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 random). or choose:

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

Noises: Chanting
Air: Clear and drafty
Odors: Putrid

Purpose: Dining room
Current state: Rubble, ceiling partially collapsed
Contents: Random Trap

Possible feature: Dried blood; Dust; Dust
Possible furnishings: Armoire; Chair, plain; Wood billets
(Religious) Possible furnishings: Holy or unholy writings; Gong, Holy or unholy writings
(Mage) Possible furnishings: Pews; Holy or unholy symbol; Idol
Possible personal items: Flask or jar; Spigot; Twine

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

3rd Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Chamber

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

Doors

Door: Portcullis, locked in place / Leads to: Chamber

Extra doors (if necessary):
Door 2: Secret door / Leads to: Chamber
Door 3: Portcullis / Leads to: Chamber
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
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: Square, 30 x 30 ft.
Number of exits: 3
Exit locations: Wall left of entrance / Wall opposite entrance / Wall left of entrance /
Exit types: Door / Door / Corridor, 10ft. long /

Description
Purpose: Entry room or vestibule
Current state: Used as a campsite
Contents: Monster (pet or allied creature)

Possible feature: Dung; Food scraps; Cobwebs
Possible furnishings: Sideboard; Pallet; Wood billets
(Religious) Possible furnishings: Columns or pillars; Incense burner, Offertory container
(Mage) Possible furnishings: Holy or unholy symbol; Pews; Tripod
Possible personal items: Tureen; Dish; Wig

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: Up one level to a passage 20ft. long

Contents

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

Container Contents: Bark
Book, Scroll, or Tome: Navigational chart or star chart

Monster

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

Motivation: Conquer the dungeon
Personality: Fanatic; ready to die fighting.

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: Reverse gravity effect causes creatures to fall toward the ceiling

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Deadly (DC 16, +9 to-hit)
Effect: Steel or stone jaws restrain a character

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: Furniture
Effect: Casts suggestion on the characters

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