Kassoon

Random Dungeon 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.

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Dungeon Start

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

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

Noises: Footsteps ahead
Air: Clear and damp
Odors: Chlorine

Purpose: Trap designed to kill or capture creatures
Current state: Rubble, ceiling partially collapsed
Contents: Monster (dominant inhabitant)

Possible feature: Wood pieces, rotting; Cobwebs; Sword blade, broken
Possible furnishings: Throne; Loom; Statue
(Religious) Possible furnishings: Holy or unholy symbol; Columns or pillars, Holy or unholy symbol
(Mage) Possible furnishings: Holy or unholy symbol; Cassocks; Statue
Possible personal items: Washcloth; Flagon, mug, or tankard; Spoon

Passages

Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

Extra passages (if necessary):


2nd Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

3rd Passage Width: 40ft. wide, 20ft. high / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

4th Passage Width: 10 ft. / Leads to: Chamber

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Portcullis, locked in place / Leads to: Chamber
Door 3: Secret door, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Iron, barred or locked / Leads to: Chamber
Door 5: Wooden / Leads to: Chamber
Door 6: Secret door, barred or locked / Leads to: Chamber

Chamber (Rooms)

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

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

Purpose: Trap designed to kill or capture creatures
Current state: Holes, floor partially collapsed
Contents: Monster (random creature) with treasure

Possible feature: Rags; Cobwebs; Helmet, badly dented
Possible furnishings: Pegs; Pegs; Pallet
(Religious) Possible furnishings: Holy or unholy symbol; Cassocks, Bells
(Mage) Possible furnishings: Brazier; Holy or unholy symbol; Offertory container
Possible personal items: Oil, cooking; Mirror; Awl

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: Shaft (with or without elevator) up one level to a chamber and down one level to a chamber

Contents

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

Container Contents: Strips
Book, Scroll, or Tome: Legal code

Monster

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

Motivation: Slay a rival

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

Trigger: Moved (cart, stone block)
Severity: Dangerous
Effect: Symbol

Random Tricks

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

Object: Cracked gem
Effect: Ages the first person to touch the object

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