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: Stronghold (Click to make permanent). or choose:

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

Noises: Chirping
Air: Clear and damp
Odors: Earthy

Purpose: Sitting room for family and intimate guests
Current state: Furniture wrecked but still present
Contents: Random Obstacle

Possible feature: Leather boot; Dust; Club, splintered
Possible furnishings: Wood billets; Bag; Wood billets
(Religious) Possible furnishings: Candles; Bells, Gong
(Mage) Possible furnishings: Cloth, altar; Votive light; Side chairs
Possible personal items: Key; Washcloth; Scroll

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

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: Continue straight 30ft., no doors or side passages

Doors

Door: Wooden / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Portcullis, locked in place / Leads to: Chamber
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Secret door, barred or locked / Leads to: Chamber
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
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: Square, 20 x 20 ft.
Number of exits: 2
Exit locations: Wall right of entrance / Wall opposite entrance /
Exit types: Door / Door /

Description
Purpose: Kitchen designed to prepare exotic foods for large numbers of guests
Current state: Rubble, ceiling partially collapsed
Contents: Monster (pet or allied creature)

Possible feature: Dung; Coin, copper; Rope, rotten
Possible furnishings: Rushes; Box (large); Bag
(Religious) Possible furnishings: Incense burner; Robes, Incense burner
(Mage) Possible furnishings: Holy or unholy symbol; Offertory container; Screen
Possible personal items: Grinder; Fork; Parchment

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: Up to a dead end

Contents

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

Container Contents: Spheres (metal, stone, or wood)
Book, Scroll, or Tome: Map or atlas

Monster

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

Motivation: Seek wealth

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

Random Obstacles

Obstacles block or hamper progress and can affect more than one room.

Obstacle: Cave-in

Random Traps

Trigger: Looked at (mural , arcane symbol)
Severity: Dangerous
Effect: Scything blade emerges from wall or object

Random Tricks

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

Object: Brain preserved in a jar
Effect: Grants a wish

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