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Tools / Maps / Random dungeon
Maps · Free tool

Random dungeon for any grimy hole.

Roll an entire dungeon in a single click: layout, rooms, encounters, traps, treasure. Stocked against the DMG XP budget for your party.

Fit
Tap a room to lock · drag to pan · pinch to zoom
Map key
Entrance Boss Encounter Trap Treasure Stairs up Stairs down Door Secret Locked door Locked room
Crypt
40 cells
40 cells
50%
1
5
4
Tip
Stocking respects the DMG XP budget for your party. Bigger maps = more rooms = more encounters.

Room key

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Field notes

How a generated dungeon becomes a session.

The point of a random generator is not to replace prep, it is to remove the blank page. Every dungeon this tool produces is playable as-is for a one-shot, and editable in five minutes for a session that fits your campaign.

How the layout works

Rooms are placed using binary space partitioning, the same algorithm that has powered roguelike dungeons since NetHack. The grid is recursively split until the leaves are too small to split further, then a room is placed inside each viable leaf. Higher density on the slider means smaller leaves, more rooms, tighter corridors. Lower density gives you a few large halls connected by long passages.

Corridors are L-shaped, drawn along the edges of a minimum spanning tree over the rooms, every room is reachable from every other, but the dungeon does not feel like a tree. About 20% of extra short edges are added back to create loops, which is what makes the layout feel like an explored space rather than a linear crawl.

Multi-floor dungeons run the algorithm independently for each floor and pair stairs across adjacent floors by picking the closest room centres. The result reads as vertically aligned without being mechanical about it.

How encounters are balanced

Every encounter targets the official 5e Dungeon Master's Guide XP threshold for your party level and size. The stocker rolls a difficulty per room, easy 35%, medium 35%, hard 20%, deadly 10%, then assembles a group greedily from the theme's tagged monster pool. The encounter multiplier is applied (×1.5 for two monsters, ×2 for three to six, and so on), so the displayed XP is the actual adjusted XP the DMG tells you to compare against the threshold.

Boss rooms are forced, they sit at the deepest point of the dungeon and pull from the boss-tagged monsters in the active theme, ceilinged at roughly 1.5× the deadly threshold to keep the fight survivable for a party that has burned through resources getting there.

Using the maps in Roll20 or Foundry

The PNG export is at 70 pixels per cell, Roll20's default, also fine for Foundry. Drop it into a scene and the grid lines up automatically. For Foundry users, the dedicated VTT export produces a v12 scene JSON with walls (including secret and locked door types), doors that animate correctly, and a note pinned in every stocked room with the encounter or trap details. Drag and drop into your world and the dungeon is ready to run.

Print and play

The PDF export targets one inch per cell at A4. Larger dungeons split across multiple pages with a quarter-inch overlap and corner registration marks, so taping the sheets together gives you a clean continuous map. The final page is the room key, paginated as needed. Bring it to the table, mark progress with a pencil, recycle when the session ends.

What it does not do

It does not draw. The output is a clean schematic, useful for planning, fine for one-shots, but never as evocative as a hand-painted battlemap. If you want art at the table, the layout this tool gives you can guide which MakeMythic battlemaps you reach for. The generator finds the bones of the encounter; the art makes the players gasp when the curtain pulls back.

FAQ

Yes. No account, no signup, no paywall. Everything runs in your browser; nothing is uploaded.

Yes. The full dungeon state lives in the URL, copy the address bar (or use the Share URL button) and the recipient gets the exact same map, encounters, and stocking when they open it.

Every encounter is built against the official DMG p.82 XP threshold table for your party level and size, with the standard encounter multiplier (×1.5 for two monsters, ×2 for three to six, and so on). Difficulty is rolled per room: 35% easy, 35% medium, 20% hard, 10% deadly. Boss rooms target ~1.5× the deadly threshold.

Yes. Seeds are deterministic, the same seed plus the same params (size, density, theme, party config) always produces a byte-identical dungeon. That is how URL sharing works.

Yes. The PNG export is at 70 pixels per cell, which is the Roll20 default. The Foundry export is a v12 scene JSON with walls, doors (normal / secret / locked), and one note per stocked room, drop it into your Foundry world and it works.

When you click a room on the map, you lock its contents. The "Reroll stocking" button keeps your locked rooms exactly as they are and rerolls everything else, useful when you have one perfect encounter and want the rest of the dungeon shuffled around it. Full Regenerate produces a brand-new layout, so locks are dropped (the room IDs no longer match).

It pulls from the open 5e SRD monster set, currently about 80 monsters tagged by category (undead, humanoid, beast, fiend, construct, etc.). Each theme picks from the relevant categories, crypts get undead, bandit hideouts get humanoids, wizard towers get constructs and elementals. The DMG XP-budget engine is 5e-specific.