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

Noises: Rustling
Air: Clear and damp
Odors: Acrid

Purpose: Latrine or bath
Current state: Pristine and in original state
Contents: Random Trick

Possible feature: Rubble and dirt; Dampness, wall; Leather boot
Possible furnishings: Tun (huge cask, 250 gallons); Mattress; Chair, padded, or divan
(Religious) Possible furnishings: Robes; Holy or unholy symbol, Idol
(Mage) Possible furnishings: Columns or pillars; Votive light; Pews
Possible personal items: Rope; Knucklebones or dice; Tureen

Passages

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

Extra passages (if necessary):


2nd Passage Width: 40ft., with pillars / Leads to: Continue straight 20ft., door to the left, then an additional 10 ft. ahead

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

4th Passage Width: 5 ft. / Leads to: Chamber

Doors

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

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

Chamber (Rooms)

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

Dimensions: Octagon, 40 x 40 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Guardroom
Current state: Furniture wrecked but still present
Contents: Dungeon hazard with incidental treasure found in behind furniture

Possible feature: Ashes; Water, trickle; Guano
Possible furnishings: Fireplace and wood; Rug (small or medium); Grindstone
(Religious) Possible furnishings: Columns or pillars; Idol, Columns or pillars
(Mage) Possible furnishings: Columns or pillars; Holy or unholy symbol; Bells
Possible personal items: Candle snuffer; Wool; Lamp or lantern

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: Shaft (with or without elevator) up one level to a chamber and down one level to a chamber

Contents

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

Container Contents: Oil
Book, Scroll, or Tome: Painting

Monster

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

Motivation: Find a sanctuary
Personality: Fanatic; ready to die fighting.

Random Hazards

Hazard: Shrieker

Random Obstacles

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

Obstacle: Chasm 1d4 x 10 ft. wide and 2d6 x 10ft. deep, possibly connected to other levels of the dungeon

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 13, +6 to-hit)
Effect: Glyph of warding

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: Burning fire
Effect: The touched object animates, or it animates other objects nearby

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