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: Planar gate (Click to make permanent). or choose:

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

Noises: Knocking
Air: Clear and damp
Odors: Earthy

Purpose: Laboratory for conducting experiments relating to the portal and creatures that emerge from it
Current state: Furniture wrecked but still present
Contents: Random Trap protecting treasure hoard found in a secret compartment

Possible feature: Dried blood; Hammer head, cracked; Mold (common)
Possible furnishings: Shelf; Pallet; Cask (40 gallons)
(Religious) Possible furnishings: Pews; Bells, Bells
(Mage) Possible furnishings: Pulpit; Idol; Drum
Possible personal items: Rope; Candle; Yarn

Passages

Passage Width: 10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

Extra passages (if necessary):


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

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

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

Doors

Door: Stone / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden, barred or locked / Leads to: Chamber
Door 3: Iron, barred or locked / Leads to: Chamber
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Stone, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Wooden / Leads to: Passage 20 ft. straight ahead

Chamber (Rooms)

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

Dimensions: Square, 40 x 40 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall right of entrance /
Exit types: Door / Corridor, 10ft. long /

Description
Purpose: Pen or prison for holding captives or creatures that emerge from the portal
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Trap

Possible feature: Rubble and dirt; Dung; Leaves and twigs
Possible furnishings: Hamper; Trunk; Chair, padded, or divan
(Religious) Possible furnishings: Whistle; Candles, Lamp
(Mage) Possible furnishings: Altar; Whistle; Whistle
Possible personal items: Ear spoon; Coffer; Whetstone

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 herbalism

Monster

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

Motivation: Find a sanctuary
Personality: Rabble; poorly trained and easily rattled.

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Deadly (DC 20, +12 to-hit)
Effect: Magic missiles shoot from a statue or object

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: Statue
Effect: Presents a puzzle or riddle

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