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: Temple or shrine (Click to make permanent). or choose:

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

Noises: Footsteps to the side
Air: Clear and damp
Odors: Earthy

Purpose: Banquet room used for celebrations and holy days
Current state: Holes, floor partially collapsed
Contents: Monster (dominant inhabitant) with treasure

Possible feature: Water, trickle; Water, large puddle; Ashes
Possible furnishings: Buffet cabinet; Arras or curtain; Pillow
(Religious) Possible furnishings: Shrine; Idol, Font
(Mage) Possible furnishings: Columns or pillars; Shrine; Throne
Possible personal items: Basket; Fork; Cologne or perfume

Passages

Passage Width: 5 ft. / Leads to: Continue straight 30ft., no doors or side passages

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

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

4th Passage Width: 40ft. wide, 20ft. high / Leads to: Chamber

Doors

Door: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

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

Chamber (Rooms)

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

Dimensions: Rectangle, 40 x 50 ft.
Number of exits: 1
Exit locations: Wall right of entrance /
Exit types: Corridor, 10ft. long /

Description
Purpose: Storage holding mundane supplies
Current state: Used as a campsite
Contents: Monster (random creature) with treasure

Possible feature: Cracks, ceiling; Dried blood; Rags
Possible furnishings: Pipe (large cask, 105 gallons); Pallet; Bucket
(Religious) Possible furnishings: Offertory container; Cassocks, Votive light
(Mage) Possible furnishings: Columns or pillars; Holy or unholy symbol; Offertory container
Possible personal items: Twine; Shaker; Flask or jar

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: Powder
Book, Scroll, or Tome: Forged document

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: Poisonous gas (deals 1d6 poison damage per minute of exposure)

Random Traps

Trigger: Moved (cart, stone block)
Severity: Setback
Effect: Pendulum, either bladed or weighted as a maul, swings across the room or hall

Random Tricks

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

Object: Sphere of magical energy
Effect: Casts polymorph on the characters (lasts 1 hour)

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