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: Passage, 10 ft. wide; T intersection
Description

Noises: Scratching or scrabbling
Air: Clear and warm
Odors: Dank or moldy

Purpose: Kitchen for feeding guards
Current state: Pristine and in original state
Contents: Empty room with treasure found in a loose stone

Possible feature: Dampness, wall; Slime (harmless); Food scraps
Possible furnishings: Rushes; Box (large); Mattress
(Religious) Possible furnishings: Columns or pillars; Altar, Tripod
(Mage) Possible furnishings: Votive light; Statue; Shrine
Possible personal items: Ladle; Scroll; Dish

Passages

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

Extra passages (if necessary):


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

3rd Passage Width: 40ft., with pillars / 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 right, then an additional 10 ft. ahead

Doors

Door: Stone, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the left

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Portcullis, locked in place / Leads to: Chamber
Door 4: Secret door / Leads to: Passage 20 ft. straight ahead
Door 5: Secret door, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 6: Iron, barred or locked / 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: Square, 30 x 30 ft.
Number of exits: 2
Exit locations: Wall left of entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Kitchen for feeding guards
Current state: Ashes, contents mostly burned
Contents: Empty room with Stairs (if not multi-level then reroll)

Possible feature: Rubble and dirt; Wood pieces, rotting; Cobwebs
Possible furnishings: Tub; Table, round; Painting
(Religious) Possible furnishings: Altar; Pulpit, Bells
(Mage) Possible furnishings: Columns or pillars; Lamp; Columns or pillars
Possible personal items: Stopper; Bottle; Dish

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: Up to a dead end

Contents

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

Container Contents: Lumps, unidentifiable
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: Seek an item in the dungeon
Personality: Fanatic; ready to die fighting.

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: Antilife aura with a radius of 1d10 x 10ft.; while in the aura, living creatures can't regain hit points

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Deadly (DC 17, +11 to-hit)
Effect: Thunderwave knocks characters into a pit or spikes

Damage
Level 1-4: 4d10
Level 5-10: 10d10
Level 11-16: 18d10
Level 17-20: 24d10

Random Tricks

Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.

Object: Brain preserved in a jar
Effect: Bestows resistance or vulnerability

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