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.

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Dungeon Start

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

Starting Area: Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall

Noises: Humming
Air: Clear, with smoke covering ceiling
Odors: Dank or moldy

Purpose: Cells where the faithful can sit in quiet contemplation
Current state: Ashes, contents mostly burned
Contents: Random Trap

Possible feature: Guano; Ashes; Wood pieces, rotting
Possible furnishings: Shelf; Pegs; Chest, large
(Religious) Possible furnishings: Bells; Incense burner, Curtain or tapestry
(Mage) Possible furnishings: Robes; Robes; Prayer rug
Possible personal items: Horn, drinking; Pipe, musical; Jug or pitcher


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

Extra passages (if necessary):

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

3rd Passage Width: 30 ft. / Leads to: Chamber

4th Passage Width: 10 ft. / Leads to: Chamber


Door: Wooden / Leads to: False door with trap

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Portcullis, locked in place / Leads to: Passage 20 ft. straight ahead
Door 6: Iron / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 50 x 80 ft.
Number of exits: 1
Exit locations: Wall left of entrance /
Exit types: Corridor, 10ft. long /

Purpose: Crypt for a high priest or similar figure, hidden and heavily guarded by creatures and traps
Current state: Rubble, ceiling partially collapsed
Contents: Monster (pet or allied creature)

Possible feature: Water, large puddle; Spike, rusted; Coin, copper
Possible furnishings: Pallet; Idol (large); Shelf
(Religious) Possible furnishings: Candles; Altar, Shrine
(Mage) Possible furnishings: Shrine; Incense burner; Idol
Possible personal items: Food; Wool; Vial


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 to a dead end


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

Container Contents: Powder
Book, Scroll, or Tome: Letter


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

Motivation: Conquer the dungeon

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: Reverse gravity effect causes creatures to fall toward the ceiling

Random Traps

Trigger: Moved through (doorway, hallway)
Severity: Deadly
Effect: Touching an object triggers a disintegrate spell

Random Tricks

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

Object: Skull
Effect: Casts suggestion on the characters

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