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

Dungeon Generator

A dungeon generator.

Lock Seed

The Lair of the Dark Witch

Environment: grassland

Total Threat Level: 88

Average Threat Level: 4

1. Entrance

This room is dark.

This entrance is 10' wide and 15' long. The entrance to the dungeon is here. A plain door lies in the northwest. An iron-trimmed door is in the southwest.

2. Chamber

This room is dark.

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

There are 4 wandering creatures here.

rust monster, stalking (TL 1)

Abilities:

  • rusting touch: rusts nonmagical metal it touches

rust monster, stalking (TL 1)

Abilities:

  • rusting touch: rusts nonmagical metal it touches

rust monster, cautious (TL 1)

Abilities:

  • rusting touch: rusts nonmagical metal it touches

rust monster, lethargic (TL 1)

Abilities:

  • rusting touch: rusts nonmagical metal it touches

3. Chamber

This room is dark.

This rectangular room is 10' wide and 15' long. There's a plain door in the southeast. A plain door lies in the northwest. There is a plain door in the northeast.

There is a wandering creature here.

cockatrice, resting (TL 2)

Abilities:

  • venomous bite: can bite with venom

Carrying the following:

  • a rough key that unlocks the door between room 5 and room 18, worth 9 cp

4. Storeroom

This rectangular room is 30' wide and 25' long. A few broken crates and boxes are strewn about. A plain door is in the southeast. There's a gold-trimmed door in the northwest. There's a plain door in the southwest. A plain door lies in the northwest. There's a rotted door in the southwest. It is locked. A few torches sit in sconces on the walls.

5. Storeroom

This rectangular room is 30' wide and 10' long. Stone tile flooring is cracked in places. Boxes are stacked in corners here. An iron-trimmed door is in the southeast. It is locked. There are lit braziers around the room here.
There's a plain door in the southwest. It cannot be opened from this side.

6. Storeroom

This square room is 20' wide and 30' long. Stone tile flooring is cracked in places. Boxes are stacked in corners here. There is a plain door in the northeast. An iron-trimmed door is in the northeast. There's a simple door in the northwest. A rotted door lies in the southwest. There is a large lit brazier in the middle of the room.

7. Chamber

This room is dark.

This rectangular room is 25' wide and 20' long. Stone tile flooring is cracked in places. A gold-trimmed door is in the southeast. A plain door lies in the northeast.

8. Chamber

This room is dark.

This chamber is 20' wide and 20' long. A silver-trimmed door is in the northeast. There is a rotted door in the northwest. A plain door lies in the southwest.

There are 3 wandering creatures here.

blue jelly, stalking (TL 3)

Abilities:

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

blue jelly, lethargic (TL 3)

Abilities:

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

blue jelly, resting (TL 3)

Abilities:

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

9. Chamber

This rectangular room is 30' wide and 30' long. Marble flooring is cracked in places. There's a plain door in the northeast. A few torches sit in sconces on the walls.
A plain door is in the southwest. It's hidden behind a tapestry.

There is a wandering creature here.

gryfalcon, stalking (TL 4)

Abilities:

  • flight: can fly

10. Storeroom

This room is dark.

This storeroom is 20' wide and 15' long. The stone tile flooring is cracked in places. Many boxes are stacked here. Dense cobwebs hang down from the ceiling. There is a rough door in the southwest. There is a plain door in the northwest. A rough door is in the southeast. A plain door is in the northeast.

There is a wandering creature here.

giant spider, stalking (TL 3)

Abilities:

  • venomous bite: can bite with venom
  • spin web: can spin webs

Treasure

  • a large chest of coins with 1,800 cp, 1,700 sp, and 60 gp, a hematite worth 9 gp, an irregular freshwater pearl worth 9 gp, a lapis lazuli worth 9 gp, a malachite worth 9 gp, an obsidian worth 9 gp, a turquoise worth 9 gp, a blue quartz worth 9 gp, a hematite worth 9 gp, a turquoise worth 9 gp, and a tiger eye worth 9 gp

11. Fountain Chamber

This fountain chamber is 15' wide and 25' long. An old and disused fountain sits in the corner. Much of the floor is covered in debris. A plain door lies in the southwest. A simple door lies in the northeast. There is a plain door in the southeast. There is a large lit brazier in the middle of the room.

There is a mage here.

Edirun Smashcutter, female orc mage (TL 5)

Abilities:

  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with a stained ebony body, worth 1 gp
  • a robe made of linen with a open collar, worth 6 sp
  • a bag of coins with 11 gp, worth 11 gp

12. Chamber

This room is dark.

This chamber is 25' wide and 30' long. A plain door is in the southwest. A carved door lies in the southeast.

There is a wandering creature here.

dog, cautious (TL 0)

13. Storeroom

This room is dark.

This storeroom is 25' wide and 10' long. Boxes are stacked in corners here. There is a rough door in the northeast. A rough door is in the northeast.

Treasure

  • a small key that unlocks the door between room 28 and room 26

14. Chamber

This room is dark.

This room is a square 20' wide and 10' long. There is a silver-trimmed door in the northwest. There's a decaying door in the northeast.

There is a mage here.

Itboza Warsmash, female orc mage (TL 5)

Abilities:

  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with a carved fir body, worth 3 sp
  • a robe with round brass clasps, worth 1 sp
  • a small key that unlocks the door between room 29 and room 4, worth 5 cp

15. Chamber

This room is a square 25' wide and 10' long. The floor is marble. There is a plain door in the northeast. There is an iron-trimmed door in the east. A few torches sit in sconces on the walls.

There is a wandering creature here.

blue slime, stalking (TL 3)

Abilities:

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

16. Chamber

This room is dark.

This chamber is 25' wide and 10' long. The floor is marble. There is a carved door in the northwest. There's a simple door in the southeast. A decaying door is in the northeast.

There is a wandering creature here.

ice mephit, lethargic (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

17. Laboratory

This room is dark.

This laboratory is 30' wide and 25' long. There are several tables here with various devices on them. There is a cabinet here. There is a simple door in the southeast.

There is a wandering creature here.

ghoul, sleeping (TL 4)

Treasure

  • a large chest of coins holding 2,000 cp, 800 sp, and 100 gp, a star rose quartz worth 45 gp, a quartz worth 46 gp, a carnelian worth 45 gp, a citrine worth 48 gp, and an onyx worth 48 gp, inside specimen cabinet

18. Chamber

This room is dark.

This square room is 10' wide and 20' long. The stone tile flooring is cracked in places. There's an iron-trimmed door in the northwest. It is locked. An ornate door is in the northwest. There's a silver-trimmed door in the northeast.

There is a wandering creature here.

steam mephit, stalking (TL 7)

Abilities:

  • spell: blur: can cast blur
  • steam explosion on death: explodes in steam on death
  • scalding steam breath: can breathe scalding steam
  • immunity: fire: is immune to fire
  • immunity: poison: is immune to poison

19. Chamber

This room is dark.

This chamber is 30' wide and 25' long. There is a simple door in the northeast. A silver-trimmed door lies in the southwest. There's a plain door in the southwest. There's a copper-trimmed door in the northwest.

There is a wandering creature here.

black pudding, hunting (TL 4)

Abilities:

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

20. Chamber

This room is dark.

This square room is 25' wide and 10' long. The floor is stone tile. There's a plain door in the northwest. There is a rough door in the northeast.

21. Storeroom

This square room is 25' wide and 20' long. Many boxes are stacked here. A decaying door lies in the northwest. There are lit braziers around the room here.

22. Storeroom

This room is dark.

This rectangular room is 15' wide and 30' long. Crates and large boxes line the walls. There is a rough door in the northwest.

23. Chamber

This room is dark.

This chamber is 10' wide and 20' long. Dense cobwebs hang down from the ceiling. There's a decaying door in the northwest.

There are 6 swarming insects here.

giant dragonfly, hunting (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, lethargic (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, lethargic (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, cautious (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, resting (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, hunting (TL 2)

Abilities:

  • flight: can fly

24. Storeroom

This rectangular room is 10' wide and 25' long. Boxes are stacked in corners here. There are a lot of cobwebs here. There is an ornate door in the southwest. There's a copper-trimmed door in the northeast. There are lit braziers around the room here.

There is a wandering creature here.

camel, lethargic (TL 1)

25. Chamber

This room is dark.

This chamber is 10' wide and 20' long.
There's a plain door in the southeast. It is practically undetectable except for a thin seam visible only on close inspection.

There is a wandering creature here.

giant spider, resting (TL 3)

Abilities:

  • venomous bite: can bite with venom
  • spin web: can spin webs

26. Laboratory

This laboratory is 25' wide and 20' long. 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. A rough door is in the northwest. There is a rough door in the northwest. A copper-trimmed door is in the southwest. It is locked. There are lit braziers around the room here.

There is a wandering creature here.

giant centipede, sleeping (TL 2)

Abilities:

  • venomous bite: can bite with venom

27. Storeroom

This room is a square 10' wide and 15' long. Many boxes are stacked here. There's a simple door in the northwest. Torches line the walls.

28. Chamber

This room is dark.

This room is a square 10' wide and 15' long. One of the corners has a large pile of filthy rags. There's a copper-trimmed door in the northeast. It is locked.

There is a wandering creature here.

badger, resting (TL 1)

29. Chamber

This room is dark.

This square room is 15' wide and 10' long. An iron-trimmed door lies in the northwest. A rotted door is in the northeast. It is locked.

There is an archmage here.

Enga Otifngun, 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 maple body topped with a raw crystal, worth 5 sp
  • a robe made of cotton with rough white gold clasps, worth 50 gp