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: Scratching or scrabbling
Air: Clear and damp
Odors: Salty and wet

Purpose: Waiting room where lesser guests are held before receiving an audience
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant) with treasure

Possible feature: Sack, torn; Dripping blood; Leaves and twigs
Possible furnishings: Rushes; Quilt; Altar
(Religious) Possible furnishings: Idol; Screen, Rail
(Mage) Possible furnishings: Pipes, musical; Bells; Holy or unholy symbol
Possible personal items: Rope; Pan; Spoon


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

Extra passages (if necessary):

2nd Passage Width: 20 ft. / Leads to: Chamber

3rd Passage Width: 5 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

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


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

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 4: Iron / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Iron / Leads to: Passage 20 ft. straight ahead
Door 6: Portcullis, locked in place / 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: Trapezoid, roughly 40 x 60 ft.
Number of exits: 0
Exit locations:
Exit types:

Purpose: Stable
Current state: Holes, floor partially collapsed
Contents: Monster (pet or allied creature) guarding treasure

Possible feature: Dung; Dust; Leaves and twigs
Possible furnishings: Altar; Candelabrum; Tun (huge cask, 250 gallons)
(Religious) Possible furnishings: Tripod; Brazier, Brazier
(Mage) Possible furnishings: Stand; Idol; Idol
Possible personal items: Grater; Twine; Pan


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: Crystals
Book, Scroll, or Tome: Text on astrology


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

Motivation: Find a sanctuary

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: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trigger: Looked at (mural , arcane symbol)
Severity: Dangerous
Effect: Huge wheeled statue rolls down corridor

Random Tricks

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

Object: Target dummy
Effect: Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming)

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