Kassoon
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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: Grating
Air: Clear and damp
Odors: Dank or moldy

Purpose: Latrine or bath
Current state: Rubble, ceiling partially collapsed
Contents: Random Trap

Possible feature: Pottery shards; Ashes; Cracks, floor
Possible furnishings: Cabinet; Idol (large); Chandelier
(Religious) Possible furnishings: Vestments; Holy or unholy writings, Paintings or frescoes
(Mage) Possible furnishings: Holy or unholy writings; Brazier; Altar
Possible personal items: Dish; Coffer; Towel

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

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

4th Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

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: Chamber
Door 4: Secret door, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to: False door with trap
Door 6: Portcullis, locked in place / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 50 x 80 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Kitchen for food storage and preparation
Current state: Ashes, contents mostly burned
Contents: Random Event (or empty room)

Possible feature: Rope, rotten; Iron bar, bent and rusted; Cracks, wall
Possible furnishings: Tub; Fireplace with mantle; Pallet
(Religious) Possible furnishings: Thurible; Holy or unholy symbol, Pews
(Mage) Possible furnishings: Holy or unholy symbol; Holy or unholy symbol; Brazier
Possible personal items: Thread; Wig; Key

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 to a dead end

Contents

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

Container Contents: Powder
Book, Scroll, or Tome: Recipe book or cookbook

Monster

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

Motivation: Seek wealth
Personality: Cowardly; looking to surrender.

Random Hazards

Hazard: Shrieker

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Deadly (DC 16, +11 to-hit)
Effect: Fire shoots out from wall, floor, 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: Target dummy
Effect: Increases, reduces, negates, or reverses gravity

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