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

Starting Area: Passage, 10 ft. wide; T intersection

Noises: Footsteps behind
Air: Clear and damp
Odors: Stale

Purpose: Chapel dedicated to deities that watch over the dead and protect their resting places
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (pet or allied creature)

Possible feature: Dung; Rubble and dirt; Cobwebs
Possible furnishings: Butt (huge cask, 125 gallons); Fireplace and wood; Table, trestle
(Religious) Possible furnishings: Rail; Screen, Idol
(Mage) Possible furnishings: Vestments; Stand; Altar
Possible personal items: Knucklebones or dice; Vial; Plate, platter, or saucer


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: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

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


Door: Wooden / Leads to: False door with trap

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

Chamber (Rooms)

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

Dimensions: Circle, 50 ft. diameter
Number of exits: 0
Exit locations:
Exit types:

Purpose: Grand crypt for a noble, high priest, or other important individual
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature) guarding treasure

Possible feature: Leaves and twigs; Dung; Straw
Possible furnishings: Staff, normal; Hogshead (large cask, 65 gallons); Fresco
(Religious) Possible furnishings: Screen; Votive light, Chimes
(Mage) Possible furnishings: Curtain or tapestry; Chimes; Statue
Possible personal items: Towel; Knucklebones or dice; Tureen


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 two levels to a passage 20ft. long


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

Container Contents: Powder
Book, Scroll, or Tome: Sheet music


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: Looked at (mural , arcane symbol)
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: Door
Effect: Casts polymorph on the characters (lasts 1 hour)

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