Random Dungeon 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.

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Dungeon Start

Dungeon Type: Maze (Click to make permanent). or choose:

Starting Area: Circle, 40ft. diameter; one passage at each cardinal direction

Noises: Creaking
Air: Hazy and humid
Odors: Smoky

Purpose: Guard room for sentinels that patrol the maze
Current state: Pristine and in original state
Contents: Dungeon hazard with incidental treasure

Possible feature: Wood pieces, rotting; Water, small puddle; Water, small puddle
Possible furnishings: Fireplace and wood; Quilt; Fireplace and wood
(Religious) Possible furnishings: Statue; Idol, Tripod
(Mage) Possible furnishings: Font; Holy or unholy symbol; Stand
Possible personal items: Candle snuffer; Jug or pitcher; Oil, scented


Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the right, then an additional 10 ft. ahead

Extra passages (if necessary):

2nd Passage Width: 10 ft. / Leads to: Chamber

3rd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

4th Passage Width: 40ft., with double row of pillars / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead


Door: Portcullis, locked in place / Leads to: False door with trap

Extra doors (if necessary):
Door 2: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Secret door / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden / Leads to: Chamber

Chamber (Rooms)

Whenever a passage, door, or anything else results in a chamber, use one of these.

Dimensions: Rectangle, 20 x 30 ft.
Number of exits: 4
Exit locations: Wall left of entrance / Wall left of entrance / Wall left of entrance / Same wall as entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Door / Door /

Purpose: Guard room for sentinels that patrol the maze
Current state: Stripped bare
Contents: Monster (pet or allied creature)

Possible feature: Dampness, wall; Mold (common); Hair or fur
Possible furnishings: Keg (small barrel, 20 gallons); Fresco; Pedestal
(Religious) Possible furnishings: Whistle; Idol, Robes
(Mage) Possible furnishings: Whistle; Whistle; Bells
Possible personal items: Basket; Fork; Razor


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 one level to a passage 20ft. long


Whenever a container or book is generated, use this to determine its contents

Container Contents: Liquid, thin
Book, Scroll, or Tome: Poetry


Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).

Motivation: Avoid danger

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: Cave-in

Random Traps

Trigger: Opened (door, treasure chest)
Severity: Setback
Effect: Touching an object triggers a flesh to stone spell

Random Tricks

Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.

Object: Glass sculpture
Effect: Casts suggestion on the characters

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