Tools for procedural generation of content for tabletop role-playing
games
Dungeon Generator
A dungeon generator.
Lock Seed
The Catacombs of Forgotten Souls
Environment: hill
Total Threat Level: 113
Average Threat Level: 8
1. Entrance
This entrance is 20' wide and 10' long. There is a set of stairs here leading out of the dungeon. A gold-trimmed door is in the northeast. A simple door is in the northwest. A few torches sit in sconces on the walls.
2. Chamber
This rectangular room is 15' wide and 30' long. The stone tile flooring is broken in places. There's a simple door in the northeast. There's a rough door in the northwest. A simple door is in the southeast. A plain door lies in the southwest. There is a large lit brazier in the middle of the room.
There is a wandering creature here.
giant dragonfly, hunting (TL 2)
Abilities:
flight: can fly
Carrying the following:
a small key that unlocks the door between room 7 and room 8, worth 9 cp
3. Chamber
This chamber is 15' wide and 10' long. The floor is marble. There's an iron-trimmed door in the northeast. A copper-trimmed door is in the northwest. There is a large lit brazier in the middle of the room.
There is a rough door in the southeast. It cannot be opened from this side.
There is a wandering creature here.
ice mephit, hunting (TL 8)
Abilities:
spell: fog cloud: can cast fog cloud
ice explosion on death: explodes in ice shards on death
breath weapon: frost: can breathe frost
immunity: cold: is immune to cold
4. Chamber
This room is dark.
This square room is 30' wide and 20' long. A plain door is in the northwest. A copper-trimmed door is in the southeast. There's a plain door in the southwest. There is a simple door in the northeast.
There are 4 wandering creatures here.
gryfalcon, resting (TL 4)
Abilities:
flight: can fly
gryfalcon, stalking (TL 4)
Abilities:
flight: can fly
gryfalcon, resting (TL 4)
Abilities:
flight: can fly
gryfalcon, resting (TL 4)
Abilities:
flight: can fly
5. Chamber
This room is dark.
This square room is 30' wide and 30' long. Stone tile flooring is cracked in places. A simple door lies in the southwest.
6. Chamber
This rectangular room is 15' wide and 30' long. There's a rough door in the northwest. There's a rotted door in the southeast. A plain door is in the northeast. A few torches sit in sconces on the walls.
7. Chamber
This square room is 15' wide and 20' long. Dense cobwebs hang down from the ceiling. There's a plain door in the southeast. A plain door lies in the northwest. It is locked. There is a large lit brazier in the middle of the room.
There are 6 skeletons here.
Valleeng Ivglend, male skeletal duergar soldier (TL 3)
Abilities:
darkvision: can see in the dark
immunity: piercing: immune to piercing damage
Carrying the following:
a scimitar with a steel blade, simple titanium hilt, and worn ebony handle, worth 101 gp
an iron corrugated breastplate with white gold edging, worth 600 gp
Iffran Aguwngim, male skeletal duergar soldier (TL 3)
Abilities:
darkvision: can see in the dark
immunity: piercing: immune to piercing damage
Carrying the following:
a scimitar with a tin blade, unadorned gold hilt, and rough maple handle, worth 75 gp
a corrugated breastplate made of mithril trimmed with gold, worth 80,500 gp
Ufflam Usngferd, male skeletal duergar soldier (TL 3)
Abilities:
darkvision: can see in the dark
immunity: piercing: immune to piercing damage
Carrying the following:
a scimitar with a mithril blade, simple copper hilt, and rough ironwood handle, worth 185 gp
a copper corrugated breastplate decorated with copper edging, worth 500 gp
Goezpin Zhirrier, male skeletal duergar warrior (TL 3)
Abilities:
darkvision: can see in the dark
immunity: piercing: immune to piercing damage
Carrying the following:
a morningstar with a copper head, a walnut haft, and a wyvern hide wrapped handle, worth 2 gp
a morningstar with a steel head, a straight oak haft, and a goat hide wrapped handle, worth 1 gp
Villym Ucland, male skeletal duergar warrior (TL 3)
Abilities:
darkvision: can see in the dark
immunity: piercing: immune to piercing damage
Carrying the following:
a morningstar with a brass head, a blackwood haft, and a short shark skin wrapped handle, worth 1 gp
a purse of coins containing 8 ep, worth 4 gp
8. Storeroom
This room is dark.
This square room is 10' wide and 20' long. Boxes are stacked in corners here. There is a plain door in the southeast. It is locked. A decaying door lies in the northwest. There is a rough door in the northeast.
9. Chamber
This room is dark.
This chamber is 15' wide and 25' long. There's a rotted door in the southwest. There's a plain door in the northeast. A plain door is in the north.
10. Storeroom
This room is dark.
This rectangular room is 15' wide and 20' long. Many boxes are stacked here. A decaying door is in the southeast.
A rough door lies in the northwest. A pile of debris obscures it.
There is a wandering creature here.
fire beetle, lethargic (TL 2)
Abilities:
illumination: glows with soft orange light
11. Storeroom
This room is dark.
This storeroom is 30' wide and 25' long. Boxes are stacked in corners here. An iron-trimmed door is in the southwest. There is a decaying door in the east. A simple door is in the northwest.
12. Chamber
This room is dark.
This rectangular room is 20' wide and 10' long. Small piles of rags are scattered across the floor. There's a rough door in the southeast. A silver-trimmed door lies in the southwest.
There is a wandering creature here.
giant bee, hunting (TL 2)
Abilities:
flight: can fly
13. Chamber
This room is dark.
This square room is 10' wide and 25' long. There is a rotted door in the southeast. There is a decaying door in the southwest.
There is a wandering creature here.
crocodile, hunting (TL 1)
14. Fountain Chamber
This room is dark.
This rectangular room is 20' wide and 25' long. There is an ornate fountain here. A rough door is in the northeast.
There is a wandering creature here.
ice mephit, cautious (TL 8)
Abilities:
spell: fog cloud: can cast fog cloud
ice explosion on death: explodes in ice shards on death
breath weapon: frost: can breathe frost
immunity: cold: is immune to cold
15. Chamber
This room is dark.
This chamber is 15' wide and 30' long. The ceiling is partly covered in cobwebs. A silver-trimmed door lies in the southeast.
a scimitar with an adamantine blade, tin hilt, and worn blackwood handle, worth 225 gp
a corrugated breastplate made of mithril with white gold edging, worth 80,500 gp
16. Chamber
This room is dark.
This rectangular room is 30' wide and 30' long. Marble flooring is cracked in places. A decaying door lies in the northeast. A plain door lies in the southwest.
There are 4 skeletons here.
Deeram Demders, male skeletal duergar warrior (TL 3)
Abilities:
darkvision: can see in the dark
immunity: piercing: immune to piercing damage
Carrying the following:
a morningstar with a heavy mithril head, a cedar haft, and a long steer leather wrapped handle, worth 81 gp
Ukgor Ibsberg, male skeletal duergar soldier (TL 3)
Abilities:
darkvision: can see in the dark
immunity: piercing: immune to piercing damage
Carrying the following:
a scimitar with a straight copper blade, white gold hilt, and worn cherry handle, worth 75 gp
a corrugated breastplate made of adamantine decorated with tin edging, worth 100,450 gp
a pouch of coins containing 8 gp, worth 8 gp
Valloom Ukvford, male skeletal duergar warrior (TL 3)
Abilities:
darkvision: can see in the dark
immunity: piercing: immune to piercing damage
Carrying the following:
a morningstar with a spiked bronze head, a straight walnut haft, and a long sheep hide wrapped handle, worth 1 gp
a spear with a single-edged white gold blade and padded cedar body, worth 51 gp
a chain shirt made of silver rings, worth 295 gp
a purse of coins holding 11 gp, worth 11 gp
Jib Eeksberg, male skeletal duergar soldier (TL 3)
Abilities:
darkvision: can see in the dark
immunity: piercing: immune to piercing damage
Carrying the following:
a scimitar with an iron blade, simple brass hilt, and rough maple handle, worth 25 gp
a corrugated breastplate made of titanium trimmed with bronze, worth 75,450 gp
a purse of coins holding 11 gp, worth 11 gp
Iqelom Oopsburg, male skeletal duergar soldier (TL 3)
Abilities:
darkvision: can see in the dark
immunity: piercing: immune to piercing damage
Carrying the following:
a scimitar with a simple adamantine blade, silver hilt, and rough cedar handle, worth 225 gp
a corrugated breastplate made of iron trimmed with copper, worth 550 gp
18. Storeroom
This room is dark.
This storeroom is 25' wide and 25' long. Crates and large boxes line the walls. One of the corners has a large pile of filthy rags. There is a decaying door in the southwest.
Treasure
a chest of coins holding 2,300 cp, 1,700 sp, and 40 gp, a black velvet mask stitched with silver thread worth 29 gp, a cloth-of-gold vestments worth 16 gp, a gold locket with a painted portrait inside worth 29 gp, a pair of engraved bone dice worth 23 gp, a cloth-of-gold vestments worth 31 gp, a copper chalice with silver filigree worth 27 gp, a copper chalice with silver filigree worth 34 gp, and a pair of engraved bone dice worth 18 gp, inside stacked boxes
19. Storeroom
This room is a square 25' wide and 10' long. A few broken crates and boxes are strewn about. There is a plain door in the northeast. There is a large lit brazier in the middle of the room.
There is a wandering creature here.
rat, resting (TL 0)
20. Chamber
This room is dark.
This chamber is 15' wide and 15' long. The floor is marble. The ceiling is partly covered in cobwebs. A gold-trimmed door lies in the northwest.
There is a wandering creature here.
will o' the wisp, sleeping (TL 4)
Abilities:
illumination: glows with a bright light
minor invisibility: can become invisible unless attacking
Treasure
a chest of coins containing 2,000 cp, 1,100 sp, and 60 gp, a banded agate worth 9 gp, an eye agate worth 9 gp, an azurite worth 9 gp, an obsidian worth 9 gp, an azurite worth 9 gp, a malachite worth 9 gp, a lapis lazuli worth 9 gp, a malachite worth 9 gp, a tiger eye worth 9 gp, a rhodochrosite worth 9 gp, and a tiger eye worth 9 gp
21. Chamber
This square room is 20' wide and 30' long. The floor is marble. Dense cobwebs hang down from the ceiling. There's a rough door in the southwest. Torches line the walls.