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.

Jump to a section:

Dungeon Start

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

Starting Area: Passage, 10ft. wide; four-way intersection

Noises: Whistling
Air: Foggy or misty and cold
Odors: Smoky

Purpose: Lode where metal ore is mined (75 percent chance of being depleted)
Current state: Pristine and in original state
Contents: Random Trap

Possible feature: Dripping blood; Pole, broken (5 ft. long); Cobwebs
Possible furnishings: Fountain; Charcoal; Shelf
(Religious) Possible furnishings: Candelabra; Altar, Rail
(Mage) Possible furnishings: Tripod; Lamp; Pulpit
Possible personal items: Decanter; Dish; Flask or jar


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

Extra passages (if necessary):

2nd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional lO ft. ahead

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door


Door: Wooden / Leads to: Stairs (if not multi-level then reroll)

Extra doors (if necessary):
Door 2: Wooden, barred or locked / Leads to: Chamber
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Secret door, 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, 40 x 50 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Door /

Purpose: Strong room or vault used to store ore for transport to the surface
Current state: Rubble, ceiling partially collapsed
Contents: Monster (dominant inhabitant)

Possible feature: Rubble and dirt; Cracks, floor; Water, small puddle
Possible furnishings: Cupboard; Pipe (large cask, 105 gallons); Dais
(Religious) Possible furnishings: Shrine; Idol, Holy or unholy symbol
(Mage) Possible furnishings: Holy or unholy symbol; Statue; Stand
Possible personal items: Tureen; Salve or unguent; Mirror


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 chamber


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

Container Contents: Dust
Book, Scroll, or Tome: Record of a criminal trial


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

Motivation: Find a sanctuary

Random Hazards

Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

Random Obstacles

Obstacles block or hamper progress and can affect more than one room.

Obstacle: Cave-in

Random Traps

Trigger: Moved (cart, stone block)
Severity: Setback
Effect: Clanging noise attracts nearby monsters

Random Tricks

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

Object: Book
Effect: Teleports characters to another place

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