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 random). or choose:

Starting Area: Circle, 40ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)
Description

Noises: Tapping
Air: Clear and damp
Odors: Smoky

Purpose: Office used by the mine supervisor
Current state: Furniture wrecked but still present
Contents: Monster (dominant inhabitant)

Possible feature: Dripping blood; Wall scratchings; Rags
Possible furnishings: Mat; Table, small; Loom
(Religious) Possible furnishings: Tripod; Robes, Robes
(Mage) Possible furnishings: Tripod; Pipes, musical; Shrine
Possible personal items: Tinderbox (with flint and steel); Brush; Tray

Passages

Passage Width: 10 ft. / Leads to: Continue straight 20ft.; passage ends in a door

Extra passages (if necessary):


2nd Passage Width: 10 ft. / Leads to: Chamber

3rd Passage Width: 10 ft. / Leads to: Chamber

4th Passage Width: 10 ft. / Leads to: Chamber

Doors

Door: Wooden / Leads to: False door with trap

Extra doors (if necessary):
Door 2: Wooden / Leads to: Chamber
Door 3: Stone, barred or locked / Leads to: Passage 20 ft. straight ahead
Door 4: Wooden / Leads to: Chamber
Door 5: Wooden, barred or locked / Leads to: Chamber
Door 6: Stone, barred or locked / 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: Circle, 30 ft. diameter
Number of exits: 2
Exit locations: Wall left of entrance / Wall opposite entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Smithy for repairing damaged tools
Current state: Used as a campsite
Contents: Empty room with treasure found in a pile of junk

Possible feature: Dust; Pole, broken (5 ft. long); Sticks
Possible furnishings: Sconce; Pallet; Table, large
(Religious) Possible furnishings: Brazier; Candelabra, Vestments
(Mage) Possible furnishings: Tripod; Tripod; Pews
Possible personal items: Book; Food; Washcloth

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: Chimney up one level to a passage 20ft. long

Contents

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

Container Contents: Grains
Book, Scroll, or Tome: Last will and testament

Monster

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

Motivation: Slay a rival
Personality: Rabble; poorly trained and easily rattled.

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

Random Traps

Trap Generator

Trigger: Opened (door, treasure chest)
Severity: Setback (DC 10, +4 to-hit)
Effect: Glyph of warding

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: Statue
Effect: Releases coins, false coins, gems, false gems, a magic item, or a map

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