Kassoon
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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: Planar gate (Click to make permanent). or choose:

Starting Area: Circle, 40ft. diameter; one passage at each cardinal direction
Description

Noises: Ringing
Air: Clear and damp
Odors: Acrid

Purpose: Divination room used to investigate the portal and events tied to it
Current state: Furniture wrecked but still present
Contents: Random Obstacle

Possible feature: Fungi (common); Damp ceiling; Dagger hilt
Possible furnishings: Chair, plain; Desk; Chair, padded
(Religious) Possible furnishings: Altar; Chimes, Altar
(Mage) Possible furnishings: Bells; Tripod; Vestments
Possible personal items: Vase; Book; Comb

Passages

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

Extra passages (if necessary):


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

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

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

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Portcullis / Leads to: Chamber
Door 3: Stone, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Stone / Leads to: Chamber

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: 4
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall opposite entrance / Wall opposite entrance /
Exit types: Door / Door / Door / Door /

Description
Purpose: Pen or prison for holding captives or creatures that emerge from the portal
Current state: Furniture wrecked but still present
Contents: Random Trap protecting treasure hoard found in a secret compartment

Possible feature: Dust; Dust; Mold (common)
Possible furnishings: Chair, padded, or divan; Carpet (large); Table, large
(Religious) Possible furnishings: Shrine; Chimes, Incense burner
(Mage) Possible furnishings: Columns or pillars; Pipes, musical; Holy or unholy symbol
Possible personal items: Razor; Grinder; Lamp or lantern

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: Chimney up two levels to a passage 20ft. long

Contents

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

Container Contents: Lumps, unidentifiable
Book, Scroll, or Tome: Account records

Monster

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

Motivation: Seek wealth
Personality: Bully; refuses to believe it can lose.

Random Hazards

Hazard: Shrieker

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: Setback (DC 11, +4 to-hit)
Effect: Scything blade emerges from wall or object

Damage
Level 1-4: 1d10
Level 5-10: 2d10
Level 11-16: 4d10
Level 17-20: 10d10

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: Prevents movement

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