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: Circle, 40ft. diameter; one passage at each cardinal direction
Description

Noises: Shuffling
Air: Clear and damp
Odors: Ozone

Purpose: Guard room for sentinels that patrol the maze
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Obstacle

Possible feature: Water, large puddle; Cracks, wall; Ashes
Possible furnishings: Sheet; Blanket; Cresset
(Religious) Possible furnishings: Shrine; Font, Robes
(Mage) Possible furnishings: Lamp; Tripod; Idol
Possible personal items: Spoon; Jug or pitcher; Statuette or figurine

Passages

Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / 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: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

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

Doors

Door: Secret door, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the left

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage 20 ft. straight ahead
Door 3: Secret door / Leads to: Chamber
Door 4: Portcullis / Leads to: Chamber
Door 5: Stone / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 6: Secret door / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left

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: 6
Exit locations: Wall opposite entrance / Wall opposite entrance / Wall left of entrance / Wall left of entrance / Wall left of entrance / Wall left of entrance /
Exit types: Door / Corridor, 10ft. long / Corridor, 10ft. long / Door / Door / Door /

Description
Purpose: Trap to confound or kill those sent into the maze
Current state: Rubble, ceiling partially collapsed
Contents: Monster (random creature)

Possible feature: Leather boot; Water, large puddle; Pole, broken (5 ft. long)
Possible furnishings: Pallet; Chair, plain; Buffet cabinet
(Religious) Possible furnishings: Vestments; Lectern, Holy or unholy symbol
(Mage) Possible furnishings: Font; Holy or unholy symbol; Bells
Possible personal items: Pipe, musical; Book; Twine

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 chamber

Contents

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

Container Contents: Crystals
Book, Scroll, or Tome: Lunatic 's ravings

Monster

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

Motivation: Seek an item in 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: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 13, +7 to-hit)
Effect: Hidden pit floods with acid or fire

Damage
Level 1-4: 2d10
Level 5-10: 4d10
Level 11-16: 10d10
Level 17-20: 18d10

Random Tricks

Tricks are quirky and less deadly than a trap. Some tricks are permanent, others can be dispelled with Dispel Magic.

Object: Runes engraved on wall or floor
Effect: Casts suggestion on the characters

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