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: Temple or shrine (Click to make permanent). or choose:

Starting Area: Circle, 40ft. diameter; one passage at each cardinal direction
Description

Noises: Scratching or scrabbling
Air: Clear and damp
Odors: Smoky

Purpose: Trophy room where art celebrating key figures and events from mythology is displayed
Current state: Ashes, contents mostly burned
Contents: Random Trap

Possible feature: Dried blood; Flask, cracked; Cobwebs
Possible furnishings: Table, round; Sconce; Cask (40 gallons)
(Religious) Possible furnishings: Cloth, altar; Holy or unholy symbol, Tripod
(Mage) Possible furnishings: Votive light; Offertory container; Throne
Possible personal items: Tray; Bowl; Twine

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


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

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

4th Passage Width: 30 ft. / Leads to: Chamber

Doors

Door: Secret door / Leads to: Chamber

Extra doors (if necessary):
Door 2: Iron, barred or locked / Leads to: Chamber
Door 3: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the right

Chamber (Rooms)

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

Dimensions: Octagon, 60 x 60 ft.
Number of exits: 6
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall left of entrance / Wall right of entrance / Wall right of entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Door / Door / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Workshop for repairing or creating weapons, religious items, and tools
Current state: Pristine and in original state
Contents: Monster (pet or allied creature)

Possible feature: Rubble and dirt; Wood pieces, rotting; Dung
Possible furnishings: Pallet; Coal; Tapestry
(Religious) Possible furnishings: Vestments; Candles, Lamp
(Mage) Possible furnishings: Tripod; Votive light; Offertory container
Possible personal items: Vase; Wig; Razor

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: Down one level to a chamber

Contents

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

Container Contents: Grains
Book, Scroll, or Tome: Text on local flora

Monster

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

Motivation: Hide from enemies
Personality: Cowardly; looking to surrender.

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: Blade barrier blocks passage

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Deadly (DC 20, +11 to-hit)
Effect: Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit)

Damage
Level 1-4: 4d10
Level 5-10: 10d10
Level 11-16: 18d10
Level 17-20: 24d10

Random Tricks

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

Object: Brain preserved in a jar
Effect: Locks or unlocks exits

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