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: Rectangle, 20 x 40ft.; passage on each wall
Description

Noises: Murmuring
Air: Clear and warm
Odors: Earthy

Purpose: Conjuring room, specially sanctified and used to summon extraplanar creatures
Current state: Ashes, contents mostly burned
Contents: Monster (random creature) guarding treasure hoard found in behind furniture

Possible feature: Dung; Guano; Cobwebs
Possible furnishings: Candelabrum; Keg (small barrel, 20 gallons); Wood billets
(Religious) Possible furnishings: Robes; Holy or unholy symbol, Gong
(Mage) Possible furnishings: Altar; Paintings or frescoes; Tripod
Possible personal items: Awl; Tinderbox (with flint and steel); Knife

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: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 30ft., no doors or side passages

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

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

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: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Secret door / 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: Circle, 50 ft. diameter
Number of exits: 2
Exit locations: Wall right of entrance / Wall left of entrance /
Exit types: Door / Door /

Description
Purpose: Robing room containing ceremonial outfits and items
Current state: Rubble, ceiling partially collapsed
Contents: Monster (dominant inhabitant)

Possible feature: Rubble and dirt; Water, large puddle; Torch stub
Possible furnishings: Cupboard; Pallet; Statue
(Religious) Possible furnishings: Screen; Screen, Statue
(Mage) Possible furnishings: Stand; Font; Candlesticks
Possible personal items: Oil, scented; Pipe, smoking; Whetstone

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 three levels to a chamber

Contents

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

Container Contents: Ash
Book, Scroll, or Tome: Memoir

Monster

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

Motivation: Seek an item in the dungeon
Personality: Greedy; wants treasure.

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 (cart, stone block)
Severity: Dangerous (DC 15, +6 to-hit)
Effect: Glyph of warding

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: Casts geas on the characters

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