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: Mine (Click to make permanent). or choose:

Starting Area: Rectangle, 80 x 20ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall
Description

Noises: Scratching or scrabbling
Air: Clear and damp
Odors: Dank or moldy

Purpose: Chapel dedicated to a patron deity of miners, earth, or protection
Current state: Rubble, ceiling partially collapsed
Contents: Monster (dominant inhabitant)

Possible feature: Leaves and twigs; Cobwebs; Iron bar, bent and rusted
Possible furnishings: Rushes; Urn; Shrine
(Religious) Possible furnishings: Tripod; Cloth, altar, Shrine
(Mage) Possible furnishings: Brazier; Idol; Screen
Possible personal items: Shaker; Flask or jar; Pouch

Passages

Passage Width: 40ft. wide, 20ft. high, gallery 10ft. above floor allows access to level above / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

Extra passages (if necessary):


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

3rd Passage Width: 30 ft. / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

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

Doors

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

Extra doors (if necessary):
Door 2: Wooden / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 3: Secret door, barred or locked / Leads to: Chamber
Door 4: Wooden, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 5: Wooden / Leads to: Chamber
Door 6: Wooden / 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, 20 x 20 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall right of entrance /
Exit types: Door / Door /

Description
Purpose: Lode where metal ore is mined (75 percent chance of being depleted)
Current state: Ashes, contents mostly burned
Contents: Monster (random creature)

Possible feature: Dripping blood; Spike, rusted; Cracks, wall
Possible furnishings: Fireplace and wood; Screen; Charcoal
(Religious) Possible furnishings: Cassocks; Screen, Incense burner
(Mage) Possible furnishings: Statue; Incense burner; Holy or unholy symbol
Possible personal items: Candlestick; Bottle; Cup

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 passage 20ft. long

Contents

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

Container Contents: Skin or hide
Book, Scroll, or Tome: Prayer book

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: Bully; refuses to believe it can lose.

Random Hazards

Hazard: Shrieker

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Deadly (DC 20, +12 to-hit)
Effect: Floor collapses or is an illusion

Damage
Level 1-4: 4d10
Level 5-10: 10d10
Level 11-16: 18d10
Level 17-20: 24d10

Random Tricks

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

Object: Mushroom field
Effect: Locks or unlocks exits

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