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 random). 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: Scuttling
Air: Clear and drafty
Odors: Manure

Purpose: Central temple built to accommodate rituals
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (dominant inhabitant) with treasure

Possible feature: Dripping blood; Rubble and dirt; Slime (harmless)
Possible furnishings: Charcoal; Screen; Chair, padded, or divan
(Religious) Possible furnishings: Cloth, altar; Rail, Candlesticks
(Mage) Possible furnishings: Lamp; Columns or pillars; Bells
Possible personal items: Sifter or strainer; Thread; Food


Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the right, then an additional 10 ft. ahead

Extra passages (if necessary):

2nd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

3rd Passage Width: 40ft., with double row of pillars / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

4th Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)


Door: Stone, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

Extra doors (if necessary):
Door 2: Wooden, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Secret door / Leads to: False door with trap
Door 6: Secret door, barred or locked / 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: Circle, 30 ft. diameter
Number of exits: 1
Exit locations: Wall opposite entrance /
Exit types: Door /

Purpose: Library, well stocked with religious treatises
Current state: Used as a campsite
Contents: Monster (pet or allied creature) guarding treasure

Possible feature: Mold (common); Slime (harmless); Damp ceiling
Possible furnishings: Bench; Box (large); Shrine
(Religious) Possible furnishings: Curtain or tapestry; Vestments, Vestments
(Mage) Possible furnishings: Incense burner; Holy or unholy writings; Altar
Possible personal items: Scroll; Cane or walking stick; Spoon


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 to a dead end


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

Container Contents: Liquid, thin
Book, Scroll, or Tome: Recipe book or cookbook


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

Motivation: Seek an item in the dungeon

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: Poisonous gas (deals 1d6 poison damage per minute of exposure)

Random Traps

Trigger: Touched (doorknob, statue)
Severity: Dangerous
Effect: Collapsing staircase creates a ramp that deposits characters into a pit at its lower end

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: Presents a puzzle or riddle

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