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: Rectangle, 20 x 40ft.; passage on each wall
Description

Noises: Whispering
Air: Clear but cold
Odors: Dank or moldy

Purpose: Storage, mostly nonperishable goods
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature)

Possible feature: Ashes; Flask, cracked; Cobwebs
Possible furnishings: Table, long; Shelf; Pallet
(Religious) Possible furnishings: Idol; Rail, Curtain or tapestry
(Mage) Possible furnishings: Shrine; Vestments; Holy or unholy writings
Possible personal items: Kettle; Basket; Dish

Passages

Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

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

4th Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Secret door, barred or locked / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Secret door / Leads to: Chamber
Door 6: Wooden / 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: Rectangle, 40 x 50 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Barracks where the lair's defenders are quartered
Current state: Holes, floor partially collapsed
Contents: Monster (random creature)

Possible feature: Wax blob (candle stub); Cobwebs; Bottle, broken
Possible furnishings: Shelf; Barrel (40 gallons); Rug (small or medium)
(Religious) Possible furnishings: Altar; Statue, Robes
(Mage) Possible furnishings: Tripod; Vestments; Statue
Possible personal items: Pouch; Mirror; Decanter

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: Shaft (with or without elevator) up one level to a chamber and down one level to a chamber

Contents

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

Container Contents: Crystals
Book, Scroll, or Tome: Dictionary

Monster

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

Motivation: Seek wealth
Personality: Greedy; wants treasure.

Random Hazards

Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

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: Moved through (doorway, hallway)
Severity: Dangerous (DC 12, +8 to-hit)
Effect: Pendulum, either bladed or weighted as a maul, swings across the room or hall

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: Stone obelisk
Effect: Casts polymorph on the characters (lasts 1 hour)

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