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: Death Trap (Click to make permanent). or choose:

Starting Area: Square, 20 x 20ft.; door on two walls, passage in third wall
Description

Noises: Squeaking
Air: Clear and damp
Odors: Sulfurous

Purpose: Room containing a puzzle that must be solved to bypass a trap or monster
Current state: Pool of water; chamber's original contents are water damaged
Contents: Monster (random creature)

Possible feature: Iron bar, bent and rusted; Hair or fur; Rags
Possible furnishings: Pegs; Workbench; Stool, normal
(Religious) Possible furnishings: Votive light; Holy or unholy symbol, Columns or pillars
(Mage) Possible furnishings: Brazier; Pews; Columns or pillars
Possible personal items: Tray; Pipe, musical; Brush

Passages

Passage Width: 10 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 40ft., with pillars / Leads to: Continue straight 30ft., no doors or side passages

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., comes to a dead end; 10 percent chance of a secret door

4th Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 30ft., no doors or side passages

Doors

Door: Portcullis, locked in place / 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: Portcullis / Leads to: Passage 20 ft. straight ahead
Door 5: Iron, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 6: Wooden / Leads to: Passage 20 ft. straight ahead

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: 3
Exit locations: Same wall as entrance / Same wall as entrance / Wall opposite entrance /
Exit types: Door / Door / Corridor, 10ft. long /

Description
Purpose: Antechamber or waiting room for spectators
Current state: Pristine and in original state
Contents: Random Trick

Possible feature: Mold (common); Coin, copper; Dripping blood
Possible furnishings: Mattress; Cask (40 gallons); Rug (small or medium)
(Religious) Possible furnishings: Holy or unholy symbol; Vestments, Font
(Mage) Possible furnishings: Screen; Font; Shrine
Possible personal items: Brush; Grater; Towel

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 three levels to a passage 20ft. long

Contents

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

Container Contents: Paste
Book, Scroll, or Tome: Map or atlas

Monster

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

Motivation: Seek wealth
Personality: Joker; taunts its enemies.

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: Reverse gravity effect causes creatures to fall toward the ceiling

Random Traps

Trap Generator

Trigger: Looked at (mural, arcane symbol)
Severity: Setback (DC 11, +3 to-hit)
Effect: Spears (possibly poisoned) spring out

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: Plant or tree
Effect: Locks or unlocks exits

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