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: Death Trap (Click to make permanent). or choose:

Starting Area: Square, 40 x 40 ft.; doors on three walls
Description

Noises: Squealing
Air: Clear but cold
Odors: Stale

Purpose: Guardroom fortified against intruders
Current state: Rubble, ceiling partially collapsed
Contents: Random Trap

Possible feature: Dampness, wall; Wood pieces, rotting; Wax blob (candle stub)
Possible furnishings: Armchair; Blanket; Cushion
(Religious) Possible furnishings: Vestments; Shrine, Lamp
(Mage) Possible furnishings: Screen; Bells; Tripod
Possible personal items: Pouch; Casket (small); Tinderbox (with flint and steel)

Passages

Passage Width: 40ft., with double row of pillars / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

Extra passages (if necessary):


2nd Passage Width: 40ft., with double row of pillars / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

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

4th Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Chamber

Doors

Door: Stone / Leads to: Chamber

Extra doors (if necessary):
Door 2: Secret door / Leads to: Chamber
Door 3: Wooden, barred or locked / Leads to: Chamber
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, 20 x 30 ft.
Number of exits: 1
Exit locations: Same wall as entrance /
Exit types: Door /

Description
Purpose: Guardroom fortified against intruders
Current state: Stripped bare
Contents: Monster (dominant inhabitant)

Possible feature: Javelin head, blunt; Mold (common); Cobwebs
Possible furnishings: Firkin (small cask, 10 gallons); Armoire; Blanket
(Religious) Possible furnishings: Brazier; Holy or unholy symbol, Robes
(Mage) Possible furnishings: Mosaic; Vestments; Pipes, musical
Possible personal items: Wool; Statuette or figurine; Stopper

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: Chimney up two levels to a passage 20ft. long

Contents

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

Container Contents: Grease
Book, Scroll, or Tome: Catalog

Monster

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

Motivation: Avoid danger

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

Random Traps

Trigger: Looked at (mural , arcane symbol)
Severity: Setback
Effect: Floor tiles are electrified

Random Tricks

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

Object: Furniture
Effect: Casts suggestion on the characters

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