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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 Tomb of the Forgotten

Environment: grassland

Total Threat Level: 95

Average Threat Level: 4

1. Entrance

This room is dark.

This square room is 15' wide and 20' long. The entrance to the dungeon is here. There is a gold-trimmed door in the east. There's a plain door in the southwest. It is locked. There is a decaying door in the northwest. It is locked.

Treasure

  • a plain key that unlocks the door between room 1 and room 9

2. Chamber

This room is dark.

This chamber is 10' wide and 10' long. There's a decaying door in the northwest. There is a decaying door in the southeast. It is locked.

There is a wandering creature here.

ghoul, stalking (TL 4)

Carrying the following:

  • a plain key that unlocks the door between room 4 and room 15, worth 9 cp
  • a ornate key that unlocks the door between room 2 and room 1, worth 1 cp

3. Storeroom

This room is dark.

This storeroom is 30' wide and 20' long. Boxes are stacked in corners here. Small piles of rags are scattered across the floor. There's a decaying door in the southeast. There is a decaying door in the northwest. There's a decaying door in the northeast. There is a plain door in the northwest. There's a silver-trimmed door in the southwest.

4. Chamber

This room is dark.

This rectangular room is 30' wide and 20' long. There is a decaying door in the southeast. There's a plain door in the southwest. It is locked. There is a rotted door in the northeast.

There is a wandering creature here.

badger, hunting (TL 1)

5. Chamber

This chamber is 20' wide and 25' long. There is a pile of random debris here. There is a decaying door in the southwest. A simple door is in the southeast. There's a plain door in the southwest. It is locked. There are lit braziers around the room here.

There are 2 wandering creatures here.

will o' the wisp, sleeping (TL 4)

Abilities:

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

Carrying the following:

  • a plain key that unlocks the door between room 26 and room 14, worth 7 cp

will o' the wisp, resting (TL 4)

Abilities:

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

6. Storeroom

This room is dark.

This storeroom is 15' wide and 20' long. The stone tile flooring is broken in places. Many boxes are stacked here. There's a plain door in the southeast. A rotted door is in the southwest.

Treasure

  • a simple key that unlocks the door between room 12 and room 20

7. Chamber

This room is dark.

This rectangular room is 15' wide and 25' long. There is a simple door in the southwest. A rotted door is in the northeast. There is a gold-trimmed door in the southeast.

There is a wandering creature here.

elk, hunting (TL 2)

8. Chamber

This room is dark.

This rectangular room is 20' wide and 15' long. There's a rotted door in the west. A decaying door lies in the northeast. There's a copper-trimmed door in the southeast.

There are 3 wandering creatures here.

harpy, hunting (TL 2)

Abilities:

  • flight: can fly

harpy, cautious (TL 2)

Abilities:

  • flight: can fly

harpy, sleeping (TL 2)

Abilities:

  • flight: can fly

9. Storeroom

This room is dark.

This square room is 30' wide and 30' long. Boxes are stacked in corners here. There is a carved door in the southwest. There's a plain door in the northeast. It is locked.
A simple door is in the southeast. A tapestry obscures it.

There is a wandering creature here.

bat, resting (TL 1)

Abilities:

  • flight: can fly

10. Storeroom

This room is dark.

This storeroom is 15' wide and 15' long. Crates and large boxes line the walls. There's a decaying door in the northwest. A simple door lies in the south. There is a gold-trimmed door in the east.

There is a wandering creature here.

giant ant, stalking (TL 1)

11. Chamber

This room is dark.

This room is a square 15' wide and 15' long. Much of the floor is covered in debris. A gold-trimmed door is in the northwest. There's a plain door in the east.
There's a copper-trimmed door in the northeast. It's hidden behind a tapestry.

There is a wandering creature here.

boar, stalking (TL 1)

Carrying the following:

  • a ornate key that unlocks the door between room 17 and room 5, worth 4 cp

Treasure

  • a chest of coins containing 2,300 cp, 600 sp, and 40 gp, an embroidered silk handkerchief worth 23 gp, a cloth-of-gold vestments worth 34 gp, a copper chalice with silver filigree worth 30 gp, a cloth-of-gold vestments worth 23 gp, a silver ewer worth 27 gp, a pair of engraved bone dice worth 27 gp, and a silver ewer worth 15 gp
  • a large chest of coins containing 1,900 cp, 1,300 sp, and 80 gp, a small mirror set in a painted wood frame worth 21 gp, a small mirror set in a painted wood frame worth 30 gp, a copper chalice with silver filigree worth 20 gp, a small gold bracelet worth 21 gp, a black velvet mask stitched with silver thread worth 29 gp, a copper chalice with silver filigree worth 17 gp, and a pair of engraved bone dice worth 24 gp

12. Storeroom

This room is dark.

This rectangular room is 20' wide and 10' long. Boxes are stacked in corners here. There is a simple door in the northeast. A plain door lies in the southwest. There's a plain door in the southeast. It is locked.

There are 2 wandering creatures here.

cockatrice, stalking (TL 2)

Abilities:

  • venomous bite: can bite with venom

cockatrice, cautious (TL 2)

Abilities:

  • venomous bite: can bite with venom

13. Chamber

This room is a square 20' wide and 25' long. There's a simple door in the northwest. A plain door is in the southeast. There is a large lit brazier in the middle of the room.

There is a wandering creature here.

rust monster, hunting (TL 1)

Abilities:

  • rusting touch: rusts nonmagical metal it touches

14. Storeroom

This storeroom is 10' wide and 15' long. Crates and large boxes line the walls. There's a plain door in the northwest. There's a painted door in the northeast. It is locked. Torches line the walls.

There is a wandering creature here.

owlbear, lethargic (TL 4)

15. Fountain Chamber

This fountain chamber is 20' wide and 15' long. There is an ornate fountain here. A plain door lies in the northeast. It is locked. There's a rough door in the southwest. A carved door is in the southeast. Torches line the walls.

There are 5 skeletons here.

Feraber Osngferd, male skeletal aasimar guard (TL 4)

Abilities:

  • healing touch: can heal with a touch
  • summon light: can summon light
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a spear with a titanium blade and carved walnut body, worth 76 gp
  • a copper chain hauberk, worth 80 gp
  • a pouch of coins with 13 sp, worth 1 gp

Godric Egsberg, male skeletal aasimar guard (TL 4)

Abilities:

  • healing touch: can heal with a touch
  • summon light: can summon light
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a spear with a worn steel blade and walnut body, worth 1 gp
  • a chain hauberk made of heavy bronze rings, worth 65 gp

Qeushbong Arngothion, male skeletal aasimar guard (TL 4)

Abilities:

  • healing touch: can heal with a touch
  • summon light: can summon light
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a spear with a simple tin blade and cedar body, worth 1 gp
  • a chain hauberk made of tight silver rings, worth 305 gp
  • a pouch of coins with 13 sp, worth 1 gp

Enga Ucland, female skeletal aasimar soldier (TL 4)

Abilities:

  • healing touch: can heal with a touch
  • summon light: can summon light
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a longbow with a heavy aspen body and a comfortable deer hide wrapped grip, worth 50 gp
  • a plate cuirass made of adamantine trimmed with bronze, worth 100,400 gp

Ingera Ezfford, female skeletal aasimar warrior (TL 4)

Abilities:

  • healing touch: can heal with a touch
  • summon light: can summon light
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a spear with a titanium blade and padded cherry body, worth 76 gp

16. Chamber

This room is dark.

This chamber is 20' wide and 20' long. A rotted door is in the northeast. A rough door is in the southeast.
There's a gold-trimmed door in the northwest. It's hidden behind a tapestry.

17. Storeroom

This storeroom is 20' wide and 15' long. Many boxes are stacked here. There is a plain door in the northwest. It is locked. A plain door is in the southeast. A few torches sit in sconces on the walls.

There is a wandering creature here.

gryphon, stalking (TL 4)

Abilities:

  • flight: can fly

18. Chamber

This chamber is 10' wide and 25' long. Marble flooring is cracked in places. There's a rough door in the northwest. There's a rotted door in the northeast. There are lit braziers around the room here.

There is a wandering creature here.

horse, stalking (TL 1)

19. Chamber

This room is dark.

This room is a square 20' wide and 10' long. A carved door lies in the southeast.

There are 4 skeletons here.

Akngoa Pamtersen, female skeletal aasimar soldier (TL 4)

Abilities:

  • healing touch: can heal with a touch
  • summon light: can summon light
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a longbow with a light silver fir body and a comfortable wyvern hide wrapped grip, worth 51 gp
  • a brass plate cuirass decorated with brass edging, worth 500 gp
  • a pouch of coins with 8 gp, worth 8 gp

Boesqum Oshramp, male skeletal aasimar warrior (TL 4)

Abilities:

  • healing touch: can heal with a touch
  • summon light: can summon light
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a spear with a grooved adamantine blade and padded silver fir body, worth 101 gp

Enola Atalmin, female skeletal aasimar soldier (TL 4)

Abilities:

  • healing touch: can heal with a touch
  • summon light: can summon light
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a longbow with a pine body and a goat hide wrapped grip, worth 50 gp
  • a plate cuirass made of white gold decorated with tin edging, worth 50,400 gp

Shiruna Zhlatcher, female skeletal aasimar soldier (TL 4)

Abilities:

  • healing touch: can heal with a touch
  • summon light: can summon light
  • immunity: piercing: immune to piercing damage

Carrying the following:

  • a longbow with a silver fir body and a shark skin wrapped grip, worth 50 gp
  • a silver plate cuirass with white gold edging, worth 950 gp

20. Chamber

This room is dark.

This chamber is 25' wide and 30' long. There's a copper-trimmed door in the southwest. A plain door is in the north. It is locked.

There is a wandering creature here.

ape, cautious (TL 1)

21. Burial Chamber

This burial chamber is 30' wide and 25' long. The stone tile flooring is cracked in places. There is an ornate sarcophagus here. There is a pile of random debris here. There's a silver-trimmed door in the northeast. A carved door is in the northwest. There are lit braziers around the room here.

There is a wandering creature here.

dretch, resting (TL 3)

Abilities:

  • fetid cloud: can emit a fetid cloud of gas

22. Chamber

This chamber is 15' wide and 20' long. A rotted door is in the southwest. There is a plain door in the northwest. There is a large lit brazier in the middle of the room.

There is a wandering creature here.

steam mephit, lethargic (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

23. Chamber

This room is dark.

This room is a square 15' wide and 10' long. The floor is marble. There is a rough door in the north.

24. Chamber

This room is dark.

This room is a square 15' wide and 20' long. Small piles of rags are scattered across the floor. There is a copper-trimmed door in the northeast. There's a rotted door in the southwest.

There is a wandering creature here.

cat, sleeping (TL 0)

25. Chamber

This square room is 10' wide and 15' long. There is a gold-trimmed door in the northwest. Torches line the walls.

There is a wandering creature here.

giant dragonfly, lethargic (TL 2)

Abilities:

  • flight: can fly

26. Chamber

This room is a square 20' wide and 10' long. There are a lot of cobwebs here. A painted door lies in the southwest. It is locked. There are lit braziers around the room here.

There are 2 ghouls here.

ghoul, hunting (TL 4)

ghoul, lethargic (TL 4)