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: Lair (Click to make random). or choose:

Starting Area: Passage, 10 ft. wide; T intersection
Description

Noises: Moaning
Air: Clear, with mist covering floor
Odors: Dank or moldy

Purpose: Chapel where the lair's inhabitants worship
Current state: Furniture wrecked but still present
Contents: Monster (pet or allied creature) guarding treasure found in a container (sacks)

Possible feature: Mold (common); Wood pieces, rotting; Dripping blood
Possible furnishings: Stool, normal; Bucket; Screen
(Religious) Possible furnishings: Curtain or tapestry; Idol, Pulpit
(Mage) Possible furnishings: Incense burner; Incense burner; Rail
Possible personal items: Lamp or lantern; Scroll; Spigot

Passages

Passage Width: 5 ft. / Leads to: Continue straight 20ft., door to the right, then an additional 10 ft. ahead

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

3rd Passage Width: 5 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., comes to a dead end; 10 percent chance of a secret door

Doors

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

Extra doors (if necessary):
Door 2: Secret door / Leads to: Passage 20 ft. straight ahead
Door 3: Stone, barred or locked / Leads to: Chamber
Door 4: Wooden / Leads to: Stairs (if not multi-level then reroll)
Door 5: Iron, barred or locked / 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, 30 x 30 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Kennel for pets or guard beasts
Current state: Used as a campsite
Contents: Random Trap

Possible feature: Dripping blood; Slime (harmless); Water, trickle
Possible furnishings: Pallet; Quilt; Tun (huge cask, 250 gallons)
(Religious) Possible furnishings: Offertory container; Mosaic, Drum
(Mage) Possible furnishings: Vestments; Incense burner; Holy or unholy symbol
Possible personal items: Bandages; Oil, scented; 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 three levels 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: Text on mathematics

Monster

Each monster should have a motivation in the dungeon. Sometimes this might make them peaceful (even if temporarily).

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

Random Hazards

Hazard: Violet fungus: This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days.

Random Obstacles

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

Obstacle: Wall of force blocks passage

Random Traps

Trap Generator

Trigger: Touched (doorknob, statue)
Severity: Dangerous (DC 12, +6 to-hit)
Effect: Hidden pit floods with acid or fire

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: Runes engraved on wall or floor
Effect: Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming)

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