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: Circle, 40ft. diameter; one passage at each cardinal direction

Noises: Thumping
Air: Foggy or misty and cold
Odors: Smoky

Purpose: Storage, stocked with tools for maintaining the tomb and preparing the dead for burial
Current state: Used as a campsite
Contents: Random Trap

Possible feature: Dust; Mold (common); Dust
Possible furnishings: Shrine; Barrel (40 gallons); Table, round
(Religious) Possible furnishings: Cloth, altar; Side chairs, Candles
(Mage) Possible furnishings: Gong; Pulpit; Vestments
Possible personal items: Soap; Awl; Oil, scented

Passages

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

Extra passages (if necessary):


2nd Passage Width: 40ft., with row of pillars down the middle / Leads to: Continue straight 20ft., side passage to the left, then an additional lO ft. ahead

3rd Passage Width: 40ft. wide, 20ft. high / Leads to: Chamber

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

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Portcullis / Leads to: Passage 20 ft. straight ahead
Door 3: Iron / Leads to: False door with trap
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Secret door / 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: Trapezoid, roughly 40 x 60 ft.
Number of exits: 3
Exit locations: Wall right of entrance / Wall right of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Door /

Purpose: Antechamber for those that have come to pay respect to the dead or prepare themselves for burial rituals
Current state: Rubble, ceiling partially collapsed
Contents: Empty room with treasure

Possible feature: Cobwebs; Dust; Pick handle
Possible furnishings: Chest, medium; Fireplace with mantle; Rushes
(Religious) Possible furnishings: Idol; Holy or unholy writings, Altar
(Mage) Possible furnishings: Stand; Bells; Tripod
Possible personal items: Cologne or perfume; Coffer; Knife

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 chamber

Contents

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

Container Contents: Bones
Book, Scroll, or Tome: Spell book

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: 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: Wall of force blocks passage

Random Traps

Trigger: Moved through (doorway, hallway)
Severity: Dangerous
Effect: Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous , or sleep-inducing

Random Tricks

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

Object: Book
Effect: Creates an illusion

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