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

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

Noises: Rustling
Air: Hazy and humid
Odors: Earthy

Purpose: Torture chamber
Current state: Furniture wrecked but still present
Contents: Empty room

Possible feature: Teeth or fangs, scattered; Coin, copper; Wood pieces, rotting
Possible furnishings: Statue; Pillow; Chair, plain
(Religious) Possible furnishings: Statue; Gong, Side chairs
(Mage) Possible furnishings: Idol; Mosaic; Lamp
Possible personal items: Candlestick; Jug or pitcher; Case


Passage Width: 30 ft. / Leads to: Chamber

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: Chamber

4th Passage Width: 40ft., with double row of pillars / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.


Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Iron, barred or locked / Leads to: Passage 20 ft. straight ahead
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: Passage 20 ft. straight ahead
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, 30 x 40 ft.
Number of exits: 0
Exit locations:
Exit types:

Purpose: Cistern or well for drinking water
Current state: Used as a campsite
Contents: Monster (pet or allied creature)

Possible feature: Pottery shards; Rags; Rubble and dirt
Possible furnishings: Stand; Mattress; Bed
(Religious) Possible furnishings: Paintings or frescoes; Idol, Lamp
(Mage) Possible furnishings: Prayer rug; Robes; Vestments
Possible personal items: Coffer; Towel; 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 one level to a passage 20ft. long


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

Container Contents: Bark
Book, Scroll, or Tome: Book of heraldry


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

Motivation: Seek wealth

Random Hazards

Hazard: Shrieker

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trigger: Moved through (doorway, hallway)
Severity: Setback
Effect: Symbol

Random Tricks

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

Object: Burning fire
Effect: Releases, summons, or turns into a monster

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