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: Stronghold (Click to make permanent). or choose:

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

Noises: Slithering
Air: Clear and damp
Odors: Putrid

Purpose: Library with an extensive collection of rare books
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature) guarding treasure

Possible feature: Dried blood; Coin, copper; Wood pieces, rotting
Possible furnishings: Hamper; Bed; Cask (40 gallons)
(Religious) Possible furnishings: Throne; Pulpit, Columns or pillars
(Mage) Possible furnishings: Columns or pillars; Holy or unholy symbol; Candelabra
Possible personal items: Candle snuffer; Statuette or figurine; Basket


Passage Width: 30 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

Extra passages (if necessary):

2nd Passage Width: 30 ft. / Leads to: Chamber

3rd Passage Width: 40ft., with double row of pillars / Leads to: Chamber

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.


Door: Iron / Leads to: Chamber

Extra doors (if necessary):
Door 2: Iron, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 4: Wooden / Leads to: Chamber
Door 5: Iron, barred or locked / Leads to: Chamber
Door 6: Wooden / Leads to: Passage 20 ft. straight ahead

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 right of entrance / Wall right of entrance / Wall opposite entrance / Wall opposite entrance /
Exit types: Door / Door / Door / Door /

Purpose: Dining room for intimate gatherings or informal meals
Current state: Furniture wrecked but still present
Contents: Random Obstacle

Possible feature: Dung; Sticks; Sack, torn
Possible furnishings: Crate; Table, long; Blanket
(Religious) Possible furnishings: Font; Robes, Bells
(Mage) Possible furnishings: Holy or unholy symbol; Mosaic; Offertory container
Possible personal items: Bandages; Basin; Ladle


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 three levels to a passage 20ft. long


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

Container Contents: Husks
Book, Scroll, or Tome: Travelogue of the planes


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

Motivation: Slay a rival

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: Lightning bolt shoots from wall or object

Random Tricks

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

Object: Painting
Effect: Creates a force field

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