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: Stronghold (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: Scuttling
Air: Clear and damp
Odors: Sulfurous

Purpose: Guardroom
Current state: Rubble, ceiling partially collapsed
Contents: Random Trap

Possible feature: Dung; Sticks; Rubble and dirt
Possible furnishings: Dais; Butt (huge cask, 125 gallons); Dais
(Religious) Possible furnishings: Holy or unholy symbol; Candles, Offertory container
(Mage) Possible furnishings: Offertory container; Tripod; Offertory container
Possible personal items: Casket (small); Razor; Wool

Passages

Passage Width: 20 ft. / Leads to: Chamber

Extra passages (if necessary):


2nd Passage Width: 10 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 30ft., no doors or side passages

4th Passage Width: 10 ft. / Leads to: Stairs (if not multi-level then reroll)

Doors

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

Extra doors (if necessary):
Door 2: Secret door / Leads to: Passage 20 ft. straight ahead
Door 3: Wooden, barred or locked / Leads to: Chamber
Door 4: Secret door / Leads to: Chamber
Door 5: Iron, barred or locked / Leads to: False door with trap
Door 6: Iron, barred or locked / Leads to: Chamber

Chamber (Rooms)

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

Dimensions: Octagon, 60 x 60 ft.
Number of exits: 2
Exit locations: Wall left of entrance / Same wall as entrance /
Exit types: Corridor, 10ft. long / Corridor, 10ft. long /

Description
Purpose: Kitchen designed to prepare exotic foods for large numbers of guests
Current state: Used as a campsite
Contents: Monster (dominant inhabitant) guarding treasure hoard found in an illusion

Possible feature: Cobwebs; Cracks, ceiling; Iron bar, bent and rusted
Possible furnishings: Staff, normal; Grindstone; Closet (wardrobe)
(Religious) Possible furnishings: Paintings or frescoes; Font, Offertory container
(Mage) Possible furnishings: Incense burner; Brazier; Kneeling bench
Possible personal items: Wig; Ear spoon; Dish

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: Leaves
Book, Scroll, or Tome: Text on local flora

Monster

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

Motivation: Recover from a battle
Personality: Cowardly; looking to surrender.

Random Hazards

Hazard: Brown mold (Frigid temperature. DC 12 Con, 4d10 cold damage, half on save. Immune to fire, causes it to expand. Destroyed by cold)

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Stepped on (floor, stairs)
Severity: Dangerous (DC 12, +7 to-hit)
Effect: Darts shoot out of an opened chest

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: Skull
Effect: Prevents movement

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