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, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall

Noises: Sneezing
Air: Smoky or steamy
Odors: Metallic

Purpose: Dormitory for lesser priests or students
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Cobwebs; Cracks, floor; Pole, broken (5 ft. long)
Possible furnishings: Throne; Loom; Fireplace with mantle
(Religious) Possible furnishings: Idol; Cloth, altar, Altar
(Mage) Possible furnishings: Lamp; Robes; Chimes
Possible personal items: Spigot; Parchment; Plate, platter, or saucer


Passage Width: 30 ft. / 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., side passage to the right, then an additional 10 ft. ahead

3rd Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 30ft., no doors or side passages

4th Passage Width: 10 ft. / Leads to: Chamber


Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Stone / Leads to: Chamber
Door 3: Iron / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Wooden / Leads to: Chamber
Door 5: Iron, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 6: Portcullis, locked in place / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 20 x 30 ft.
Number of exits: 4
Exit locations: Wall opposite entrance / Wall right of entrance / Wall opposite entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Door / Door /

Purpose: Guardroom
Current state: Rubble, ceiling partially collapsed
Contents: Dungeon hazard with incidental treasure

Possible feature: Cobwebs; Mold (common); Dung
Possible furnishings: Shelf; Buffet cabinet; Desk
(Religious) Possible furnishings: Votive light; Font, Brazier
(Mage) Possible furnishings: Altar; Vestments; Holy or unholy symbol
Possible personal items: Yarn; Awl; Soap


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: Down two levels to a passage 20ft. long


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

Container Contents: Bones
Book, Scroll, or Tome: Text on mathematics


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

Motivation: Slay a rival

Random Hazards

Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

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: Moved (cart, stone block)
Severity: Setback
Effect: Floor collapses or is an illusion

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: Teleports characters to another place

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