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: Tomb (Click to make random). or choose:

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

Noises: Coughing
Air: Clear and damp
Odors: Smoky

Purpose: Storage, stocked with tools for maintaining the tomb and preparing the dead for burial
Current state: Ashes, contents mostly burned
Contents: Random Trap protecting treasure

Possible feature: Slime (harmless); Cobwebs; Mold (common)
Possible furnishings: Chest, medium; Bed; Cask (40 gallons)
(Religious) Possible furnishings: Vestments; Mosaic, Holy or unholy symbol
(Mage) Possible furnishings: Gong; Statue; Altar
Possible personal items: Jug or pitcher; Food; Oil, scented


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 20ft., then the passage turns left and continues 10 ft.

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead

4th Passage Width: 40ft., with row of pillars down the middle / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead


Door: Secret door, barred or locked / Leads to: False door with trap

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

Chamber (Rooms)

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

Dimensions: Square, 30 x 30 ft.
Number of exits: 2
Exit locations: Wall right of entrance / Wall opposite entrance /
Exit types: Door / Door /

Purpose: Tomb where the wealthiest and most important folk are interred, protected by secret doors and traps
Current state: Pristine and in original state
Contents: Random Trap

Possible feature: Mold (common); Iron bar, bent and rusted; Dust
Possible furnishings: Pail; Sheet; Couch
(Religious) Possible furnishings: Incense burner; Shrine, Holy or unholy symbol
(Mage) Possible furnishings: Lamp; Altar; Candles
Possible personal items: Knucklebones or dice; Trivet or tripod; Lamp or lantern


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 one level to a passage 20ft. long


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

Container Contents: Liquid, viscous
Book, Scroll, or Tome: Book of heraldry


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: 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: Dangerous
Effect: Touching an object triggers a flesh to stone spell

Random Tricks

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

Object: Glass sculpture
Effect: Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming)

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