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: Treasure vault (Click to make random). or choose:

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

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

Purpose: Trap or other trick designed to kill or capture creatures that enter the dungeon
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Trap

Possible feature: Bottle, broken; Hair or fur; Wax drippings
Possible furnishings: Armoire; Stand; Fireplace and wood
(Religious) Possible furnishings: Shrine; Pews, Prayer rug
(Mage) Possible furnishings: Tripod; Holy or unholy symbol; Font
Possible personal items: Stopper; Thread; Bandages

Passages

Passage Width: 10 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: 30 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 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: Stone / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Secret door / Leads to: Chamber
Door 3: Iron, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 5: Portcullis, locked in place / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
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 60 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Barracks for guards
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature)

Possible feature: Dust; Dust; Cracks, wall
Possible furnishings: Barrel (40 gallons); Table, trestle; Bag
(Religious) Possible furnishings: Vestments; Offertory container, Altar
(Mage) Possible furnishings: Pulpit; Chimes; Shrine
Possible personal items: Twine; Tinderbox (with flint and steel); Cologne or perfume

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: Lumps, unidentifiable
Book, Scroll, or Tome: Biography

Monster

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

Motivation: Slay a rival
Personality: Fanatic; ready to die fighting.

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: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 14, +7 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: Statue
Effect: Asks three skill-testing questions (if all three are answered correctly, a reward appears)

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