’s original builders.
Ritual Room (Middle Right)
- Description: This room with a magic circle inscribed on the floor and various arcane implements scattered around.
- Details: The magic circle is still active and can be used to teleport to another part of the dungeon if the correct incantation is spoken (Arcana DC 18 to decipher).
Storage Room (Bottom Left)
- Description: Crates and barrels fill this room, many of them broken and empty.
- Details: Among the debris, players can find a few useful items: a rope, a lantern, and some rations. A locked chest (Thieves’ Tools DC 14) contains a wand of magic missiles (1d6+1 charges).
Torture Chamber (Bottom Right)
- Description: This grim room contains old torture devices and iron maidens, with dried blood staining the floor.
- Details: A skeleton still chained to the wall has a key in its hand that unlocks the treasure vault. The room is also haunted, with a ghost (CR 4) that may attack the party.
Treasure Vault
- Description: A heavily fortified room with a thick, iron door. Inside are piles of gold, jewels, and various artifacts.
- Details: The vault contains 500 gp worth of treasure, several gems, and a magical item: the Goblinfire Amulet. The door is trapped (Dexterity saving throw DC 14 to avoid 3d6 poison damage).
Secret Room (Hidden Door)
- Description: This hidden room can be accessed through a secret door in one of the corridors (Perception DC 15 to find).
- Details: Inside is an ancient elven artifact, a staff of healing, placed on a pedestal. The room also has inscriptions that give hints to the dungeon’s history and greater story arc.
Tips for Dungeon Masters:
- Atmosphere: Describe the damp, musty air and the echoing sounds of the dungeon to create an immersive experience.
- Random Encounters: Consider including wandering monsters such as giant rats, skeletons, or even a gelatinous cube to keep the players on their toes.
- Story Hooks: Use inscriptions and artifacts found in the dungeon to hint at a larger story arc involving the ancient civilization that built the labyrinth and their lost secrets.







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