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: 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: Splintering
Air: Clear and damp
Odors: Dank or moldy

Purpose: Dining room for intimate gatherings or informal meals
Current state: Ashes, contents mostly burned
Contents: Empty room

Possible feature: Leaves and twigs; Dust; Dripping blood
Possible furnishings: Bed; Chair, padded; Hamper
(Religious) Possible furnishings: Gong; Thurible, Pulpit
(Mage) Possible furnishings: Holy or unholy symbol; Holy or unholy symbol; Lectern
Possible personal items: Ladle; Decanter; Pouch

Passages

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

Extra passages (if necessary):


2nd Passage Width: 5 ft. / Leads to: Continue straight 30ft., no doors or side passages

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

4th Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft., side passage to the left, then an additional lO ft. ahead

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Portcullis, locked in place / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Stone, barred or locked / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Square, 30 x 30 ft.
Number of exits: 3
Exit locations: Wall left of entrance / Wall opposite entrance / Wall right of entrance /
Exit types: Door / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Audience chamber used by the master of the stronghold to receive visitors
Current state: Holes, floor partially collapsed
Contents: Dungeon hazard with incidental treasure

Possible feature: Bones; Bones; Mold (common)
Possible furnishings: Tun (huge cask, 250 gallons); Fireplace and wood; Fireplace and wood
(Religious) Possible furnishings: Font; Robes, Brazier
(Mage) Possible furnishings: Holy or unholy symbol; Pipes, musical; Thurible
Possible personal items: Quill; Awl; Flask or jar

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: Powder
Book, Scroll, or Tome: Magic tricks (not a spellbook)

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: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

Random Obstacles

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

Obstacle: Wall of force blocks passage

Random Traps

Trigger: Opened (door, treasure chest)
Severity: Setback
Effect: Ceiling block falls, or entire ceiling collapses

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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