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: Crypt for less important burials
Current state: Stripped bare
Contents: Dungeon hazard with incidental treasure

Possible feature: Torch stub; Wax blob (candle stub); Sack, torn
Possible furnishings: Wood billets; Chair, plain; Chair, padded, or divan
(Religious) Possible furnishings: Pews; Lamp, Vestments
(Mage) Possible furnishings: Shrine; Holy or unholy symbol; Chimes
Possible personal items: Towel; Whetstone; Oil, fuel


Passage Width: 40ft. wide, 20ft. high / Leads to: Continue straight 30ft., no doors or side passages

Extra passages (if necessary):

2nd Passage Width: 40ft., with double row of pillars / Leads to: Continue straight 20ft., side passage to the left, then an additional lO 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: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages


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: Chamber
Door 4: Iron / Leads to: Chamber
Door 5: Iron, barred or locked / Leads to: Stairs (if not multi-level then reroll)
Door 6: Wooden / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Square, 20 x 20 ft.
Number of exits: 0
Exit locations:
Exit types:

Purpose: Crypt for less important burials
Current state: Holes, floor partially collapsed
Contents: Empty room with Dungeon hazard

Possible feature: Mold (common); Pole, broken (5 ft. long); Rope, rotten
Possible furnishings: Table, low; Sheet; Sofa
(Religious) Possible furnishings: Columns or pillars; Idol, Tripod
(Mage) Possible furnishings: Statue; Vestments; Vestments
Possible personal items: Parchment; Ewer; 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: Up to a dead end


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

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


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: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water

Random Traps

Trigger: Moved through (doorway, hallway)
Severity: Setback
Effect: Glyph of warding

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: Grants a wish

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