Kassoon

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: Lair (Click to make permanent). or choose:

Starting Area: Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description

Noises: Clashing
Air: Clear, with mist covering floor
Odors: Sulfurous

Purpose: Torture chamber
Current state: Ashes, contents mostly burned
Contents: Dungeon hazard with incidental treasure found in a loose stone

Possible feature: Dagger hilt; Cracks, ceiling; Slime (harmless)
Possible furnishings: Rushes; Sheet; Sack
(Religious) Possible furnishings: Candelabra; Thurible, Holy or unholy symbol
(Mage) Possible furnishings: Robes; Holy or unholy symbol; Gong
Possible personal items: Trivet or tripod; Tray; Book

Passages

Passage Width: 20 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

3rd Passage Width: 10 ft. / Leads to: Chamber

4th Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Iron / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Chamber
Door 6: Iron, barred or locked / Leads to: False door with trap

Chamber (Rooms)

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

Dimensions: Circle, 50 ft. diameter
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Torture chamber
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Pole, broken (5 ft. long); Dagger hilt; Club, splintered
Possible furnishings: Pipe (large cask, 105 gallons); Grindstone; Table, trestle
(Religious) Possible furnishings: Thurible; Incense burner, Vestments
(Mage) Possible furnishings: Bells; Columns or pillars; Brazier
Possible personal items: Knucklebones or dice; Grinder; Flask or jar

Stairs

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: Chimney up one level to a passage 20ft. long

Contents

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

Container Contents: Bones
Book, Scroll, or Tome: Sheet music

Monster

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

Motivation: Hide from enemies
Personality: Brave; stands its ground.

Random Hazards

Hazard: Violet fungus: This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days.

Random Obstacles

Obstacles block or hamper progress and can affect more than one room.

Obstacle: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Dangerous (DC 15, +8 to-hit)
Effect: Brittle stairs collapse over spikes

Damage
Level 1-4: 2d10
Level 5-10: 4d10
Level 11-16: 10d10
Level 17-20: 18d10

Random Tricks

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

Object: Statue
Effect: Prevents movement

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