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

Starting Area: Square, 40 x 40 ft.; doors on three walls

Noises: Grunting
Air: Clear, with smoke covering ceiling
Odors: Rotting vegetation

Purpose: Study, including a writing desk
Current state: Pool of water; chamber's original contents are water damaged
Contents: Dungeon hazard with incidental treasure

Possible feature: Teeth or fangs, scattered; Mold (common); Pick handle
Possible furnishings: Carpet (large); Workbench; Rug (small or medium)
(Religious) Possible furnishings: Gong; Thurible, Brazier
(Mage) Possible furnishings: Statue; Vestments; Pews
Possible personal items: Spigot; Spoon; Pipe, smoking


Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

Extra passages (if necessary):

2nd Passage Width: 30 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

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

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door


Door: Wooden / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Portcullis, locked in place / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Chamber
Door 4: Portcullis, locked in place / Leads to: Passage 20 ft. straight ahead
Door 5: Portcullis, locked in place / Leads to: Chamber
Door 6: Stone, barred or locked / 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: 2
Exit locations: Same wall as entrance / Wall right of entrance /
Exit types: Door / Door /

Purpose: Kitchen designed to prepare exotic foods for large numbers of guests
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Damp ceiling; Dust; Cobwebs
Possible furnishings: Shelf; Fireplace with mantle; Cresset
(Religious) Possible furnishings: Vestments; Robes, Idol
(Mage) Possible furnishings: Lectern; Holy or unholy writings; Candlesticks
Possible personal items: Thread; Book; Thread


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: Oil
Book, Scroll, or Tome: Magic scroll


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: Green slime (Drops from above. DC 10 Dex, 1d10 acid damage, damage each round until removed. Nonmagical wood, metal weapon or tool used to remove is destroyed. Destroyed by sunlight, cure disease, cold, fire, or radiant)

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: Moved (cart, stone block)
Severity: Dangerous
Effect: Floor collapses or is an illusion

Random Tricks

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

Object: Painting
Effect: Confusion (targets all creatures within 10ft.)

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