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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 Domain of the Crazed Witch

Environment: mountain

Total Threat Level: 56

Average Threat Level: 3

1. Entrance

This room is dark.

This entrance is 20' wide and 20' long. The marble flooring is cracked in places. The stairs out of the dungeon are here. There's a carved door in the southeast. A plain door is in the northwest.

2. Storeroom

This rectangular room is 25' wide and 20' long. Crates and large boxes line the walls. A rough door is in the northwest. A copper-trimmed door lies in the northeast. There's a plain door in the southeast. There's a plain door in the southwest. There is a large lit brazier in the middle of the room.

There is a wandering creature here.

hell hound, stalking (TL 4)

Abilities:

  • immunity: fire damage: is immune to fire damage
  • breath weapon: fire: can breathe fire once an hour

Carrying the following:

  • a plain key that unlocks the door between room 22 and room 17, worth 5 cp

3. Storeroom

This storeroom is 20' wide and 10' long. A few broken crates and boxes are strewn about. A rough door lies in the southeast. A rotted door lies in the northeast. There is a simple door in the northeast. There's a rotted door in the northwest. Torches line the walls.

There is a wandering creature here.

rat, hunting (TL 0)

Carrying the following:

  • a simple key that unlocks the door between room 11 and room 12, worth 1 sp

4. Fountain Chamber

This room is dark.

This fountain chamber is 15' wide and 10' long. Two fountains lie on either side of the room. There is a rotted door in the northeast. There is a rotted door in the southeast.
There's a plain door in the southwest. A tapestry obscures it.

There is a wandering creature here.

dust mephit, stalking (TL 5)

Abilities:

  • death burst: explodes on death
  • blinding dust breath: blinds enemies

5. Chamber

This room is dark.

This rectangular room is 30' wide and 25' long. There's a plain door in the northeast. There is a simple door in the southeast. There's a decaying door in the southwest. It is locked.

There are 3 wandering creatures here.

lemure, lethargic (TL 3)

Abilities:

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

lemure, lethargic (TL 3)

Abilities:

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

lemure, resting (TL 3)

Abilities:

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

Carrying the following:

  • a simple key that unlocks the door between room 5 and room 14, worth 7 cp

6. Chamber

This room is dark.

This chamber is 20' wide and 20' long. Dense cobwebs hang down from the ceiling. A rotted door is in the southwest. There's a painted door in the northeast. A silver-trimmed door is in the northwest.

There is a wandering creature here.

owlbear, hunting (TL 4)

7. Chamber

This room is dark.

This square room is 10' wide and 30' long. Marble flooring is cracked in places. There is a pile of random debris here. A rotted door is in the northwest. A silver-trimmed door lies in the northeast. There's a simple door in the southwest.

There is a wandering creature here.

cow, sleeping (TL 1)

8. Chamber

This room is dark.

This rectangular room is 30' wide and 15' long. The stone tile flooring is cracked in places. Small piles of rags are scattered across the floor. There's a painted door in the northwest. An iron-trimmed door is in the southeast.

9. Chamber

This rectangular room is 20' wide and 25' long. There's an iron-trimmed door in the west. There's a simple door in the southeast. There's a rotted door in the southwest. A few torches sit in sconces on the walls.

10. Fountain Chamber

This room is dark.

This rectangular room is 20' wide and 20' long. There is a large fountain here. A simple door lies in the southwest. A rotted door lies in the southwest.

There is a wandering creature here.

ochre jelly, sleeping (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

11. Library

This room is dark.

This square room is 35' wide and 70' long. There are a number of well-preserved bookcases here. There are several tables here. One of the corners has a large pile of filthy rags. There's a plain door in the southeast. A simple door lies in the northeast. A decaying door lies in the southwest. There's a rotted door in the north. A plain door lies in the northwest. It is locked.

There is a wandering creature here.

blink dog, lethargic (TL 3)

Abilities:

  • blink: can teleport short distances

12. Chamber

This rectangular room is 20' wide and 15' long. There's a copper-trimmed door in the southwest. A plain door lies in the southeast. It is locked. There is a large lit brazier in the middle of the room.

Treasure

  • a large chest of coins containing 1,700 cp, 1,300 sp, and 70 gp, a carnelian worth 47 gp, a zircon worth 45 gp, a chrysoprase worth 49 gp, a carnelian worth 45 gp, a jasper worth 45 gp, a bloodstone worth 45 gp, a chrysoprase worth 49 gp, a moonstone worth 47 gp, a citrine worth 47 gp, a jasper worth 45 gp, and a star rose quartz worth 45 gp

13. Fountain Chamber

This room is dark.

This rectangular room is 10' wide and 10' long. Stone tile flooring is cracked in places. There is an elegant fountain here. There's a rotted door in the northeast. There's a simple door in the southwest. A rotted door is in the southwest.

There is a wandering creature here.

eagle, lethargic (TL 0)

14. Chamber

This chamber is 15' wide and 30' long. There is a pile of random debris here. There is a plain door in the southeast. There's a decaying door in the northeast. It is locked. Torches line the walls.

15. Laboratory

This rectangular room is 25' wide and 20' long. The stone tile flooring is broken in places. There is a large table here with a wide array of alchemical devices on it. There is a cabinet here. The ceiling is partly covered in cobwebs. There's a plain door in the southwest. A simple door lies in the northwest. There is a plain door in the southwest. A plain door lies in the south. There are lit braziers around the room here.

16. Chamber

This room is dark.

This rectangular room is 15' wide and 20' long. The floor is stone tile. There's a rotted door in the northwest. A plain door lies in the southwest.
There's a plain door in the southwest. It is practically undetectable except for a thin seam visible only on close inspection.

There is a wandering creature here.

boar, resting (TL 1)

17. Laboratory

This laboratory is 25' wide and 20' long. The floor is stone tile. There is a large table here with a wide array of alchemical devices on it. There is a simple cabinet here, and the door is ajar. There is a plain door in the northeast. There's an ornate door in the northeast. There is a simple door in the southwest. It is locked. There is a large lit brazier in the middle of the room.

18. Storeroom

This square room is 20' wide and 15' long. The stone tile flooring is cracked in places. Many boxes are stacked here. There's an ornate door in the northwest. An iron-trimmed door lies in the southeast. There is a plain door in the northwest. There are lit braziers around the room here.

19. Chamber

This room is dark.

This chamber is 20' wide and 15' long. An iron-trimmed door lies in the southwest. There's a plain door in the northeast.

There are 2 wandering creatures 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

ochre jelly, cautious (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

20. Storeroom

This room is dark.

This rectangular room is 20' wide and 30' long. Stone tile flooring is cracked in places. A few broken crates and boxes are strewn about. Small piles of rags are scattered across the floor. A plain door is in the northwest.

There is a wandering creature here.

badger, sleeping (TL 1)

21. Chamber

This room is dark.

This chamber is 20' wide and 20' long. Stone tile flooring is cracked in places. A carved door is in the northwest. A decaying door is in the northeast.

There is a wandering creature here.

elk, stalking (TL 2)

22. Storeroom

This room is dark.

This rectangular room is 30' wide and 25' long. Boxes are stacked in corners here. A simple door lies in the northwest. It is locked. A copper-trimmed door lies in the southeast.

There is a wandering creature here.

will o' the wisp, lethargic (TL 4)

Abilities:

  • illumination: glows with a bright light
  • minor invisibility: can become invisible unless attacking

23. Chamber

This chamber is 30' wide and 10' long. The marble flooring is cracked in places. A copper-trimmed door lies in the southwest. A few torches sit in sconces on the walls.

There is an archmage here.

Iffrem Tandelsen, male aarakocra archmage (TL 10)

Abilities:

  • flight: can fly
  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with a carved aspen body, worth 2 sp
  • a robe made of wool with narrow sleeves, worth 2 sp
  • a large chest of coins holding 1,300 sp and 300 gp, worth 430 gp