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: Treasure vault (Click to make random). or choose:

Starting Area: Passage, 10ft. wide; four-way intersection
Description

Noises: Scratching or scrabbling
Air: Clear and damp
Odors: Smoky

Purpose: Guardroom to defend against intruders
Current state: Rubble, ceiling partially collapsed
Contents: Monster (dominant inhabitant)

Possible feature: Dust; Mold (common); Leather boot
Possible furnishings: Pegs; Pipe (large cask, 105 gallons); Closet (wardrobe)
(Religious) Possible furnishings: Incense burner; Vestments, Font
(Mage) Possible furnishings: Pews; Chimes; Shrine
Possible personal items: Dish; Box; Wig

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: 5 ft. / Leads to: Continue straight 30ft., no doors or side passages

3rd Passage Width: 20 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional 10 ft. ahead

4th Passage Width: 40ft., with pillars / Leads to: Chamber

Doors

Door: Wooden / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Portcullis / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden / Leads to: Passage 20 ft. straight ahead
Door 6: Stone, barred or locked / Leads to: Stairs (if not multi-level then reroll)

Chamber (Rooms)

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

Dimensions: Square, 30 x 30 ft.
Number of exits: 1
Exit locations: Wall opposite entrance /
Exit types: Door /

Description
Purpose: Kitchen for feeding guards
Current state: Pool of water; chamber's original contents are water damaged
Contents: Random Trap protecting treasure found in an illusion

Possible feature: Rubble and dirt; Torch stub; Rags
Possible furnishings: Tub; Pedestal; Trunk
(Religious) Possible furnishings: Offertory container; Thurible, Vestments
(Mage) Possible furnishings: Mosaic; Cloth, altar; Vestments
Possible personal items: Powder puff; Lamp or lantern; 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: Shaft (with or without elevator) down one level to a chamber

Contents

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

Container Contents: Powder
Book, Scroll, or Tome: Recipe book or cookbook

Monster

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

Motivation: Slay a rival
Personality: Fanatic; ready to die fighting.

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

Random Obstacles

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

Obstacle: Flooding leaves 2d10 ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising stairs to contain the water

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Dangerous (DC 13, +8 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: Skull
Effect: Casts geas on the characters

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