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

Starting Area: Passage, 10 ft. wide; T intersection

Noises: Whining
Air: Clear and damp
Odors: Smoky

Purpose: Storage, mostly nonperishable goods
Current state: Stripped bare
Contents: Monster (random creature)

Possible feature: Spike, rusted; Club, splintered; Hair or fur
Possible furnishings: Grindstone; Stool, normal; Coal
(Religious) Possible furnishings: Offertory container; Statue, Incense burner
(Mage) Possible furnishings: Idol; Votive light; Altar
Possible personal items: Horn, drinking; Casket (small); Soap


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

Extra passages (if necessary):

2nd Passage Width: 5 ft. / Leads to: Continue straight 20ft.; passage ends in a door

3rd Passage Width: 40ft. wide, 20ft. high / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

4th Passage Width: 20 ft. / Leads to: Chamber


Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 4: Wooden / Leads to: Chamber
Door 5: Stone, barred or locked / Leads to: Chamber
Door 6: Portcullis, locked in place / Leads to: Stairs (if not multi-level then reroll)

Chamber (Rooms)

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

Dimensions: Rectangle, 30 x 40 ft.
Number of exits: 0
Exit locations:
Exit types:

Purpose: Storage, mostly nonperishable goods
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Trap

Possible feature: Wood pieces, rotting; Pottery shards; Ashes
Possible furnishings: Table, low; Chest, medium; Dais
(Religious) Possible furnishings: Tripod; Candles, Candles
(Mage) Possible furnishings: Cloth, altar; Lamp; Font
Possible personal items: Coffer; Soap; Whetstone


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: Chimney up 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: Diary


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: Shrieker

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: Looked at (mural , arcane symbol)
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: Suit of armor
Effect: Creates a force field

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