Free tool

Dungeon Generator

Free dungeon generator for D&D and TTRPGs. Pick size (small, medium, large) and theme (ruins, crypt, cave, temple, fortress, sewer) — get a procedural dungeon with rooms, encounters, traps, and loot.

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DM toolkit

Dungeon Generator

Procedural dungeons with rooms, encounters, traps, and loot — pick size and theme

0 rooms generated

Turn the dungeon into a real interactive map you can run from.

Build your map free
Free dungeon generator for D&D and TTRPGs. Pick size (small, medium, large) and theme (ruins, crypt, cave, temple, fortress, sewer) — get a procedural dungeon with rooms, encounters, traps, and loot.

The hardest part of running a one-shot dungeon isn't designing the boss — it's coming up with eight rooms that don't feel like a corridor with combat encounters. This generator builds full procedural dungeons in one click: 3–14 rooms across six themes (ancient ruins, crypt, cave system, forgotten temple, abandoned fortress, sewers), each with a purpose, contents (encounter, trap, feature, or loot), and an optional secret.

Pick a size (small / medium / large), pick a theme, and the generator returns an entrance description, a sequence of rooms with full contents, and a final chamber. Click "Copy dungeon" to drop it into your DM prep. For balanced combat math inside each room, pair with our Encounter Builder; for the rewards, use the Treasure Hoard Generator.

What Makes a Dungeon More Than a Hallway of Fights

The classic mistake: a "dungeon" that's actually a series of combat encounters with doors between them. The generator includes four content types per room to avoid that trap:

  • Encounter rooms (~40%). Combat is the spine of a dungeon, but it shouldn't be every room. Use the encounter hooks as starting points and balance with our Encounter Builder.
  • Trap rooms (~20%). Mechanical or magical, scaled to the party. See the Trap Generator for full trap design.
  • Feature rooms (~15%). Atmospheric only — no combat, no roll. A body in the corner, a cold draft, a fresh footprint. These rooms set tone and make the dungeon feel inhabited.
  • Empty rooms (~25%). Yes — empty. A dungeon without breathing room exhausts players. Empty rooms with a single feature are where the party recovers, plans, and talks.

About half of rooms also have loot worth picking up (small finds, not full hoards), and ~18% hide a secret — a passage, a journal, a hidden door — for groups that search.

Choosing Theme — How Theme Changes Play

The six themes each push the dungeon in a different direction:

ThemeToneBest For
Ancient RuinsOvergrown, mysterious, weather-wornLost civilizations, exploration arcs
CryptSolemn, undead, dreadLow-level horror, necromancy arcs
Cave SystemNatural, claustrophobic, primalBeast encounters, underdark transitions
Forgotten TempleSacred, oppressive, cultist-heavyReligious conflict, cosmic horror
Abandoned FortressMartial, militant, structuredFaction conflict, siege aftermath
SewersFoul, urban, mundane-evilCity-arc dungeons, low-level adventures

Switching theme between sessions keeps long campaigns feeling fresh. A "sewers" dungeon in session 12 hits differently than the "ancient ruins" of session 4.

Reading the Output — How to Run a Generated Dungeon

The generator gives you the scaffolding. You give it the connective tissue. A workflow that takes about 15 minutes from generation to play-ready:

  1. Read each room aloud. Imagine the party entering. Adjust descriptions to fit your tone.
  2. Sketch a map. Decide which rooms connect to which. The generator gives you a sequence; you decide the topology. A loop is more interesting than a straight line.
  3. Adjust encounters to CR. The encounter hooks are flavor; pop into the Encounter Builder for balanced numbers.
  4. Add one connective thread. A note in room 2 that mentions a name from room 7. A trap in room 3 that's clearly the work of the same hand that built the trap in room 9. Players love finding patterns.
  5. Decide the final chamber's antagonist. The generator gives you the room; you pick whether it's empty, occupied, or actively setting up the next dungeon's plot.

Dungeon Pacing — Avoiding the Grind

A 10-room dungeon at the table takes 4–6 hours of play. To avoid wearing out your party:

  • Vary content types. Never put three combat rooms in a row. The generator handles this for you, but verify after generation.
  • Place safe rooms. Empty rooms with no encounter give the party a chance to short-rest, plan, and roleplay. They're structurally critical.
  • Build to a peak. The final chamber should be the dungeon's hardest moment, but the room before it should give players a chance to prepare — a moment of dread, not surprise.

For more on running dungeons at the table, see how to run a D&D session and the cartography cluster for visual prep.

Beyond the generator

A generated dungeon becomes a real place once players explore it.

The generator gives you the rooms. Anima gives you the canvas — turn the dungeon into an interactive map your party can fog-of-war their way through, with pins, secrets, and a wiki for every NPC inside.

  • Drop the dungeon onto an interactive map with room pins and reveal-as-explored fog
  • Link encounters, traps, and loot to wiki entries the party can revisit later
  • Save the dungeon as a reusable template for one-shots or future campaigns

Free to start · No credit card · Your generated content stays free to use anywhere

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