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.

Jump to a section:

Dungeon Start

Dungeon Type: Stronghold (Click to make random). or choose:

Starting Area: Passage, 10 ft. wide; T intersection
Description

Noises: Rustling
Air: Clear and damp
Odors: Rotting vegetation

Purpose: Sitting room for family and intimate guests
Current state: Holes, floor partially collapsed
Contents: Monster (dominant inhabitant)

Possible feature: Cracks, wall; Dried blood; Dried blood
Possible furnishings: Stand; Mattress; Chest, medium
(Religious) Possible furnishings: Tripod; Drum, Cassocks
(Mage) Possible furnishings: Incense burner; Brazier; Mosaic
Possible personal items: Food; Scroll; Soap

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 20 ft. / Leads to: Chamber

3rd Passage Width: 10 ft. / Leads to: Continue straight 30ft., no doors or side passages

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., door to the right, then an additional 10 ft. ahead

Doors

Door: Wooden / Leads to: Stairs (if not multi-level then reroll)

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Wooden / Leads to: Chamber
Door 4: Wooden, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 5: Wooden / 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: Square, 40 x 40 ft.
Number of exits: 4
Exit locations: Wall opposite entrance / Wall right of entrance / Wall opposite entrance / Wall left of entrance /
Exit types: Door / Corridor, 10ft. long / Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Study, including a writing desk
Current state: Used as a campsite
Contents: Random Event (or empty room)

Possible feature: Pick handle; Slime (harmless); Wood pieces, rotting
Possible furnishings: Brazier and charcoal; Chest, large; Stool , high
(Religious) Possible furnishings: Shrine; Tripod, Idol
(Mage) Possible furnishings: Columns or pillars; Vestments; Lamp
Possible personal items: Plate, platter, or saucer; Book; Oil, cooking

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: Stalks
Book, Scroll, or Tome: Travelogue of the planes

Monster

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

Motivation: Conquer the dungeon
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: Cave-in

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Setback (DC 11, +5 to-hit)
Effect: Locked room floods with water or acid

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: Furniture
Effect: Changes one substance to another, such as gold to lead or metal to brittle crystal

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