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: Maze (Click to make permanent). or choose:

Starting Area: Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description

Noises: Tinkling
Air: Clear and damp
Odors: Putrid

Purpose: Lair for guard beasts that patrol the maze
Current state: Used as a campsite
Contents: Monster (dominant inhabitant)

Possible feature: Mold (common); Wood pieces, rotting; Mold (common)
Possible furnishings: Rushes; Chandelier; Tun (huge cask, 250 gallons)
(Religious) Possible furnishings: Altar; Font, Stand
(Mage) Possible furnishings: Shrine; Chimes; Cassocks
Possible personal items: Jug or pitcher; Fork; Coffer

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: Chamber

3rd Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

4th Passage Width: 5 ft. / Leads to: Chamber

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Portcullis, locked in place / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / 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: Rectangle, 50 x 80 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Shrine dedicated to a god or other entity
Current state: Pristine and in original state
Contents: Monster (dominant inhabitant)

Possible feature: Cobwebs; Cobwebs; Water, small puddle
Possible furnishings: Stool , high; Brazier and charcoal; Blanket
(Religious) Possible furnishings: Screen; Idol, Pipes, musical
(Mage) Possible furnishings: Incense burner; Shrine; Vestments
Possible personal items: Knucklebones or dice; Candlestick; Fork

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 to a dead end

Contents

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

Container Contents: Husks
Book, Scroll, or Tome: Map or atlas

Monster

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

Motivation: Conquer the dungeon

Random Hazards

Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

Random Obstacles

Obstacles block or hamper progress and can affect more than one room.

Obstacle: Wall of fire blocks passage

Random Traps

Trigger: Stepped on (floor, stairs)
Severity: Dangerous
Effect: Hidden pit floods with acid or fire

Random Tricks

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

Object: Target dummy
Effect: Changes one substance to another, such as gold to lead or metal to brittle crystal

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