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 random). 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

Noises: Tapping
Air: Clear and damp
Odors: Manure

Purpose: Robing room for priests to prepare for burial rituals
Current state: Furniture wrecked but still present
Contents: Empty room with treasure

Possible feature: Dung; Dust; Torch stub
Possible furnishings: Pegs; Staff, normal; Chair, padded
(Religious) Possible furnishings: Statue; Vestments, Screen
(Mage) Possible furnishings: Robes; Vestments; Holy or unholy writings
Possible personal items: Fork; Vase; Pipe, smoking

Passages

Passage Width: 40ft., with double row of pillars / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

Extra passages (if necessary):


2nd Passage Width: 40ft. wide, 20ft. high / Leads to: Chamber

3rd Passage Width: 20 ft. / Leads to: Chamber

4th Passage Width: 20 ft. / Leads to: Chamber

Doors

Door: Wooden, barred or locked / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Wooden / 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: 6
Exit locations: Wall opposite entrance / Wall left of entrance / Wall left of entrance / Wall left of entrance / Wall opposite entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long / Door / Door / 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: Holes, floor partially collapsed
Contents: Empty room

Possible feature: Guano; Sticks; Bottle, broken
Possible furnishings: Idol (large); Idol (large); Tapestry
(Religious) Possible furnishings: Holy or unholy symbol; Brazier, Mosaic
(Mage) Possible furnishings: Bells; Cloth, altar; Robes
Possible personal items: Pot; Lamp or lantern; Hourglass

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: Liquid, thin
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: Seek an item in the dungeon

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

Random Obstacles

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

Obstacle: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trigger: Moved (cart, stone block)
Severity: Setback
Effect: Pendulum, either bladed or weighted as a maul, swings across the room or hall

Random Tricks

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

Object: Suit of armor
Effect: Offers a game of chance, with the promise of a reward or valuable information

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