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 permanent). or choose:

Starting Area: Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description

Noises: Laughter
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: Ashes, contents mostly burned
Contents: Empty room with treasure found in a secret compartment

Possible feature: Cobwebs; Dung; Guano
Possible furnishings: Armchair; Mat; Table, round
(Religious) Possible furnishings: Holy or unholy symbol; Offertory container, Incense burner
(Mage) Possible furnishings: Gong; Shrine; Incense burner
Possible personal items: Awl; Kettle; Bottle

Passages

Passage Width: 40ft., with pillars / Leads to: Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

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

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Iron / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Secret door / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 30 x 40 ft.
Number of exits: 3
Exit locations: Wall opposite entrance / Same wall as entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door / Door /

Description
Purpose: Trap or other trick designed to kill or capture creatures that enter the dungeon
Current state: Furniture wrecked but still present
Contents: Monster (random creature)

Possible feature: Cobwebs; Bottle, broken; Mold (common)
Possible furnishings: Keg (small barrel, 20 gallons); Closet (wardrobe); Sofa
(Religious) Possible furnishings: Vestments; Side chairs, Pews
(Mage) Possible furnishings: Side chairs; Font; Idol
Possible personal items: Flagon, mug, or tankard; Scroll; Knucklebones or dice

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 passage 20ft. long

Contents

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

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

Monster

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

Motivation: Conquer the dungeon
Personality: Joker; taunts its enemies.

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: 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: Setback (DC 10, +3 to-hit)
Effect: Symbol

Damage
Level 1-4: 1d10
Level 5-10: 2d10
Level 11-16: 4d10
Level 17-20: 10d10

Random Tricks

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

Object: Runes engraved on wall or floor
Effect: Magic mouth speaks a riddle

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