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: Temple or shrine (Click to make random). or choose:

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

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

Purpose: Central temple built to accommodate rituals
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature) guarding treasure found in a pile of junk

Possible feature: Water, small puddle; Dust; Wall scratchings
Possible furnishings: Painting; Coal; Cupboard
(Religious) Possible furnishings: Idol; Holy or unholy symbol, Idol
(Mage) Possible furnishings: Cloth, altar; Brazier; Paintings or frescoes
Possible personal items: Brush; Basin; Spigot

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

4th Passage Width: 10 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

Doors

Door: Wooden / Leads to: Chamber

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

Chamber (Rooms)

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

Dimensions: Trapezoid, roughly 40 x 60 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Crypt for a high priest or similar figure, hidden and heavily guarded by creatures and traps
Current state: Furniture wrecked but still present
Contents: Random Event (or empty room)

Possible feature: Arrow, broken; Water, large puddle; Cobwebs
Possible furnishings: Mattress; Bag; Sheet
(Religious) Possible furnishings: Holy or unholy symbol; Holy or unholy symbol, Tripod
(Mage) Possible furnishings: Candlesticks; Font; Cloth, altar
Possible personal items: Knife; Basket; Powder puff

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: Shaft (with or without elevator) down one level to a chamber

Contents

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

Container Contents: Dust
Book, Scroll, or Tome: Novel

Monster

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

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

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

Random Obstacles

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

Obstacle: Wall of force blocks passage

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Dangerous (DC 12, +8 to-hit)
Effect: Thunderwave knocks characters into a pit or spikes

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: Skull
Effect: Induces greed

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