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

Noises: Rustling
Air: Clear and damp
Odors: Putrid

Purpose: Chapel dedicated to deities that watch over the dead and protect their resting places
Current state: Ashes, contents mostly burned
Contents: Monster (dominant inhabitant) guarding treasure found in a container (iron trunks)

Possible feature: Cobwebs; Dung; Cracks, ceiling
Possible furnishings: Chest, large; Pallet; Stool , high
(Religious) Possible furnishings: Rail; Shrine, Altar
(Mage) Possible furnishings: Bells; Stand; Bells
Possible personal items: Ladle; Cane or walking stick; Plate, platter, or saucer

Passages

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

Extra passages (if necessary):


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

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

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

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to: Stairs (if not multi-level then reroll)
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 5: Wooden, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 6: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

Chamber (Rooms)

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

Dimensions: Rectangle, 40 x 50 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Gallery to display the deeds of the deceased through trophies, statues, paintings and so forth
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (pet or allied creature)

Possible feature: Iron bar, bent and rusted; Dung; Rubble and dirt
Possible furnishings: Pipe (large cask, 105 gallons); Rug (small or medium); Table, low
(Religious) Possible furnishings: Kneeling bench; Screen, Candlesticks
(Mage) Possible furnishings: Tripod; Candles; Statue
Possible personal items: Oil, scented; Tray; Jug or pitcher

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 passage 20ft. long

Contents

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

Container Contents: Liquid, viscous
Book, Scroll, or Tome: Travelogue for an exotic land

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: Green slime (Drops from above. DC 10 Dex, 1d10 acid damage, damage each round until removed. Nonmagical wood, metal weapon or tool used to remove is destroyed. Destroyed by sunlight, cure disease, cold, fire, or radiant)

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: Opened (door, treasure chest)
Severity: Setback (DC 10, +5 to-hit)
Effect: Hidden pit floods with acid or fire

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

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: Presents a puzzle or riddle

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