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

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

Noises: Footsteps receding
Air: Clear and damp
Odors: Salty and wet

Purpose: Guardroom for the defense of the lair
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Dung; Cracks, floor; Cracks, wall
Possible furnishings: Rug (small or medium); Pallet; Hamper
(Religious) Possible furnishings: Tripod; Statue, Curtain or tapestry
(Mage) Possible furnishings: Font; Shrine; Gong
Possible personal items: Candle; Basket; Mirror


Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):

2nd Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

3rd Passage Width: 5 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

4th Passage Width: 20 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.


Door: Portcullis, locked in place / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Secret door, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 5: Wooden / 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: 6
Exit locations: Wall opposite entrance / Wall right of entrance / Wall opposite entrance / Wall right of entrance / Wall left of entrance / Wall opposite entrance /
Exit types: Door / Corridor, 10ft. long / Door / Door / Door / Door /

Purpose: Pen or prison where captives are held
Current state: Used as a campsite
Contents: Monster (pet or allied creature)

Possible feature: Dust; Pole, broken (5 ft. long); Dampness, wall
Possible furnishings: Brazier and charcoal; Table, long; Sideboard
(Religious) Possible furnishings: Idol; Shrine, Altar
(Mage) Possible furnishings: Robes; Lamp; Shrine
Possible personal items: Food; Thread; Spigot


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: Leaves
Book, Scroll, or Tome: Contract


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

Motivation: Seek wealth

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: Deadly
Effect: Walls slide together

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: Changes one substance to another, such as gold to lead or metal to brittle crystal

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