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

Starting Area: Circle, 40ft. diameter; one passage at each cardinal direction
Description

Noises: Scuttling
Air: Clear, with smoke covering ceiling
Odors: Stale

Purpose: Grand crypt for a noble, high priest, or other important individual
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature) guarding treasure found in a small secret room

Possible feature: Dampness, wall; Stones, small; Cracks, wall
Possible furnishings: Table, trestle; Throne; Couch
(Religious) Possible furnishings: Candelabra; Holy or unholy symbol, Thurible
(Mage) Possible furnishings: Shrine; Offertory container; Idol
Possible personal items: Comb; Plate, platter, or saucer; Oil, cooking

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

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

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

Doors

Door: Wooden, barred or locked / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Secret door / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Stone, barred or locked / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Square, 20 x 20 ft.
Number of exits: 3
Exit locations: Wall right of entrance / Wall right of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Door /

Description
Purpose: Tomb where the wealthiest and most important folk are interred, protected by secret doors and traps
Current state: Ashes, contents mostly burned
Contents: Monster (random creature) guarding treasure found in a small secret room

Possible feature: Spike, rusted; Arrow, broken; Torch stub
Possible furnishings: Trunk; Charcoal; Fountain
(Religious) Possible furnishings: Paintings or frescoes; Thurible, Columns or pillars
(Mage) Possible furnishings: Statue; Idol; Cloth, altar
Possible personal items: Ear spoon; Twine; Vase

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 chamber

Contents

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

Container Contents: Fibers
Book, Scroll, or Tome: Spell book

Monster

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

Motivation: Slay a rival
Personality: Cowardly; looking to surrender.

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: Cave-in

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 12, +7 to-hit)
Effect: Floor tiles are electrified

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: Tapestry or rug
Effect: Casts polymorph on the characters (lasts 1 hour)

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