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: Maze (Click to make random). or choose:

Starting Area: Square, 40 x 40 ft.; doors on three walls
Description

Noises: Giggling (faint)
Air: Clear and damp
Odors: Rotting vegetation

Purpose: Pen or prison accessible only by secret door, used to hold captives condemned to the maze
Current state: Holes, floor partially collapsed
Contents: Empty room with treasure found in behind furniture

Possible feature: Fungi (common); Stones, small; Leaves and twigs
Possible furnishings: Table, trestle; Bench; Pegs
(Religious) Possible furnishings: Altar; Holy or unholy symbol, Screen
(Mage) Possible furnishings: Holy or unholy symbol; Paintings or frescoes; Holy or unholy symbol
Possible personal items: Vase; Pouch; Tinderbox (with flint and steel)

Passages

Passage Width: 40ft., with pillars / Leads to: Chamber

Extra passages (if necessary):


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

3rd Passage Width: 5 ft. / Leads to: Continue straight 20ft.; passage ends in a door

4th Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

Doors

Door: Wooden / Leads to: Chamber

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

Chamber (Rooms)

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

Dimensions: Rectangle, 30 x 40 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Pen or prison accessible only by secret door, used to hold captives condemned to the maze
Current state: Stripped bare
Contents: Monster (random creature)

Possible feature: Sticks; Rags; Water, large puddle
Possible furnishings: Brazier and charcoal; Barrel (40 gallons); Keg (small barrel, 20 gallons)
(Religious) Possible furnishings: Altar; Screen, Tripod
(Mage) Possible furnishings: Holy or unholy symbol; Robes; Cassocks
Possible personal items: Knife; Pan; Coffer

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 passage 20ft. long

Contents

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

Container Contents: Liquid, thin
Book, Scroll, or Tome: Grammar workbook

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: Green slime (Drops from above. DC 10 Dex, 1d10 acid damage, damage each round until removed. Nonmagical wood, metal weapon or tool used to remove is destroyed. Destroyed by sunlight, cure disease, cold, fire, or radiant)

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Deadly (DC 17, +12 to-hit)
Effect: Door or other object is coated with contact poison

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: Runes engraved on wall or floor
Effect: Bestows resistance or vulnerability

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