Dungeon Generator
Need a dungeon for tonight’s session? This generator carves rooms and corridors on a square grid, adds doors, stairs and the occasional secret passage, and writes a numbered room key with features and encounter hooks you can adapt to any tabletop system. Every map comes from a seed, so you can share it or regenerate the same dungeon later.
- Free to use
- No sign-up
- Runs in your browser
Dungeon generator
Dungeon Master Planning Pack
Printable game master sheets: blank dungeon grid paper, room key template, session planner, encounter and loot tracker and a random table template.
- Grid paper (PDF)
- Room key (PDF/DOCX/XLSX)
- Session planner (PDF/DOCX)
- Random table (PDF/DOCX/XLSX)
Formats: PDF, DOCX, XLSX. Instant download after payment (link valid 72 hours, up to 5 downloads). AI-assisted: the templates were drafted with AI help and reviewed and laid out before publishing.
$5.00 USD, one-time 4 files · about $1.25 each
- Instant download
- 7-day refund
- Secure checkout by Stripe
7-day money-back guarantee. Full refund within 7 days of purchase, even after you download.
Free sample: Dungeon Grid Paper (PDF, 54 KB)
Full refund within 7 days — see the refund policy and license.
Free printables
Single sheets you can print right now, no sign-up. The full pack adds every sheet in one download plus the editable files.
How the generator builds a dungeon
- Rooms of random sizes are placed on the grid without overlapping, keeping at least one square of rock between them.
- Rooms are joined in order from west to east with L-shaped corridors, so every room is reachable.
- A few extra corridors create loops — more interesting to explore than a single chain.
- Doors are placed where corridors meet room walls; some are locked or secret.
- The first room becomes the entrance and the last holds stairs down.
- Each room gets a feature, an optional encounter hook and optional loot from theme tables.
Everything is driven by the seed. The same seed, size and room count always produce the same dungeon, so you can share “crypt-17” with your group or rebuild a map after closing the page.
Reading the map
| Symbol | Meaning |
|---|---|
| White squares | Open floor (rooms and corridors) |
| Thick lines | Walls |
| Square in a doorway | Door |
| Square with a dot | Locked door |
| Red S | Secret door |
| Hatched corner | Stairs (entrance or down) |
| Number | Room key entry |
Each square is 5 feet, the common convention for tabletop battle maps, so the room key lists sizes in feet.
Using the room key
The key is deliberately system-neutral: a feature to describe, a hook that suggests what might happen, and a possible find. Decide the actual creatures, difficulty and treasure using your game’s own rules and your party’s level. Rooms marked “empty for now” are useful for pacing — a place to rest, search or be surprised later.
Worked example
With seed “crypt-17”, medium size and about ten rooms, the generator produces a crypt whose entrance room has stairs up to the surface. The key might describe room 3 as rows of stone sarcophagi where “restless dead stir when the lid moves”, room 6 as a shallow pool of black water with a locked strongbox, and the final room with stairs leading deeper. A secret door between rooms 4 and 7 rewards careful searching. Printing the map in black-ink style keeps it cheap to photocopy for players, while the blue grid looks good on a screen.
Running a generated dungeon
- Read the map before the session and connect rooms into a story: who built this place, and who is here now?
- Change a few hooks so they point to your campaign’s villains or mysteries.
- Hide the room key from players; reveal the map as they explore, or draw it for them as they go.
- Use “empty” rooms for traps, puzzles or rest.
- Keep a note of the seed in case you want the same dungeon next week.
Themes
| Theme | Feel |
|---|---|
| Crypt | Tombs, bones, restless dead and grave robbers |
| Goblin warren | Crowded, noisy, full of loot and captives |
| Ruined keep | Faded grandeur, bandits and ghosts |
| Wizard’s laboratory | Experiments, wards and strange creatures |
| Abandoned mine | Tunnels, hazards and things that dig |
Stocking rooms by party level
| Room hook | Low-level party | Mid-level party | High-level party |
|---|---|---|---|
| Guardian statue | A simple trap that activates when touched | An animated guardian that fights | A puzzle that must be solved to pass |
| Grave robbers already here | Three nervous thieves who might bargain | A rival band with a leader | A cult raiding for a relic |
| Swarm in the bones | A nuisance that slows movement | A real threat in the dark | A distraction while something bigger approaches |
| Collapsing floor | A fall into a shallow pit | A drop to the level below | A cave-in that separates the party |
Scaling the same hook to your group keeps generated content useful whatever system or level you play.
Adding story to a random map
- Decide who built the place and why — a tomb, a stronghold, a hideout.
- Decide who lives there now, and what they want.
- Place one clue in the first rooms that points to what waits at the end.
- Give the final room a reason to exist: a treasure, a prisoner, a portal, an answer.
- Let at least one room change based on what players do — noise, alarms or a patrol that moves.
Two sentences of backstory turn a random map into an adventure your players will remember.
Dungeon design tips
Loops matter: players enjoy choosing routes, retreating and circling behind enemies, which a simple chain of rooms doesn’t allow. The generator adds extra corridors for this reason. Secret doors reward careful players, but make sure the adventure can be finished without finding them. Mix large and small rooms, and vary what happens — combat, exploration, puzzles and conversations — so the session keeps moving.
Printing and virtual tabletops
Print the map and key on separate pages, or download the PNG for a virtual tabletop. The PNG is exported at twice the screen resolution with 32 pixels per square; many virtual tabletops let you set the grid size to match. The SVG stays sharp at any size for printing on larger paper.
Privacy
Dungeons are generated entirely in your browser from the seed you choose.
Frequently asked questions
How does the dungeon generator work?
It places non-overlapping rooms, connects them with corridors, adds doors and stairs and writes a room key, all from a seed.
Can I get the same dungeon again?
Yes — use the same seed, size and number of rooms.
Which game system is it for?
It is system-neutral; add creatures and treasure from your game’s rules.
What scale is the map?
One square equals 5 feet.
Can I use it on a virtual tabletop?
Yes, download the PNG and set the grid to match.
Is it free?
Yes.




Printable Dungeon Random Table