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

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

Noises: Footsteps to the side
Air: Foggy or misty and cold
Odors: Dank or moldy

Purpose: Dormitory for lesser priests or students
Current state: Holes, floor partially collapsed
Contents: Random Event (or empty room)

Possible feature: Cobwebs; Dung; Sticks
Possible furnishings: Sofa; Quilt; Crate
(Religious) Possible furnishings: Candles; Pews, Brazier
(Mage) Possible furnishings: Offertory container; Shrine; Candles
Possible personal items: Cologne or perfume; Pipe, smoking; Sifter or strainer

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: 20 ft. / Leads to: Chamber

3rd Passage Width: 20 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

4th Passage Width: 20 ft. / Leads to: Continue straight 30ft., no doors or side passages

Doors

Door: Secret door, barred or locked / Leads to: Passage 20 ft. straight ahead

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

Chamber (Rooms)

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

Dimensions: Square, 50 x 50 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall left of entrance /
Exit types: Corridor, 10ft. long / Door /

Description
Purpose: Trophy room where art celebrating key figures and events from mythology is displayed
Current state: Ashes, contents mostly burned
Contents: Empty room with treasure found in a secret compartment

Possible feature: Food scraps; Cracks, wall; Food scraps
Possible furnishings: Chair, padded, or divan; Sconce; Staff, normal
(Religious) Possible furnishings: Offertory container; Screen, Columns or pillars
(Mage) Possible furnishings: Cassocks; Whistle; Curtain or tapestry
Possible personal items: Quill; Bowl; Powder puff

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: Paste
Book, Scroll, or Tome: Dictionary

Monster

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

Motivation: Slay a rival
Personality: Brave; stands its ground.

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: Cave-in

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 10, +4 to-hit)
Effect: Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing

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: Book
Effect: Prevents movement

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