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

Starting Area: Passage, 10 ft. wide; T intersection
Description

Noises: Moaning
Air: Clear and damp
Odors: Dank or moldy

Purpose: Guardroom, usually guarded by undead, constructs, or other creatures that don't need to eat or sleep
Current state: Rubble, ceiling partially collapsed
Contents: Monster (pet or allied creature)

Possible feature: Slime (harmless); Bones; Mold (common)
Possible furnishings: Brazier and charcoal; Couch; Pegs
(Religious) Possible furnishings: Candles; Drum, Columns or pillars
(Mage) Possible furnishings: Lectern; Kneeling bench; Shrine
Possible personal items: Ear spoon; Wool; Statuette or figurine

Passages

Passage Width: 20 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 30ft., no doors or side passages

3rd Passage Width: 30 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

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

Doors

Door: Stone / Leads to: Stairs (if not multi-level then reroll)

Extra doors (if necessary):
Door 2: Portcullis / Leads to: Chamber
Door 3: Secret door, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Iron / Leads to: Chamber
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: Rectangle, 50 x 80 ft.
Number of exits: 3
Exit locations: Same wall as entrance / Same wall as entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door / Door /

Description
Purpose: Crypt for less important burials
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature)

Possible feature: Dampness, wall; Cobwebs; Arrow, broken
Possible furnishings: Bucket; Chair, padded, or divan; Buffet cabinet
(Religious) Possible furnishings: Font; Idol, Thurible
(Mage) Possible furnishings: Holy or unholy writings; Pews; Statue
Possible personal items: Washcloth; Vase; Yarn

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: Oil
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: Slay a rival

Random Hazards

Hazard: Shrieker

Random Obstacles

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

Obstacle: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)

Random Traps

Trigger: Moved through (doorway, hallway)
Severity: Dangerous
Effect: Brittle stairs collapse over spikes

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: Changes one substance to another, such as gold to lead or metal to brittle crystal

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