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: Passage, 10 ft. wide; T intersection
Description

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

Purpose: Library holding books about the portal's history
Current state: Rubble, ceiling partially collapsed
Contents: Random Event (or empty room)

Possible feature: Sticks; Dripping blood; Dripping blood
Possible furnishings: Staff, normal; Stool, normal; Sofa
(Religious) Possible furnishings: Pipes, musical; Lamp, Prayer rug
(Mage) Possible furnishings: Cloth, altar; Drum; Votive light
Possible personal items: Quill; Salve or unguent; Food

Passages

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

Extra passages (if necessary):


2nd Passage Width: 5 ft. / Leads to: Chamber

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

4th Passage Width: 10 ft. / Leads to: Chamber

Doors

Door: Portcullis, locked in place / Leads to: False door with trap

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
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: Rectangle, 30 x 40 ft.
Number of exits: 4
Exit locations: Wall right of entrance / Wall opposite entrance / Wall right of entrance / Same wall as entrance /
Exit types: Corridor, 10ft. long / Door / Door / Corridor, 10ft. long /

Description
Purpose: Decorated foyer or antechamber
Current state: Rubble, ceiling partially collapsed
Contents: Random Trap protecting treasure found in a small secret room

Possible feature: Chain, corroded; Rags; Dripping blood
Possible furnishings: Hassock; Pedestal; Fireplace and wood
(Religious) Possible furnishings: Votive light; Statue, Robes
(Mage) Possible furnishings: Mosaic; Vestments; Vestments
Possible personal items: Spoon; Food; Comb

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 to a dead end

Contents

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

Container Contents: Bodily organs
Book, Scroll, or Tome: Diary

Monster

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

Motivation: Find a sanctuary
Personality: Fanatic; ready to die fighting.

Random Hazards

Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

Random Obstacles

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

Obstacle: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 12, +7 to-hit)
Effect: Pendulum, either bladed or weighted as a maul, swings across the room or hall

Damage
Level 1-4: 2d10
Level 5-10: 4d10
Level 11-16: 10d10
Level 17-20: 18d10

Random Tricks

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

Object: Burning fire
Effect: Contains an imprisoned creature

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