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: Planar gate (Click to make random). or choose:

Starting Area: Passage, 10ft. wide; four-way intersection
Description

Noises: Footsteps ahead
Air: Clear and windy
Odors: Manure

Purpose: Pen or prison for holding captives or creatures that emerge from the portal
Current state: Furniture wrecked but still present
Contents: Random Obstacle

Possible feature: Dried blood; Mold (common); Teeth or fangs, scattered
Possible furnishings: Table, trestle; Table, trestle; Pallet
(Religious) Possible furnishings: Tripod; Vestments, Lamp
(Mage) Possible furnishings: Vestments; Vestments; Cloth, altar
Possible personal items: Pipe, musical; Horn, drinking; Dish

Passages

Passage Width: 20 ft. / Leads to: Stairs (if not multi-level then reroll)

Extra passages (if necessary):


2nd Passage Width: 30 ft. / Leads to: Continue straight 20ft., side passage to the right, then an additional 10 ft. ahead

3rd Passage Width: 10 ft. / Leads to: Continue straight 20ft., side passage to the left, then an additional lO ft. ahead

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

Doors

Door: Portcullis, locked in place / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Iron / Leads to: Passage 20 ft. straight ahead
Door 3: Iron, barred or locked / Leads to: Passage extending 10ft., then T intersection extending 10ft. to the right and left
Door 4: Portcullis / Leads to: Chamber
Door 5: Iron / Leads to: Diagonal (or turn) Passage 20 ft. to the right
Door 6: Wooden / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Circle, 50 ft. diameter
Number of exits: 1
Exit locations: Wall right of entrance /
Exit types: Door /

Description
Purpose: Kitchen
Current state: Used as a campsite
Contents: Monster (dominant inhabitant)

Possible feature: Cracks, floor; Cobwebs; Cobwebs
Possible furnishings: Fresco; Bed; Couch
(Religious) Possible furnishings: Tripod; Incense burner, Holy or unholy writings
(Mage) Possible furnishings: Shrine; Shrine; Columns or pillars
Possible personal items: Tinderbox (with flint and steel); Basin; Plate, platter, or saucer

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: Powder
Book, Scroll, or Tome: Navigational chart or star chart

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: Joker; taunts its enemies.

Random Hazards

Hazard: Yellow mold (On touch, eject sports DC 15 Con, 2d10 poison and poisoned for 1 minute. Take 1d10 each turn while poisoned, repeat saving throw each turn to end. Destroyed by sunlight or fire)

Random Obstacles

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

Obstacle: Overgrown mushrooms block progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them)

Random Traps

Trap Generator

Trigger: Moved (cart, stone block)
Severity: Setback (DC 11, +4 to-hit)
Effect: Collapsing staircase creates a ramp that deposits characters into a pit at its lower end

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: Skull
Effect: Swaps two or more characters' minds

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