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: Temple or shrine (Click to make permanent). or choose:

Starting Area: Circle, 40ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)
Description

Noises: Bang or slam
Air: Clear, with mist covering floor
Odors: Rotting vegetation

Purpose: Dormitory for lesser priests or students
Current state: Stripped bare
Contents: Random Event (or empty room)

Possible feature: Water, small puddle; Cobwebs; Wood pieces, rotting
Possible furnishings: Rug (small or medium); Shelf; Fresco
(Religious) Possible furnishings: Idol; Side chairs, Lectern
(Mage) Possible furnishings: Pews; Whistle; Vestments
Possible personal items: Horn, drinking; Tinderbox (with flint and steel); Needle(s)

Passages

Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

Extra passages (if necessary):


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

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

4th Passage Width: 20 ft. / Leads to: Continue straight 20ft.; passage ends in a door

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Stone, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Stone, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 5: Portcullis / Leads to: Chamber
Door 6: Iron, barred or locked / 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: 0
Exit locations:
Exit types:

Description
Purpose: Armory filled with weapons and armor, battle banners, and pennants
Current state: Used as a campsite
Contents: Empty room with Stairs (if not multi-level then reroll)

Possible feature: Flask, cracked; Cobwebs; Wax blob (candle stub)
Possible furnishings: Cask (40 gallons); Loom; Bench
(Religious) Possible furnishings: Tripod; Lamp, Robes
(Mage) Possible furnishings: Statue; Shrine; Font
Possible personal items: Pouch; Tinderbox (with flint and steel); Lamp or lantern

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: Powder
Book, Scroll, or Tome: Novel

Monster

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

Motivation: Find a sanctuary
Personality: Cowardly; looking to surrender.

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: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Setback (DC 10, +5 to-hit)
Effect: Lightning bolt shoots from wall 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: Target dummy
Effect: Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming)

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