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

Starting Area: Square, 20 x 20ft.; passage on each wall
Description

Noises: Coughing
Air: Clear and damp
Odors: Putrid

Purpose: Guardroom to defend against intruders
Current state: Ashes, contents mostly burned
Contents: Empty room with Dungeon hazard

Possible feature: Iron bar, bent and rusted; Dung; Leaves and twigs
Possible furnishings: Couch; Bag; Coal
(Religious) Possible furnishings: Altar; Vestments, Rail
(Mage) Possible furnishings: Lectern; Pews; Vestments
Possible personal items: Spigot; Whetstone; Oil, scented

Passages

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

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Chamber

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

4th Passage Width: 5 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Secret door, barred or locked / Leads to: Chamber
Door 3: Secret door / Leads to: Chamber
Door 4: Wooden, barred or locked / Leads to: Chamber
Door 5: Portcullis / Leads to: Chamber
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, 30 x 40 ft.
Number of exits: 2
Exit locations: Wall left of entrance / Wall right of entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Armory containing mundane and magic gear used by the treasure vault's guards
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Event (or empty room)

Possible feature: Dripping blood; Arrow, broken; Dust
Possible furnishings: Couch; Butt (huge cask, 125 gallons); Arras or curtain
(Religious) Possible furnishings: Offertory container; Pews, Bells
(Mage) Possible furnishings: Incense burner; Brazier; Shrine
Possible personal items: Tureen; Pot; Thread

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: Bodily organs
Book, Scroll, or Tome: Bestiary

Monster

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

Motivation: Conquer the dungeon
Personality: Greedy; wants treasure.

Random Hazards

Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

Random Obstacles

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

Obstacle: Lava flows through the area (50 percent chance of a stone bridge crossing it)

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Setback (DC 10, +5 to-hit)
Effect: Brittle stairs collapse over spikes

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: Sphere of magical energy
Effect: Presents a puzzle or riddle

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