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.

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Dungeon Start

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

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

Noises: Splintering
Air: Clear and damp
Odors: Dank or moldy

Purpose: Divination room, used in rituals to contact the dead for guidance
Current state: Holes, floor partially collapsed
Contents: Empty room

Possible feature: Dung; Torch stub; Pick handle
Possible furnishings: Screen; Barrel (40 gallons); Armchair
(Religious) Possible furnishings: Idol; Shrine, Bells
(Mage) Possible furnishings: Vestments; Thurible; Cloth, altar
Possible personal items: Jug or pitcher; Razor; Parchment


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

Extra passages (if necessary):

2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

4th Passage Width: 10 ft. / Leads to: Chamber


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

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Chamber
Door 6: Iron / Leads to: Chamber

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 right of entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /

Purpose: Antechamber for those that have come to pay respect to the dead or prepare themselves for burial rituals
Current state: Used as a campsite
Contents: Monster (pet or allied creature) guarding treasure

Possible feature: Stones, small; Ashes; Sack, torn
Possible furnishings: Rug (small or medium); Bag; Pedestal
(Religious) Possible furnishings: Altar; Idol, Offertory container
(Mage) Possible furnishings: Vestments; Idol; Gong
Possible personal items: Trivet or tripod; Wool; Twine


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: Bark
Book, Scroll, or Tome: Historical text


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

Motivation: Hide from enemies

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: Battering winds reduce speed by half, impose disadvantage on ranged attack rolls

Random Traps

Trigger: Stepped on (floor, stairs)
Severity: Dangerous
Effect: Locked room floods with water or acid

Random Tricks

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

Object: Pool of water
Effect: Enlarges or reduces characters

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