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

Starting Area: Square, 20 x 20ft.; passage on each wall
Description

Noises: Murmuring
Air: Clear but cold
Odors: Dank or moldy

Purpose: Antechamber for those that have come to pay respect to the dead or prepare themselves for burial rituals
Current state: Furniture wrecked but still present
Contents: Empty room with treasure found in a loose stone

Possible feature: Cracks, ceiling; Spike, rusted; Cobwebs
Possible furnishings: Trunk; Fireplace and wood; Stand
(Religious) Possible furnishings: Gong; Incense burner, Altar
(Mage) Possible furnishings: Pews; Candelabra; Tripod
Possible personal items: Knife; Case; Parchment

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: 10 ft. / Leads to: Chamber

3rd Passage Width: 20 ft. / Leads to: Continue straight 20ft.; passage ends in a door

4th Passage Width: 10 ft. / Leads to: Continue straight 20ft., then the passage turns right and continues 10ft.

Doors

Door: Wooden / Leads to: Chamber

Extra doors (if necessary):
Door 2: Stone / Leads to: Chamber
Door 3: Secret door, barred or locked / Leads to: Diagonal (or turn) Passage 20 ft. to the left
Door 4: Wooden / Leads to: Chamber
Door 5: Secret door / 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: Rectangle, 30 x 60 ft.
Number of exits: 2
Exit locations: Wall opposite entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Chapel dedicated to deities that watch over the dead and protect their resting places
Current state: Pool of water; chamber's original contents are water damaged
Contents: Empty room with Stairs (if not multi-level then reroll)

Possible feature: Cracks, floor; Hammer head, cracked; Leaves and twigs
Possible furnishings: Rug (small or medium); Cask (40 gallons); Hamper
(Religious) Possible furnishings: Lamp; Columns or pillars, Idol
(Mage) Possible furnishings: Shrine; Holy or unholy writings; Offertory container
Possible personal items: Twine; Jug or pitcher; Kettle

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 to a dead end

Contents

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

Container Contents: Leaves
Book, Scroll, or Tome: Magic tricks (not a spellbook)

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: 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: Lava flows through the area (50 percent chance of a stone bridge crossing it)

Random Traps

Trap Generator

Trigger: Stepped on (floor, stairs)
Severity: Dangerous (DC 15, +8 to-hit)
Effect: Lightning bolt shoots from wall or object

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: Tapestry or rug
Effect: Wails loudly when touched

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