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: Treasure vault (Click to make permanent). or choose:

Starting Area: Circle, 40ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)
Description

Noises: Sobbing
Air: Clear and damp
Odors: Putrid

Purpose: Kennel for trained beasts used to guard the treasure vault
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature) guarding treasure found in an illusion

Possible feature: Dust; Cobwebs; Cracks, floor
Possible furnishings: Bunks; Wood billets; Candelabrum
(Religious) Possible furnishings: Mosaic; Kneeling bench, Cloth, altar
(Mage) Possible furnishings: Candles; Holy or unholy symbol; Side chairs
Possible personal items: Lamp or lantern; Towel; Washcloth

Passages

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

Extra passages (if necessary):


2nd Passage Width: 30 ft. / Leads to: Diagonal passage to the left for 30 ft (or straight then turn left)

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

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

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 5: Wooden / Leads to: Chamber
Door 6: Portcullis, locked in place / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 30 x 60 ft.
Number of exits: 1
Exit locations: Wall left of entrance /
Exit types: Door /

Description
Purpose: Kennel for trained beasts used to guard the treasure vault
Current state: Furniture wrecked but still present
Contents: Random Event (or empty room)

Possible feature: Wood pieces, rotting; Sack, torn; Dripping blood
Possible furnishings: Fountain; Pedestal; Fireplace with mantle
(Religious) Possible furnishings: Columns or pillars; Holy or unholy writings, Idol
(Mage) Possible furnishings: Font; Offertory container; Altar
Possible personal items: Statuette or figurine; Tinderbox (with flint and steel); Spigot

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 three levels to a passage 20ft. long

Contents

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

Container Contents: Cinders
Book, Scroll, or Tome: Last will and testament

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
Personality: Braggart; makes a show of bravery but runs from danger.

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: Cave-in

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Deadly (DC 18, +12 to-hit)
Effect: Magic missiles shoot from a statue or object

Damage
Level 1-4: 4d10
Level 5-10: 10d10
Level 11-16: 18d10
Level 17-20: 24d10

Random Tricks

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

Object: Fresco
Effect: Releases coins, false coins, gems, false gems, a magic item, or a map

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