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: Temple or shrine (Click to make permanent). or choose:

Starting Area: Rectangle, 20 x 40ft.; passage on each wall

Noises: Laughter
Air: Clear and damp
Odors: Putrid

Purpose: Cells where the faithful can sit in quiet contemplation
Current state: Pool of water; chamber's original contents are water damaged
Contents: Dungeon hazard with incidental treasure

Possible feature: Javelin head, blunt; Cobwebs; Slime (harmless)
Possible furnishings: Workbench; Bucket; Pallet
(Religious) Possible furnishings: Idol; Brazier, Statue
(Mage) Possible furnishings: Gong; Gong; Idol
Possible personal items: Horn, drinking; Vase; Wig


Passage Width: 40ft., with double row of pillars / Leads to: Continue straight 20ft., side passage to the left, then an additional lO 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: 20 ft. / Leads to: Chamber

4th Passage Width: 30 ft. / Leads to: Chamber


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

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Stone / Leads to: Chamber
Door 4: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 5: Wooden, 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: Octagon, 40 x 40 ft.
Number of exits: 4
Exit locations: Wall right of entrance / Wall left of entrance / Wall right of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Corridor, 10ft. long / Corridor, 10ft. long /

Purpose: Kitchen (might bear a disturbing resemblance to a torture chamber in an evil temple)
Current state: Ashes, contents mostly burned
Contents: Random Obstacle

Possible feature: Food scraps; Leaves and twigs; Teeth or fangs, scattered
Possible furnishings: Mattress; Pillow; Sconce
(Religious) Possible furnishings: Idol; Shrine, Bells
(Mage) Possible furnishings: Vestments; Paintings or frescoes; Offertory container
Possible personal items: Brush; Flask or jar; Oil, scented


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: Semiliquid suspension
Book, Scroll, or Tome: Recipe book or cookbook


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: Wall of fire blocks passage

Random Traps

Trigger: Touched (doorknob, statue)
Severity: Dangerous
Effect: Thunderwave knocks characters into a pit or spikes

Random Tricks

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

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

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