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%20or%20shrine (Click to make random). or choose:

Starting Area: Square, 20 x 20ft.; passage on each wall
Description

Noises: Howling
Air: Clear but cold
Odors: Smoky

Purpose: Latrine or bath
Current state: Furniture wrecked but still present
Contents: Monster (random creature)

Possible feature: Sticks; Cobwebs; Mold (common)
Possible furnishings: Keg (small barrel, 20 gallons); Pillow; Pillow
(Religious) Possible furnishings: Bells; Statue, Shrine
(Mage) Possible furnishings: Holy or unholy symbol; Thurible; Robes
Possible personal items: Needle(s); Twine; Tinderbox (with flint and steel)

Passages

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

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages

3rd Passage Width: 10 ft. / Leads to: Chamber

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

Doors

Door: Wooden / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Stone, barred or locked / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Chamber
Door 6: Portcullis / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Square, 20 x 20 ft.
Number of exits: 4
Exit locations: Wall opposite entrance / Wall left of entrance / Wall opposite entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Door / Door /

Description
Purpose: Guardroom for the defense of the lair
Current state: Furniture wrecked but still present
Contents: Random Trap

Possible feature: Water, large puddle; Guano; Dripping blood
Possible furnishings: Hogshead (large cask, 65 gallons); Cupboard; Cushion
(Religious) Possible furnishings: Cloth, altar; Altar, Font
(Mage) Possible furnishings: Statue; Tripod; Altar
Possible personal items: Key; Vial; Statuette or figurine

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 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: Recover from a battle
Personality: Rabble; poorly trained and easily rattled.

Random Hazards

Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

Random Obstacles

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

Obstacle: Lava flows through the area (50 percent chance of a stone bridge crossing it)

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 15, +8 to-hit)
Effect: Spears (possibly poisoned) spring out

Damage
Level 1-4: 2d10
Level 5-10: 4d10
Level 11-16: 10d10
Level 17-20: 18d10

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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