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 on third wall, secret door on fourth wall
Description

Noises: Footsteps approaching
Air: Clear and damp
Odors: Putrid

Purpose: Kennel for pets or guard beasts
Current state: Ashes, contents mostly burned
Contents: Random Obstacle

Possible feature: Water, large puddle; Water, small puddle; Dripping blood
Possible furnishings: Butt (huge cask, 125 gallons); Fireplace and wood; Couch
(Religious) Possible furnishings: Thurible; Statue, Prayer rug
(Mage) Possible furnishings: Incense burner; Prayer rug; Shrine
Possible personal items: Pipe, musical; Hourglass; Statuette or figurine

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 30 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

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

4th Passage Width: 10 ft. / Leads to: Chamber

Doors

Door: Iron, barred or locked / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden, barred or locked / Leads to: Chamber
Door 4: Iron / Leads to: Chamber
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Rectangle, 20 x 30 ft.
Number of exits: 1
Exit locations: Wall right of entrance /
Exit types: Corridor, 10ft. long /

Description
Purpose: Storage, mostly nonperishable goods
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)

Possible feature: Ashes; Cobwebs; Water, small puddle
Possible furnishings: Wall basin and font; Mat; Urn
(Religious) Possible furnishings: Pipes, musical; Idol, Idol
(Mage) Possible furnishings: Font; Thurible; Votive light
Possible personal items: Key; Pan; Food

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 two levels to a chamber

Contents

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

Container Contents: Cinders
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: Fanatic; ready to die fighting.

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: Reverse gravity effect causes creatures to fall toward the ceiling

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Setback (DC 10, +4 to-hit)
Effect: Magic missiles shoot from a statue 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: Fresco
Effect: Teleports characters to another place

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