Tools for procedural generation of content for tabletop role-playing
games
Dungeon Generator
A dungeon generator.
Lock Seed
The Dominion of the Cursed Archmage
Environment: coastal
Total Threat Level: 111
Average Threat Level: 5
1. Entrance
This square room is 10' wide and 20' long. The stone tile flooring is cracked in places. There is a set of stairs here leading out of the dungeon. A silver-trimmed door is in the northwest. Torches line the walls.
A decaying door is in the northeast. A tapestry obscures it.
Treasure
a ornate key that unlocks the door between room 6 and room 5
2. Storeroom
This room is dark.
This storeroom is 30' wide and 15' long. Stone tile flooring is cracked in places. A few broken crates and boxes are strewn about. There's a simple door in the northeast. There is a simple door in the southwest. It is locked. A silver-trimmed door is in the northwest. A silver-trimmed door is in the southeast. There is a decaying door in the northwest. There's a rotted door in the northeast.
There is a wandering creature here.
axe beak, cautious (TL 1)
Carrying the following:
a tarnished key that unlocks the door between room 7 and room 9, worth 1 cp
3. Chamber
This chamber is 20' wide and 15' long. The stone tile flooring is broken in places. There's a simple door in the southwest. There is a plain door in the east. There is a simple door in the northwest. There's a painted door in the southwest. A few torches sit in sconces on the walls.
There are 4 wandering creatures here.
owlbear, lethargic (TL 4)
owlbear, stalking (TL 4)
owlbear, sleeping (TL 4)
owlbear, stalking (TL 4)
Carrying the following:
a rough key that unlocks the door between room 5 and room 8, worth 9 cp
4. Fountain Chamber
This room is dark.
This fountain chamber is 15' wide and 15' long. There is a large fountain here. There is a simple door in the southwest. There's a decaying door in the southeast.
There is a plain door in the southwest. A pile of debris obscures it.
There are 8 swarming insects here.
giant dragonfly, lethargic (TL 2)
Abilities:
flight: can fly
giant dragonfly, resting (TL 2)
Abilities:
flight: can fly
giant dragonfly, lethargic (TL 2)
Abilities:
flight: can fly
giant dragonfly, sleeping (TL 2)
Abilities:
flight: can fly
giant dragonfly, sleeping (TL 2)
Abilities:
flight: can fly
giant dragonfly, sleeping (TL 2)
Abilities:
flight: can fly
Carrying the following:
a shiny key that unlocks the door between room 17 and room 11, worth 9 cp
giant dragonfly, stalking (TL 2)
Abilities:
flight: can fly
giant dragonfly, cautious (TL 2)
Abilities:
flight: can fly
5. Fountain Chamber
This room is dark.
This fountain chamber is 15' wide and 20' long. An old and disused fountain sits in the corner. Small piles of rags are scattered across the floor. A decaying door lies in the southwest. A copper-trimmed door is in the southeast. It is locked. A simple door is in the southwest. It is locked.
There is a wandering creature here.
goat, lethargic (TL 0)
6. Storeroom
This room is dark.
This storeroom is 15' wide and 15' long. Crates and large boxes line the walls. There is a copper-trimmed door in the southwest. It is locked. A rough door is in the south.
A simple door lies in the northeast. It cannot be opened from this side.
There is a wandering creature here.
imp, cautious (TL 5)
Abilities:
shapeshift into animal: can shapeshift into an animal
darkvision: can see in darkness
resistance: magic: is resistant to magic
7. Laboratory
This laboratory is 25' wide and 25' long. There are several tables here with various devices on them. There is a large cabinet here. The ceiling is partly covered in cobwebs. There's a simple door in the northwest. There is a plain door in the east. It is locked. A few torches sit in sconces on the walls.
There's a simple door in the southeast. It's practically undetectable except for a thin seam visible only on close inspection.
8. Laboratory
This laboratory is 25' wide and 25' long. Tables with alchemical devices, books, and other items are arranged around the room. There is a large cabinet here. There is a simple door in the northwest. There is a rough door in the south. There is a simple door in the northeast. A simple door lies in the northeast. It is locked. There is a large lit brazier in the middle of the room.
There is a mage here.
Tossika Zhirrier, female hobgoblin mage (TL 7)
Abilities:
darkvision: can see in the dark
arcane spellcasting: casts arcane spells
Carrying the following:
a staff with a stained cherry body, worth 4 sp
a robe made of cotton with bunched sleeves, worth 50 gp
a bag of coins containing 13 sp, worth 1 gp
9. Fountain Chamber
This room is dark.
This room is a square 15' wide and 25' long. There is an ornate fountain here. Debris of unknown origin is scattered about. A simple door is in the southwest. There is a plain door in the southwest. It is locked.
There is a wandering creature here.
boar, sleeping (TL 1)
10. Storeroom
This square room is 20' wide and 10' long. Boxes are stacked in corners here. There's a simple door in the northwest. There is a simple door in the southeast. A rough door lies in the northeast. A painted door lies in the southeast. A few torches sit in sconces on the walls.
There is a wandering creature here.
brown pudding, cautious (TL 3)
Abilities:
amorphous: can squeeze through small spaces
climb walls and ceilings: can climb walls and ceilings
11. Storeroom
This room is dark.
This storeroom is 20' wide and 30' long. Crates and large boxes line the walls. Dense cobwebs hang down from the ceiling. There is a simple door in the northwest. A rough door lies in the southwest. It is locked. A plain door lies in the southwest.
There are 5 swarming insects here.
giant bee, stalking (TL 2)
Abilities:
flight: can fly
Carrying the following:
a simple key that unlocks the door between room 17 and room 19, worth 9 cp
giant bee, lethargic (TL 2)
Abilities:
flight: can fly
giant bee, hunting (TL 2)
Abilities:
flight: can fly
giant bee, hunting (TL 2)
Abilities:
flight: can fly
giant bee, cautious (TL 2)
Abilities:
flight: can fly
12. Fountain Chamber
This fountain chamber is 25' wide and 10' long. There is a disused fountain here with brackish water. Small piles of rags are scattered across the floor. A silver-trimmed door lies in the southwest. There's a decaying door in the southeast. A plain door is in the southeast. There is a large lit brazier in the middle of the room.
There are 2 wandering creatures here.
shadow, resting (TL 10)
Abilities:
amorphous: can squeeze through small spaces
immunity: necrotic magic: immune to necrotic magic
immunity: poison: immune to poison
darkvision: can see in the dark
drain strength: drains strength on melee attacks
shadow, hunting (TL 10)
Abilities:
amorphous: can squeeze through small spaces
immunity: necrotic magic: immune to necrotic magic
immunity: poison: immune to poison
darkvision: can see in the dark
drain strength: drains strength on melee attacks
13. Chamber
This chamber is 15' wide and 20' long. A simple door is in the northwest. A simple door lies in the northwest. There is a silver-trimmed door in the southwest. Torches line the walls.
There are 4 wandering creatures here.
boar, hunting (TL 1)
boar, stalking (TL 1)
boar, lethargic (TL 1)
boar, lethargic (TL 1)
14. Storeroom
This room is dark.
This storeroom is 25' wide and 20' long. The stone tile flooring is cracked in places. Boxes are stacked in corners here. A simple door is in the northeast. It is locked. There's a gold-trimmed door in the south. A plain door lies in the northwest. A rough door lies in the southeast.
Treasure
a plain key that unlocks the door between room 14 and room 2
15. Chamber
This square room is 30' wide and 15' long. A carved door lies in the southeast. A simple door is in the southwest. A rough door lies in the northwest. There's a gold-trimmed door in the northwest. Torches line the walls.
There is a wandering creature here.
giant beetle, lethargic (TL 1)
16. Storeroom
This room is dark.
This square room is 10' wide and 10' long. Crates and large boxes line the walls. A simple door is in the southeast. There is a plain door in the southwest. A rotted door lies in the southwest.
There is a wandering creature here.
dretch, cautious (TL 3)
Abilities:
fetid cloud: can emit a fetid cloud of gas
17. Laboratory
This room is dark.
This rectangular room is 20' wide and 25' long. The floor is stone tile. There is a large table here with a wide array of alchemical devices on it. There is a large cabinet here. There is a pile of random debris here. A rough door lies in the east. It is locked. A plain door lies in the southeast. It is locked.
There's a painted door in the northeast. A pile of trash obscures it.
There is a wandering creature here.
owlbear, cautious (TL 4)
18. Chamber
This chamber is 30' wide and 10' long. The marble flooring is broken in places. A rough door lies in the northeast. A plain door is in the southeast. A rough door is in the southwest. A few torches sit in sconces on the walls.
There is a wandering creature here.
camel, stalking (TL 1)
Treasure
a chest of coins containing 2,900 cp, 1,300 sp, and 120 gp, an embroidered silk handkerchief worth 18 gp, a small gold bracelet worth 34 gp, a silver ewer worth 15 gp, and a silver ewer worth 22 gp
19. Chamber
This room is dark.
This room is a square 30' wide and 10' long. A simple door lies in the northeast. An ornate door lies in the southeast. A painted door lies in the southwest. A plain door is in the northwest. There is a plain door in the northwest. It is locked. There's a decaying door in the southwest.
There is a wandering creature here.
horse, lethargic (TL 1)
20. Storeroom
This room is dark.
This rectangular room is 30' wide and 25' long. The floor is stone tile. Many boxes are stacked here. A simple door is in the northeast. There's a decaying door in the southeast.
There are 2 wandering creatures here.
goat, resting (TL 0)
goat, sleeping (TL 0)
21. Chamber
This room is dark.
This square room is 30' wide and 25' long. The floor is stone tile. There is a pile of rags here. There is a carved door in the northwest. A decaying door is in the southwest. A rough door lies in the northeast. A rough door is in the northeast.
There is a wandering creature here.
dog, stalking (TL 0)
22. Chamber
This room is dark.
This chamber is 10' wide and 25' long. A plain door is in the southeast. There is a decaying door in the northeast.
23. Storeroom
This room is dark.
This storeroom is 10' wide and 25' long. Crates and large boxes line the walls. Debris of unknown origin is scattered about. There's a simple door in the southwest. A rotted door lies in the southwest. There is a silver-trimmed door in the northwest.
24. Laboratory
This room is dark.
This rectangular room is 30' wide and 25' long. The floor is stone tile. Tables with alchemical devices, books, and other items are arranged around the room. There is a simple cabinet here, and the door is ajar. There's a plain door in the northwest. There's a rough door in the northwest.
25. Storeroom
This rectangular room is 10' wide and 15' long. The floor is stone tile. Boxes are stacked in corners here. There is a silver-trimmed door in the northeast. There is a silver-trimmed door in the northeast. A plain door is in the southeast. There are lit braziers around the room here.
26. Fountain Chamber
This room is dark.
This rectangular room is 10' wide and 25' long. The floor is stone tile. There is an elegant fountain here. There's a rotted door in the northwest. There is an ornate door in the southwest.
Treasure
a chest of coins with 2,000 cp, 1,100 sp, and 80 gp, a star rose quartz worth 48 gp, a chalcedony worth 49 gp, a chalcedony worth 45 gp, a zircon worth 47 gp, an onyx worth 48 gp, a jasper worth 47 gp, and a chalcedony worth 46 gp, inside fountain
27. Chamber
This rectangular room is 25' wide and 10' long. The floor is marble. The ceiling is partly covered in cobwebs. A gold-trimmed door lies in the north. There's a gold-trimmed door in the northeast. There is a large lit brazier in the middle of the room.
There is a mage here.
Girzeb Eqsburg, male hobgoblin mage (TL 7)
Abilities:
darkvision: can see in the dark
arcane spellcasting: casts arcane spells
Carrying the following:
a staff with a carved ironwood body, worth 8 sp
a robe with lacing halfway down, worth 4 sp
28. Chamber
This chamber is 10' wide and 15' long. A decaying door lies in the southwest. There is a painted door in the northwest. Torches line the walls.
29. Laboratory
This laboratory is 20' wide and 20' long. Tables with alchemical devices, books, and other items are arranged around the room. There is a simple cabinet here, and the door is ajar. A plain door is in the northwest. There's a painted door in the northwest. A few torches sit in sconces on the walls.
There is an archmage here.
Amora Kengders, female hobgoblin archmage (TL 11)
Abilities:
darkvision: can see in the dark
arcane spellcasting: casts arcane spells
Carrying the following:
a staff with an engraved walnut body, worth 2 sp
a robe made of fine silk with lacing halfway down, worth 50 gp
a satchel of coins with 800 gp and 40 pp, worth 1,200 gp
Treasure
a large chest of coins with 2,400 cp, 1,300 sp, and 70 gp, an obsidian worth 9 gp, a tiger eye worth 9 gp, a moss agate worth 9 gp, an obsidian worth 9 gp, a banded agate worth 9 gp, and a lapis lazuli worth 9 gp, inside specimen cabinet