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 random). or choose:

Starting Area: Passage, 10ft. wide; four-way intersection
Description

Noises: Gong
Air: Clear and damp
Odors: Dank or moldy

Purpose: Latrine or bath
Current state: Pristine and in original state
Contents: Monster (random creature)

Possible feature: Dripping blood; Damp ceiling; Sword blade, broken
Possible furnishings: Brazier and charcoal; Wood billets; Wood billets
(Religious) Possible furnishings: Drum; Incense burner, Paintings or frescoes
(Mage) Possible furnishings: Cloth, altar; Thurible; Idol
Possible personal items: Statuette or figurine; Wool; Brush

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Chamber

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

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional lO ft. ahead

Doors

Door: Wooden / Leads to: Chamber

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

Chamber (Rooms)

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

Dimensions: Rectangle, 30 x 60 ft.
Number of exits: 4
Exit locations: Wall right of entrance / Wall right of entrance / Wall right of entrance / Wall left of entrance /
Exit types: Door / Corridor, 10ft. long / Door / Corridor, 10ft. long /

Description
Purpose: Armory stocked with weapons and armor
Current state: Furniture wrecked but still present
Contents: Empty room with Dungeon hazard

Possible feature: Cobwebs; Water, large puddle; Sticks
Possible furnishings: Stool , high; Fresco; Pedestal
(Religious) Possible furnishings: Bells; Idol, Vestments
(Mage) Possible furnishings: Thurible; Holy or unholy symbol; Lamp
Possible personal items: Mirror; Salve or unguent; Pipe, musical

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: Strips
Book, Scroll, or Tome: Prayer book

Monster

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

Motivation: Avoid danger
Personality: Braggart; makes a show of bravery but runs from danger.

Random Hazards

Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

Random Obstacles

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

Obstacle: Battering winds reduce speed by half, impose disadvantage on ranged attack rolls

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Setback (DC 11, +3 to-hit)
Effect: A weapon, suit of armor, or rug animates and attacks when touched (see 'Animated Objects' in the Monster Manual)

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

Random Tricks

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

Object: Book
Effect: Helps or harms certain types of creatures

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