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: 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: Squeaking
Air: Clear and damp
Odors: Rotting vegetation

Purpose: Guardroom
Current state: Used as a campsite
Contents: Monster (dominant inhabitant) guarding treasure found in a loose stone

Possible feature: Cobwebs; Fungi (common); Dagger hilt
Possible furnishings: Chair, padded; Sack; Hogshead (large cask, 65 gallons)
(Religious) Possible furnishings: Brazier; Columns or pillars, Tripod
(Mage) Possible furnishings: Lamp; Votive light; Incense burner
Possible personal items: Shaker; Case; Statuette or figurine

Passages

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

Extra passages (if necessary):


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

3rd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

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

Doors

Door: Wooden / Leads to: False door with trap

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Secret door / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Chamber
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: 0
Exit locations:
Exit types:

Description
Purpose: Well for drinking water, defendable in the case of attack or siege
Current state: Holes, floor partially collapsed
Contents: Monster (random creature)

Possible feature: Damp ceiling; Leaves and twigs; Mold (common)
Possible furnishings: Wood billets; Cask (40 gallons); Bunks
(Religious) Possible furnishings: Columns or pillars; Thurible, Brazier
(Mage) Possible furnishings: Pews; Columns or pillars; Prayer rug
Possible personal items: Box; Scroll; Wool

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: Chimney up two levels 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: Almanac

Monster

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

Motivation: Conquer the dungeon
Personality: Fanatic; ready to die fighting.

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: Antilife aura with a radius of 1d10 x 10ft.; while in the aura, living creatures can't regain hit points

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Deadly (DC 17, +9 to-hit)
Effect: Fire shoots out from wall, floor, or object

Damage
Level 1-4: 4d10
Level 5-10: 10d10
Level 11-16: 18d10
Level 17-20: 24d10

Random Tricks

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

Object: Statue
Effect: Helps or harms certain types of creatures

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