Kassoon

Random Dungeon 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.

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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

Noises: Thud
Air: Smoky or steamy
Odors: Dank or moldy

Purpose: Banquet room used for celebrations and holy days
Current state: Pool of water; chamber's original contents are water damaged
Contents: Empty room

Possible feature: Bones; Guano; Slime (harmless)
Possible furnishings: Trunk; Cabinet; Shrine
(Religious) Possible furnishings: Tripod; Vestments, Vestments
(Mage) Possible furnishings: Curtain or tapestry; Vestments; Incense burner
Possible personal items: Twine; Shaker; Statuette or figurine

Passages

Passage Width: 10 ft. / 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., comes to a dead end; 10 percent chance of a secret door

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional lO ft. ahead

4th Passage Width: 30 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

Doors

Door: Wooden / Leads to: False door with trap

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

Chamber (Rooms)

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

Dimensions: Octagon, 40 x 40 ft.
Number of exits: 0
Exit locations:
Exit types:

Purpose: Trophy room where art celebrating key figures and events from mythology is displayed
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (pet or allied creature) guarding treasure

Possible feature: Torch stub; Cracks, wall; Leaves and twigs
Possible furnishings: Pallet; Couch; Chair, padded, or divan
(Religious) Possible furnishings: Tripod; Stand, Vestments
(Mage) Possible furnishings: Side chairs; Idol; Statue
Possible personal items: Tinderbox (with flint and steel); Brush; Bandages

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 one level to a passage 20ft. long

Contents

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

Container Contents: Bones
Book, Scroll, or Tome: Text on herbalism

Monster

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

Motivation: Find a sanctuary

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: Cave-in

Random Traps

Trigger: Moved (cart, stone block)
Severity: Dangerous
Effect: Floor tiles are electrified

Random Tricks

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

Object: Door
Effect: Creates a force field

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