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

Starting Area: Square, 20 x 20ft.; door on two walls, passage in third wall
Description

Noises: Rustling
Air: Clear and damp
Odors: Dank or moldy

Purpose: Storage, mostly nonperishable goods
Current state: Ashes, contents mostly burned
Contents: Dungeon hazard with incidental treasure found in a small secret room

Possible feature: Hammer head, cracked; Arrow, broken; Wax blob (candle stub)
Possible furnishings: Armoire; Pegs; Hogshead (large cask, 65 gallons)
(Religious) Possible furnishings: Candelabra; Statue, Robes
(Mage) Possible furnishings: Holy or unholy symbol; Idol; Cassocks
Possible personal items: Grinder; Vial; Lamp or lantern

Passages

Passage Width: 20 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Stairs (if not multi-level then reroll)

3rd Passage Width: 5 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: Wooden / Leads to: False door with trap
Door 3: Portcullis / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Portcullis / Leads to: Chamber
Door 6: Stone / Leads to: Passage 20 ft. straight ahead

Chamber (Rooms)

Whenever a passage, door, or anything else results in a chamber, use one of these.

Dimensions: Rectangle, 50 x 80 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Throne room where the lair's leaders hold court
Current state: Furniture wrecked but still present
Contents: Dungeon hazard with incidental treasure found in a small secret room

Possible feature: Mold (common); Sticks; Ashes
Possible furnishings: Sofa; Pedestal; Mat
(Religious) Possible furnishings: Tripod; Lamp, Idol
(Mage) Possible furnishings: Altar; Shrine; Robes
Possible personal items: Comb; Scroll; Cane or walking stick

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 passage 20ft. long

Contents

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

Container Contents: Grease
Book, Scroll, or Tome: Book of myths

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: 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: Wall of force blocks passage

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 12, +6 to-hit)
Effect: Fire shoots out from wall, floor, or object

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: Door
Effect: Contains an imprisoned creature

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