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 random). or choose:

Starting Area: Square, 20 x 20ft.; door on two walls, passage on third wall, secret door on fourth wall
Description

Noises: Rattling
Air: Clear and warm
Odors: Dank or moldy

Purpose: Divination room, used in rituals to contact the dead for guidance
Current state: Pristine and in original state
Contents: Monster (pet or allied creature)

Possible feature: Spike, rusted; Cobwebs; Wax blob (candle stub)
Possible furnishings: Fireplace and wood; Table, trestle; Chest of drawers
(Religious) Possible furnishings: Statue; Idol, Statue
(Mage) Possible furnishings: Idol; Vestments; Thurible
Possible personal items: Pot; Wig; Sifter or strainer

Passages

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

Extra passages (if necessary):


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

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

4th Passage Width: 40ft., with pillars / Leads to: Diagonal passage to the right for 30 ft (or straight then turn right).

Doors

Door: Stone, barred or locked / Leads to: Passage 20 ft. straight ahead

Extra doors (if necessary):
Door 2: Iron, barred or locked / Leads to: Chamber
Door 3: Secret door / Leads to: Chamber
Door 4: Stone / Leads to: Chamber
Door 5: Iron / Leads to: Passage 20 ft. straight ahead
Door 6: Iron / Leads to: Diagonal (or turn) Passage 20 ft. to the right

Chamber (Rooms)

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

Dimensions: Rectangle, 20 x 30 ft.
Number of exits: 0
Exit locations:
Exit types:

Description
Purpose: Divination room, used in rituals to contact the dead for guidance
Current state: Ashes, contents mostly burned
Contents: Random Trick

Possible feature: Cobwebs; Pick handle; Iron bar, bent and rusted
Possible furnishings: Mat; Chair, padded; Sheet
(Religious) Possible furnishings: Tripod; Stand, Incense burner
(Mage) Possible furnishings: Stand; Cassocks; Tripod
Possible personal items: Food; Washcloth; Pot

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 chamber

Contents

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

Container Contents: Liquid, viscous
Book, Scroll, or Tome: Text on exotic flora or fauna

Monster

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

Motivation: Slay a rival
Personality: Bully; refuses to believe it can lose.

Random Hazards

Hazard: Shrieker

Random Obstacles

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

Obstacle: Cave-in

Random Traps

Trap Generator

Trigger: Moved through (doorway, hallway)
Severity: Dangerous (DC 14, +7 to-hit)
Effect: Floor collapses or is an illusion

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: Cracked gem
Effect: Teleports characters to another place

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