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: Thud
Air: Clear and drafty
Odors: Salty and wet

Purpose: Lair for guard beasts that patrol the maze
Current state: Furniture wrecked but still present
Contents: Empty room

Possible feature: Cobwebs; Rope, rotten; Mold (common)
Possible furnishings: Wood billets; Cushion; Rushes
(Religious) Possible furnishings: Idol; Incense burner, Holy or unholy symbol
(Mage) Possible furnishings: Screen; Mosaic; Pews
Possible personal items: Statuette or figurine; Pot; Wig

Passages

Passage Width: 5 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Chamber

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

4th Passage Width: 40ft., with row of pillars down the middle / Leads to: Continue straight 20ft., side passage to the left, then an additional lO ft. ahead

Doors

Door: Wooden / Leads to: Chamber

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

Description
Purpose: Lair for guard beasts that patrol the maze
Current state: Holes, floor partially collapsed
Contents: Empty room with Dungeon hazard

Possible feature: Dung; Dampness, wall; Guano
Possible furnishings: Fireplace and wood; Shrine; Wall basin and font
(Religious) Possible furnishings: Holy or unholy symbol; Vestments, Offertory container
(Mage) Possible furnishings: Font; Pulpit; Kneeling bench
Possible personal items: Wig; Key; Lamp or lantern

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 chamber

Contents

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

Container Contents: Bodily organs
Book, Scroll, or Tome: Theological text

Monster

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

Motivation: Hide from 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: Cave-in

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 11, +5 to-hit)
Effect: Steel or stone jaws restrain a character

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: Painting
Effect: Helps or harms certain types of creatures

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