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: Passage, 10 ft. wide; T intersection
Description

Noises: Footsteps receding
Air: Clear and drafty
Odors: Dank or moldy

Purpose: Guardroom to defend against intruders
Current state: Pristine and in original state
Contents: Random Event (or empty room)

Possible feature: Sticks; Ashes; Dripping blood
Possible furnishings: Pallet; Chair, padded, or divan; Tapestry
(Religious) Possible furnishings: Robes; Tripod, Whistle
(Mage) Possible furnishings: Columns or pillars; Drum; Shrine
Possible personal items: Stopper; Coffer; Hourglass

Passages

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

Extra passages (if necessary):


2nd Passage Width: 40ft., with pillars / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

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

4th Passage Width: 10 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

Doors

Door: Iron / Leads to: Chamber

Extra doors (if necessary):
Door 2: Iron, barred or locked / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden / Leads to: Passage 20 ft. straight ahead
Door 5: Portcullis / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Iron, barred or locked / Leads to: Stairs (if not multi-level then reroll)

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: 0
Exit locations:
Exit types:

Description
Purpose: Guardroom to defend against intruders
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (pet or allied creature) guarding treasure found in a container (bags)

Possible feature: Rubble and dirt; Cobwebs; Cobwebs
Possible furnishings: Cupboard; Statue; Barrel (40 gallons)
(Religious) Possible furnishings: Pipes, musical; Tripod, Columns or pillars
(Mage) Possible furnishings: Whistle; Holy or unholy writings; Tripod
Possible personal items: Powder puff; Hourglass; Bandages

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: Legal code

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: Cowardly; looking to surrender.

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

Random Traps

Trap Generator

Trigger: Stepped on (floor, stairs)
Severity: Dangerous (DC 13, +8 to-hit)
Effect: Door or other object is coated with contact poison

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: Fresco
Effect: Enlarges or reduces characters

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