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Iron Arachne

Tools for procedural generation of content for tabletop role-playing games

Dungeon Generator

A dungeon generator.

Lock Seed

The Catacombs of the Lost

Environment: grassland

Total Threat Level: 172

Average Threat Level: 12

1. Entrance

This rectangular room is 15' wide and 10' long. The stone tile flooring is cracked in places. The stairs out of the dungeon are here. There's a silver-trimmed door in the northwest. A simple door lies in the northeast. There's a simple door in the southeast. Torches line the walls.

2. Chamber

This rectangular room is 15' wide and 15' long. The marble flooring is cracked in places. There is a silver-trimmed door in the southeast. There's a decaying door in the northeast. A copper-trimmed door lies in the northwest. An ornate door is in the southwest. There is a large lit brazier in the middle of the room.

There is a wandering creature here.

black pudding, stalking (TL 4)

Abilities:

  • metal dissolution: dissolve nonmagical metal things
  • amorphous: can squeeze through small spaces
  • climb walls and ceilings: can climb walls and ceilings

3. Chamber

This room is dark.

This chamber is 10' wide and 20' long. A copper-trimmed door lies in the southeast. A decaying door lies in the northwest.

There is a wandering creature here.

ochre jelly, stalking (TL 4)

Abilities:

  • amorphous: can squeeze through small spaces
  • climb walls and ceilings: can climb walls and ceilings
  • lightning split: split in half when hit with lightning

Treasure

  • a large chest of coins holding 2,300 cp, 1,000 sp, and 40 gp, a moonstone worth 46 gp, a star rose quartz worth 45 gp, an onyx worth 48 gp, a jasper worth 48 gp, a chrysoprase worth 45 gp, a jasper worth 48 gp, a chrysoprase worth 47 gp, and a star rose quartz worth 49 gp

4. Chamber

This room is dark.

This rectangular room is 30' wide and 25' long. Marble flooring is cracked in places. There's a decaying door in the east. A copper-trimmed door is in the northwest.

There is a wandering creature here.

crocodile, sleeping (TL 1)

5. Storeroom

This room is dark.

This storeroom is 15' wide and 15' long. A few broken crates and boxes are strewn about. A copper-trimmed door lies in the east. There's a rough door in the southwest.

6. Chamber

This rectangular room is 25' wide and 10' long. There is a rough door in the northeast. There's a copper-trimmed door in the northwest. A few torches sit in sconces on the walls.

There is a wandering creature here.

green slime, cautious (TL 3)

Abilities:

  • amorphous: can squeeze through small spaces
  • climb walls and ceilings: can climb walls and ceilings

Carrying the following:

  • a rough key that unlocks the door between room 7 and room 16, worth 8 cp

7. Chamber

This rectangular room is 30' wide and 20' long. The floor is stone tile. There is a plain door in the southwest. It is locked. A copper-trimmed door is in the southwest. An ornate door lies in the northeast. There is a simple door in the southeast. There is a large lit brazier in the middle of the room.

8. Chamber

This rectangular room is 25' wide and 10' long. There is a pile of random debris here. A copper-trimmed door lies in the southeast. There is a carved door in the south. A rotted door lies in the southwest. It is locked. Torches line the walls.

There is a wandering creature here.

quasit, stalking (TL 6)

Abilities:

  • shapeshift into insect: can shapeshift into an insect
  • minor invisibility: can turn invisible at will, but not while attacking
  • resistance: magic: is resistant to magic

9. Storeroom

This room is dark.

This storeroom is 10' wide and 25' long. The floor is stone tile. Crates and large boxes line the walls. There is a decaying door in the southwest. A plain door lies in the northeast.

Treasure

  • a rough key that unlocks the door between room 18 and room 13
  • a simple key that unlocks the door between room 23 and room 8

10. Chamber

This room is dark.

This chamber is 25' wide and 25' long. Debris of unknown origin is scattered about. A copper-trimmed door lies in the southeast. A gold-trimmed door is in the west. A plain door lies in the southwest.

There are 4 zombies here.

Gulonia Epvford, female zombie dark elven sprinter (TL 11)

Abilities:

  • darkvision: can see in the dark
  • spell: faerie fire: can cast faerie fire
  • spell: dancing lights: can cast dancing lights
  • self-resurrection: can resurrect itself unless the head is destroyed or removed
  • zombification bite: can bite others to transform them into zombies

Carrying the following:

  • a satchel of coins with 180 sp and 80 gp, worth 98 gp

Filloom Ernathion, male zombie dark elven shambler (TL 11)

Abilities:

  • darkvision: can see in the dark
  • spell: faerie fire: can cast faerie fire
  • spell: dancing lights: can cast dancing lights
  • self-resurrection: can resurrect itself unless the head is destroyed or removed
  • zombification bite: can bite others to transform them into zombies

Carrying the following:

  • a satchel of coins with 180 sp and 80 gp, worth 98 gp

Kisbeng Sherrier, male zombie dark elven shambler (TL 11)

Abilities:

  • darkvision: can see in the dark
  • spell: faerie fire: can cast faerie fire
  • spell: dancing lights: can cast dancing lights
  • self-resurrection: can resurrect itself unless the head is destroyed or removed
  • zombification bite: can bite others to transform them into zombies

Carrying the following:

  • a satchel of coins with 180 sp and 80 gp, worth 98 gp

Bizgeng Cieper, male zombie dark elven shambler (TL 11)

Abilities:

  • darkvision: can see in the dark
  • spell: faerie fire: can cast faerie fire
  • spell: dancing lights: can cast dancing lights
  • self-resurrection: can resurrect itself unless the head is destroyed or removed
  • zombification bite: can bite others to transform them into zombies

Treasure

  • a chest of coins with 2,500 cp, 1,300 sp, and 80 gp, a cloth-of-gold vestments worth 19 gp, an embroidered silk handkerchief worth 31 gp, a small gold bracelet worth 25 gp, and a carved bone statuette worth 25 gp

11. Chamber

This room is dark.

This chamber is 15' wide and 20' long. A plain door is in the west.

There is a wandering creature here.

imp, lethargic (TL 5)

Abilities:

  • shapeshift into animal: can shapeshift into an animal
  • darkvision: can see in darkness
  • resistance: magic: is resistant to magic

12. Chamber

This room is a square 30' wide and 10' long. There is a gold-trimmed door in the northeast. There's a painted door in the northwest. A silver-trimmed door is in the southwest. A rough door is in the southwest. There are lit braziers around the room here.

There are 3 wandering creatures here.

ghoul, cautious (TL 4)

ghoul, cautious (TL 4)

ghoul, sleeping (TL 4)

13. Chamber

This room is dark.

This chamber is 25' wide and 20' long. One of the corners has a large pile of filthy rags. There's a simple door in the southwest. There's a simple door in the southwest. It is locked.

14. Fountain Chamber

This rectangular room is 20' wide and 10' long. Two fountains lie on either side of the room. Small piles of rags are scattered across the floor. A painted door lies in the southeast. A carved door is in the northeast. A rotted door is in the southeast. There is a large lit brazier in the middle of the room.

15. Fountain Chamber

This fountain chamber is 20' wide and 20' long. There is a large fountain here. A plain door lies in the southwest. There's a rough door in the northeast. There's a rotted door in the northeast. Torches line the walls.

There are 5 zombies here.

Uffrung Oodsberg, male zombie bugbear shambler (TL 7)

Abilities:

  • self-resurrection: can resurrect itself unless the head is destroyed or removed
  • zombification bite: can bite others to transform them into zombies

Carrying the following:

  • a box of coins with 180 gp, worth 180 gp

Gelshek Zherier, male zombie bugbear sprinter (TL 7)

Abilities:

  • self-resurrection: can resurrect itself unless the head is destroyed or removed
  • zombification bite: can bite others to transform them into zombies

Idbir Ciper, male zombie bugbear sprinter (TL 7)

Abilities:

  • self-resurrection: can resurrect itself unless the head is destroyed or removed
  • zombification bite: can bite others to transform them into zombies

Carrying the following:

  • a box of coins with 180 gp, worth 180 gp

Ipngea Sngeth, female zombie bugbear sprinter (TL 7)

Abilities:

  • self-resurrection: can resurrect itself unless the head is destroyed or removed
  • zombification bite: can bite others to transform them into zombies

Idholyn Tungdels, female zombie bugbear shambler (TL 7)

Abilities:

  • self-resurrection: can resurrect itself unless the head is destroyed or removed
  • zombification bite: can bite others to transform them into zombies

16. Fountain Chamber

This room is a square 15' wide and 10' long. There is a disused fountain here with brackish water. There is a pile of rags here. A plain door is in the northwest. It is locked. There is a rotted door in the southeast. There's a plain door in the southwest. There are lit braziers around the room here.

There are 4 skeletons here.

Odhelen Snath, female skeletal dark elven guard (TL 7)

Abilities:

  • darkvision: can see in the dark
  • spell: faerie fire: can cast faerie fire
  • spell: dancing lights: can cast dancing lights
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a spear with an adamantine blade and maple body, worth 101 gp
  • a Gothic cuirass made of bronze decorated with gold edging, worth 570 gp
  • a bag of coins holding 14 ep, worth 7 gp

Belzuk Enfford, male skeletal dark elven soldier (TL 7)

Abilities:

  • darkvision: can see in the dark
  • spell: faerie fire: can cast faerie fire
  • spell: dancing lights: can cast dancing lights
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a longbow with a fir body and a shark skin wrapped grip, worth 50 gp
  • an iron plate cuirass with bronze edging, worth 500 gp

Gorunia Apelnem, female skeletal dark elven guard (TL 7)

Abilities:

  • darkvision: can see in the dark
  • spell: faerie fire: can cast faerie fire
  • spell: dancing lights: can cast dancing lights
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a spear with a simple bronze blade and rough walnut body, worth 1 gp
  • an adamantine Gothic cuirass trimmed with silver, worth 100,500 gp

Ooma Bongders, female skeletal dark elven guard (TL 7)

Abilities:

  • darkvision: can see in the dark
  • spell: faerie fire: can cast faerie fire
  • spell: dancing lights: can cast dancing lights
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a spear with a straight steel blade and oak body, worth 1 gp
  • a white gold Gothic cuirass with brass edging, worth 50,500 gp

17. Storeroom

This room is dark.

This rectangular room is 20' wide and 15' long. Crates and large boxes line the walls. There is a rotted door in the southwest. There's a plain door in the east. A simple door lies in the northwest.

There is a wandering creature here.

blue jelly, lethargic (TL 3)

Abilities:

  • amorphous: can squeeze through small spaces
  • climb walls and ceilings: can climb walls and ceilings

Treasure

  • a chest of coins containing 13,000 gp and 1,900 pp, a black pearl worth 458 gp, a blue spinel worth 488 gp, a peridot worth 472 gp, a black pearl worth 454 gp, an aquamarine worth 462 gp, a topaz worth 476 gp, a black pearl worth 490 gp, a black pearl worth 462 gp, an alexandrite worth 494 gp, a topaz worth 472 gp, and a darkness-enchanted titanium knife worth 177 gp, inside stacked boxes

18. Chamber

This room is dark.

This chamber is 20' wide and 15' long. There's a simple door in the northwest. It is locked.

19. Storeroom

This room is dark.

This room is a square 10' wide and 20' long. Crates and large boxes line the walls. Debris of unknown origin is scattered about. There's a plain door in the southwest. There is a simple door in the northeast.

There is a wandering creature here.

harpy, resting (TL 2)

Abilities:

  • flight: can fly

20. Chamber

This rectangular room is 25' wide and 30' long. The marble flooring is broken in places. There is a plain door in the northeast. There's a plain door in the northwest. There are lit braziers around the room here.
An iron-trimmed door lies in the northwest. It cannot be opened from this side.

21. Chamber

This chamber is 30' wide and 20' long. There are a lot of cobwebs here. A silver-trimmed door lies in the northwest. An iron-trimmed door lies in the northeast. A few torches sit in sconces on the walls.

There is a wandering creature here.

lemure, sleeping (TL 3)

Abilities:

  • immunity: fire damage: is immune to fire damage
  • immunity: poison: is immune to poison

22. Chamber

This room is dark.

This room is a square 15' wide and 25' long. A plain door lies in the northwest.

23. Storeroom

This room is dark.

This square room is 10' wide and 30' long. Many boxes are stacked here. There is a carved door in the northeast. There's a rotted door in the northeast. It is locked.

24. Storeroom

This room is dark.

This storeroom is 10' wide and 25' long. The stone tile flooring is cracked in places. Many boxes are stacked here. There's a carved door in the northwest. There is a carved door in the southwest. There is a carved door in the northwest.

There are 2 undead here.

zombie quasit, cautious (TL 11)

Abilities:

  • shapeshift into insect: can shapeshift into an insect
  • minor invisibility: can turn invisible at will, but not while attacking
  • resistance: magic: is resistant to magic
  • self-resurrection: can resurrect itself unless the head is destroyed or removed
  • zombification bite: can bite others to transform them into zombies

zombie quasit, sleeping (TL 11)

Abilities:

  • shapeshift into insect: can shapeshift into an insect
  • minor invisibility: can turn invisible at will, but not while attacking
  • resistance: magic: is resistant to magic
  • self-resurrection: can resurrect itself unless the head is destroyed or removed
  • zombification bite: can bite others to transform them into zombies