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

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

Noises: Sneezing
Air: Clear and damp
Odors: Putrid

Purpose: Guard room for sentinels that patrol the maze
Current state: Ashes, contents mostly burned
Contents: Random Event (or empty room)

Possible feature: Mold (common); Wood pieces, rotting; Wood pieces, rotting
Possible furnishings: Cushion; Table, long; Bench
(Religious) Possible furnishings: Vestments; Shrine, Altar
(Mage) Possible furnishings: Offertory container; Vestments; Holy or unholy symbol
Possible personal items: Jug or pitcher; Mirror; Soap

Passages

Passage Width: 10 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: 10 ft. / Leads to: Continue straight 20ft., then the passage turns left and continues 10 ft.

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

Doors

Door: Portcullis / Leads to: Chamber

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Chamber
Door 6: Secret door / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Square, 20 x 20 ft.
Number of exits: 2
Exit locations: Wall left of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Shrine dedicated to a god or other entity
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)

Possible feature: Flask, cracked; Wall scratchings; Cobwebs
Possible furnishings: Dais; Hamper; Couch
(Religious) Possible furnishings: Columns or pillars; Bells, Vestments
(Mage) Possible furnishings: Candles; Lectern; Incense burner
Possible personal items: Vial; Vase; Shaker

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: Chimney up two levels 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 heraldry

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: Greedy; wants treasure.

Random Hazards

Hazard: Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)

Random Obstacles

Obstacles block or hamper progress and can affect more than one room.

Obstacle: Blade barrier blocks passage

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Setback (DC 10, +5 to-hit)
Effect: Symbol

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: Painting
Effect: Changes a character's alignment, personality, size, appearance, or sex when touched

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