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

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

Noises: Bang or slam
Air: Foggy or misty and cold
Odors: Urine

Purpose: Audience chamber, used to receive guests
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (dominant inhabitant) with treasure

Possible feature: Mold (common); Fungi (common); Dust
Possible furnishings: Mat; Table, long; Workbench
(Religious) Possible furnishings: Altar; Bells, Candles
(Mage) Possible furnishings: Candles; Vestments; Lamp
Possible personal items: Fork; Candle; Parchment


Passage Width: 40ft. wide, 20ft. high / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

Extra passages (if necessary):

2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

3rd Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft.; passage ends in a door

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead


Door: Stone, barred or locked / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Iron / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Iron, barred or locked / Leads to: Chamber
Door 6: Wooden / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Octagon, 40 x 40 ft.
Number of exits: 2
Exit locations: Same wall as entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /

Purpose: Chapel where the lair's inhabitants worship
Current state: Pristine and in original state
Contents: Monster (pet or allied creature)

Possible feature: Sticks; Dripping blood; Ashes
Possible furnishings: Sideboard; Pallet; Mattress
(Religious) Possible furnishings: Incense burner; Cassocks, Incense burner
(Mage) Possible furnishings: Holy or unholy symbol; Holy or unholy writings; Statue
Possible personal items: Wig; Tray; Lamp or lantern


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) down one level to a chamber


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

Container Contents: Leaves
Book, Scroll, or Tome: Letter


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

Motivation: Seek an item in the dungeon

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: Reverse gravity effect causes creatures to fall toward the ceiling

Random Traps

Trigger: Opened (door, treasure chest)
Severity: Deadly
Effect: Spears (possibly poisoned) spring out

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: Helps or harms certain types of creatures

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