Random Dungeon 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.

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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: Smoky or steamy
Odors: Dank or moldy

Purpose: Storage for mundane goods and supplies
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (dominant inhabitant)

Possible feature: Guano; Club, splintered; Cracks, ceiling
Possible furnishings: Sideboard; Painting; Tub
(Religious) Possible furnishings: Holy or unholy writings; Lamp, Mosaic
(Mage) Possible furnishings: Drum; Gong; Statue
Possible personal items: Stopper; Statuette or figurine; Parchment


Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft., door to the left, 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., with row of pillars down the middle / Leads to: Chamber

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


Door: Wooden / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to: Chamber
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
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: Rectangle, 20 x 30 ft.
Number of exits: 4
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall left of entrance / Wall left of entrance /
Exit types: Door / Corridor, 10ft. long / Door / Corridor, 10ft. long /

Purpose: Waiting room where lesser guests are held before receiving an audience
Current state: Holes, floor partially collapsed
Contents: Monster (random creature) with treasure

Possible feature: Rubble and dirt; Teeth or fangs, scattered; Guano
Possible furnishings: Painting; Pegs; Blanket
(Religious) Possible furnishings: Chimes; Tripod, Bells
(Mage) Possible furnishings: Vestments; Shrine; Incense burner
Possible personal items: Key; Flagon, mug, or tankard; Casket (small)


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: Powder
Book, Scroll, or Tome: Letter


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

Motivation: Recover from a battle

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: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)

Random Traps

Trigger: Opened (door, treasure chest)
Severity: Setback
Effect: Steel or stone jaws restrain a character

Random Tricks

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

Object: Door
Effect: Teleports characters to another place

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