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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 Dominion of the Cursed Archmage

Environment: urban

Total Threat Level: 69

Average Threat Level: 4

1. Entrance

This entrance is 15' wide and 15' long. The marble flooring is cracked in places. The entrance to the dungeon is here. A plain door lies in the northeast. It is locked. There's a rotted door in the southwest. There's a simple door in the northeast. There are lit braziers around the room here.
A decaying door lies in the northwest. It cannot be opened from this side.

Treasure

  • a simple key that unlocks the door between room 1 and room 6

2. Storeroom

This room is dark.

This rectangular room is 15' wide and 20' long. Stone tile flooring is cracked in places. Crates and large boxes line the walls. A rough door is in the southwest. There's a gold-trimmed door in the southeast. There's a rotted door in the northeast.

There are 8 swarming insects here.

giant bee, sleeping (TL 2)

Abilities:

  • flight: can fly

giant bee, cautious (TL 2)

Abilities:

  • flight: can fly

giant bee, cautious (TL 2)

Abilities:

  • flight: can fly

giant bee, resting (TL 2)

Abilities:

  • flight: can fly

giant bee, cautious (TL 2)

Abilities:

  • flight: can fly

giant bee, hunting (TL 2)

Abilities:

  • flight: can fly

giant bee, lethargic (TL 2)

Abilities:

  • flight: can fly

giant bee, lethargic (TL 2)

Abilities:

  • flight: can fly

Treasure

  • a chest of coins holding 2,000 cp, 800 sp, and 80 gp, a chalcedony worth 49 gp, a jasper worth 46 gp, a star rose quartz worth 46 gp, a sardonyx worth 48 gp, a carnelian worth 47 gp, a zircon worth 49 gp, a jasper worth 48 gp, a chrysoprase worth 47 gp, and a citrine worth 48 gp, inside stacked boxes

3. Chamber

This chamber is 15' wide and 10' long. A simple door is in the northeast. A plain door lies in the northwest. A decaying door is in the southeast. A simple door is in the northwest. There are lit braziers around the room here.

4. Chamber

This chamber is 20' wide and 30' long. The marble flooring is broken in places. One of the corners has a large pile of filthy rags. There is a rough door in the northeast. An iron-trimmed door lies in the southeast. A rotted door is in the northwest. There is a large lit brazier in the middle of the room.

There is a mage here.

Onara Ashrunk, female aasimar mage (TL 7)

Abilities:

  • healing touch: can heal with a touch
  • summon light: can summon light
  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with a white cedar body, worth 4 sp
  • a robe with a tight collar, worth 2 sp
  • a purse of coins containing 9 gp, worth 9 gp

5. Storeroom

This room is dark.

This storeroom is 20' wide and 15' long. The floor is stone tile. Crates and large boxes line the walls. There's a plain door in the southeast. There is a carved door in the northeast. A simple door lies in the northwest.

6. Storeroom

This room is a square 20' wide and 20' long. Boxes are stacked in corners here. There's a plain door in the northwest. It is locked. There's an iron-trimmed door in the northwest. A few torches sit in sconces on the walls.

7. Chamber

This room is dark.

This chamber is 30' wide and 30' long. Marble flooring is cracked in places. There's a rotted door in the southeast. A rotted door lies in the southwest.

8. Laboratory

This room is dark.

This rectangular room is 25' 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 gold-trimmed door lies in the northwest. There's a plain door in the south. A plain door is in the northwest. A decaying door lies in the southwest.

9. Laboratory

This laboratory is 20' wide and 25' long. There are several tables here with various devices on them. There is a simple cabinet here, and the door is ajar. There's an iron-trimmed door in the northwest. There are lit braziers around the room here.

There is a wandering creature here.

axe beak, hunting (TL 1)

10. Chamber

This chamber is 25' wide and 20' long. A decaying door lies in the northwest. A few torches sit in sconces on the walls.
There is a simple door in the southeast. A pile of refuse obscures it.

There is a wandering creature here.

giant ant, hunting (TL 1)

11. Chamber

This room is dark.

This rectangular room is 20' wide and 10' long. There are a lot of cobwebs here. A decaying door is in the southeast. A rotted door lies in the northwest. A rotted door is in the southwest.

Treasure

  • a chest of coins containing 1,700 cp, 1,200 sp, and 80 gp, a copper chalice with silver filigree worth 19 gp, a carved bone statuette worth 32 gp, a small mirror set in a painted wood frame worth 26 gp, a copper chalice with silver filigree worth 15 gp, a silver ewer worth 26 gp, a pair of engraved bone dice worth 19 gp, and a small gold bracelet worth 30 gp

12. Chamber

This room is dark.

This square room is 15' wide and 15' long. The stone tile flooring is broken in places. Much of the floor is covered in debris. A rotted door is in the northwest. There's a rotted door in the northeast.

There is a wandering creature here.

boar, cautious (TL 1)

13. Chamber

This room is dark.

This chamber is 15' wide and 25' long. The stone tile flooring is cracked in places. The ceiling is partly covered in cobwebs. There is a carved door in the southwest. A simple door lies in the southwest. An ornate door lies in the north.

There is a wandering creature here.

green slime, resting (TL 3)

Abilities:

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

14. Chamber

This chamber is 25' wide and 15' long. A rotted door is in the southeast. A plain door is in the southwest. An ornate door is in the northwest. A few torches sit in sconces on the walls.

15. Chamber

This room is dark.

This rectangular room is 30' wide and 25' long. A simple door lies in the southeast. A decaying door is in the northeast.

There is a wandering creature here.

giant bee, stalking (TL 2)

Abilities:

  • flight: can fly

16. Chamber

This room is dark.

This rectangular room is 15' wide and 10' long. The stone tile flooring is cracked in places. An ornate door is in the southeast.

There are 6 swarming insects here.

giant dragonfly, lethargic (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, hunting (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, sleeping (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, stalking (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, cautious (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, stalking (TL 2)

Abilities:

  • flight: can fly

17. Chamber

This room is dark.

This chamber is 15' wide and 25' long. The floor is stone tile. A gold-trimmed door lies in the northeast.

There is a wandering creature here.

giant dragonfly, cautious (TL 2)

Abilities:

  • flight: can fly

18. Storeroom

This room is dark.

This rectangular room is 25' wide and 15' long. A few broken crates and boxes are strewn about. A simple door is in the west. There's an iron-trimmed door in the south. A simple door lies in the southeast. A simple door lies in the southwest.

Treasure

  • a large chest of coins with 1,900 cp, 1,000 sp, and 70 gp, a small mirror set in a painted wood frame worth 15 gp, a cloth-of-gold vestments worth 29 gp, a pair of engraved bone dice worth 29 gp, a small gold bracelet worth 24 gp, an embroidered silk handkerchief worth 32 gp, a gold locket with a painted portrait inside worth 31 gp, and a pair of engraved bone dice worth 25 gp, inside stacked boxes

19. Chamber

This room is dark.

This rectangular room is 30' wide and 20' long. A rotted door lies in the southeast. A plain door lies in the northeast.

There is a wandering creature here.

boar, hunting (TL 1)

20. Laboratory

This room is dark.

This laboratory is 25' wide and 25' long. There are several tables here with various devices on them. There is a large cabinet here. A simple door is in the southwest. A plain door is in the northwest. A rotted door is in the northeast.

21. Laboratory

This rectangular room is 25' wide and 25' long. There are several tables here with various devices on them. There is a cabinet here. One of the corners has a large pile of filthy rags. A silver-trimmed door is in the northeast. There is an ornate door in the southwest. Torches line the walls.

There is a wandering creature here.

elk, hunting (TL 2)

22. Storeroom

This room is dark.

This rectangular room is 15' wide and 15' long. Boxes are stacked in corners here. A simple door lies in the southwest.

There is a wandering creature here.

grey ooze, resting (TL 5)

Abilities:

  • amorphous: can squeeze through small spaces
  • climb walls and ceilings: can climb walls and ceilings
  • corrode metal: corrode metal
  • imitate oily pool: imitate oily pool

23. Fountain Chamber

This fountain chamber is 15' wide and 10' long. An old and disused fountain sits in the corner. There is a gold-trimmed door in the northwest. There is a large lit brazier in the middle of the room.

24. Library

This room is dark.

This rectangular room is 75' wide and 65' long. The walls are lined with bookcases. There is a table here with a large book open lying on it. Debris of unknown origin is scattered about. A silver-trimmed door lies in the southeast. A plain door lies in the southwest. There is a simple door in the southwest.

25. Storeroom

This room is dark.

This rectangular room is 10' wide and 10' long. Many boxes are stacked here. Dense cobwebs hang down from the ceiling.
There's a simple door in the northeast. It cannot be opened from this side.

26. Storeroom

This room is dark.

This square room is 10' wide and 25' long. The floor is stone tile. A few broken crates and boxes are strewn about. A plain door is in the northeast.

There is a wandering creature here.

imp, resting (TL 5)

Abilities:

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

27. Chamber

This square room is 10' wide and 15' long. Small piles of rags are scattered across the floor. A plain door lies in the southwest. Torches line the walls.

There is an archmage here.

Tossika Obriham, female aasimar archmage (TL 11)

Abilities:

  • healing touch: can heal with a touch
  • summon light: can summon light
  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with a carved fir body, worth 3 sp
  • a robe made of fine silk with lacing halfway down that is gusseted, worth 8 sp
  • a large chest of coins containing 1,100 gp and 90 pp, worth 2,000 gp