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

Starting Area: Rectangle, 20 x 40ft.; passage on each wall

Noises: Thud
Air: Clear and damp
Odors: Earthy

Purpose: Lode where metal ore is mined (75 percent chance of being depleted)
Current state: Holes, floor partially collapsed
Contents: Random Trap

Possible feature: Dung; Mold (common); Cobwebs
Possible furnishings: Pillow; Fresco; Fireplace and wood
(Religious) Possible furnishings: Statue; Prayer rug, Pipes, musical
(Mage) Possible furnishings: Vestments; Candles; Vestments
Possible personal items: Flagon, mug, or tankard; Candlestick; Tray


Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):

2nd Passage Width: 5 ft. / Leads to: Stairs (if not multi-level then reroll)

3rd Passage Width: 10 ft. / Leads to: Chamber

4th Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages


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

Extra doors (if necessary):
Door 2: Portcullis, locked in place / 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 extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Secret door / 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, 30 x 40 ft.
Number of exits: 3
Exit locations: Wall right of entrance / Wall left of entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Door /

Purpose: Laboratory used to conduct tests on strange minerals extracted from the mine
Current state: Furniture wrecked but still present
Contents: Empty room with treasure

Possible feature: Dripping blood; Dung; Torch stub
Possible furnishings: Table, small; Bed; Desk
(Religious) Possible furnishings: Side chairs; Incense burner, Screen
(Mage) Possible furnishings: Offertory container; Vestments; Chimes
Possible personal items: Parchment; Plate, platter, or saucer; Hourglass


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: Shaft (with or without elevator) up one level to a chamber and down one level to a chamber


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

Container Contents: Bones
Book, Scroll, or Tome: Prayer book


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: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

Random Obstacles

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

Obstacle: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water

Random Traps

Trigger: Stepped on (floor, stairs)
Severity: Setback
Effect: Chute opens in floor

Random Tricks

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

Object: Plant or tree
Effect: Suppresses magic items for a time

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