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: Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description

Noises: Thumping
Air: Clear and damp
Odors: Putrid

Purpose: Workshop for the construction of weapons, armor, tools, and other goods
Current state: Ashes, contents mostly burned
Contents: Random Event (or empty room)

Possible feature: Dripping blood; Cobwebs; Dampness, wall
Possible furnishings: Chair, plain; Cabinet; Bucket
(Religious) Possible furnishings: Altar; Vestments, Robes
(Mage) Possible furnishings: Side chairs; Side chairs; Vestments
Possible personal items: Fork; Lamp or lantern; Awl

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: Continue straight 30ft., no doors or side passages

Doors

Door: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Stone / Leads to: Chamber
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Chamber
Door 6: Stone, barred or locked / 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, 30 x 40 ft.
Number of exits: 1
Exit locations: Wall right of entrance /
Exit types: Door /

Description
Purpose: Latrine or bath
Current state: Furniture wrecked but still present
Contents: Random Trick

Possible feature: Cobwebs; Rags; Cracks, ceiling
Possible furnishings: Pipe (large cask, 105 gallons); Chair, plain; Screen
(Religious) Possible furnishings: Columns or pillars; Bells, Altar
(Mage) Possible furnishings: Offertory container; Font; Candelabra
Possible personal items: Soap; Vial; Pouch

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: Ash
Book, Scroll, or Tome: Grammar workbook

Monster

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

Motivation: Recover from a battle
Personality: Rabble; poorly trained and easily rattled.

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: Moved (cart, stone block)
Severity: Setback (DC 11, +3 to-hit)
Effect: Pendulum, either bladed or weighted as a maul, swings across the room or hall

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: Stone obelisk
Effect: Teleports characters to another place

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