Tools for procedural generation of content for tabletop role-playing
games
Dungeon Generator
A dungeon generator.
Lock Seed
The Lair of the Crazed Sorcerer
Environment: forest
Total Threat Level: 75
Average Threat Level: 4
1. Entrance
This room is dark.
This square room is 20' wide and 10' long. The stairs out of the dungeon are here. A carved door is in the southeast. A painted door lies in the southwest.
2. Chamber
This room is dark.
This chamber is 10' wide and 20' long. A painted door lies in the southeast. A simple door is in the northwest.
3. Chamber
This room is dark.
This square room is 30' wide and 10' long. Marble flooring is cracked in places. There is a plain door in the southwest. There is a simple door in the northeast.
A simple door is in the southeast. It is hidden behind a tapestry.A rough door lies in the southwest. It is hidden behind a tapestry.
There is a wandering creature here.
will o' the wisp, sleeping (TL 4)
Abilities:
illumination: glows with a bright light
minor invisibility: can become invisible unless attacking
4. Fountain Chamber
This room is dark.
This rectangular room is 10' wide and 25' long. The stone tile flooring is cracked in places. There is a disused fountain here with brackish water. A decaying door is in the southwest. There is a rough door in the southeast.
5. Laboratory
This rectangular room is 25' wide and 20' long. The stone tile flooring is cracked in places. There is a large table here with a wide array of alchemical devices on it. There is a cabinet here. There is a pile of rags here. A decaying door lies in the southeast. A simple door lies in the south. A silver-trimmed door lies in the southwest. Torches line the walls.
There are 2 wandering creatures here.
crocodile, cautious (TL 1)
crocodile, resting (TL 1)
6. Chamber
This room is dark.
This chamber is 25' wide and 20' long. A plain door is in the northwest. There's a silver-trimmed door in the southeast. There is a silver-trimmed door in the southeast.
There is a wandering creature here.
hell hound, hunting (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 20 and room 11, worth 5 cp
7. Chamber
This room is dark.
This room is a square 25' wide and 25' long. A simple door is in the north. There is a plain door in the southwest.
A simple door is in the southeast. A tapestry obscures it.
There are 4 wandering creatures here.
badger, resting (TL 1)
badger, sleeping (TL 1)
badger, cautious (TL 1)
badger, hunting (TL 1)
8. Chamber
This room is a square 25' wide and 20' long. Dense cobwebs hang down from the ceiling. A rotted door is in the southeast. There's a simple door in the northeast. A silver-trimmed door lies in the southwest. A few torches sit in sconces on the walls.
There is a wandering creature here.
owlbear, sleeping (TL 4)
9. Chamber
This room is dark.
This room is a square 10' wide and 15' long. There's a silver-trimmed door in the northeast.
A simple door lies in the northwest. It's practically undetectable except for a thin seam visible only on close inspection.
There is a wandering creature here.
horse, resting (TL 1)
10. Chamber
This room is a square 10' wide and 25' long. There's a plain door in the southeast. There are lit braziers around the room here.
There is a wandering creature here.
will o' the wisp, hunting (TL 4)
Abilities:
illumination: glows with a bright light
minor invisibility: can become invisible unless attacking
11. Fountain Chamber
This fountain chamber is 25' wide and 25' long. Stone tile flooring is cracked in places. There is an elegant fountain here. There's a plain door in the northeast. A rough door lies in the northeast. There's a silver-trimmed door in the south. It is locked. There is a simple door in the northwest. There is a large lit brazier in the middle of the room.
There are 3 wandering creatures here.
cow, cautious (TL 1)
cow, cautious (TL 1)
cow, lethargic (TL 1)
12. Chamber
This chamber is 15' wide and 10' long. There's a rotted door in the northwest. There is an iron-trimmed door in the southwest. A plain door lies in the southeast. There are lit braziers around the room here.
There is a wandering creature here.
gelatinous cube, lethargic (TL 2)
Abilities:
nonmetal dissolution: dissolve nonmagical nonmetal things
13. Library
This room is dark.
This library is 60' wide and 60' long. The walls are lined with bookcases. There is a table here with a large book open lying on it. There's a carved door in the northeast. There is a rough door in the northwest. A simple door is in the northwest.
There is a wandering creature here.
cat, resting (TL 0)
14. Storeroom
This storeroom is 15' wide and 30' long. The stone tile flooring is cracked in places. Boxes are stacked in corners here. A plain door is in the northwest. A simple door is in the southeast. A plain door lies in the northwest. There is a large lit brazier in the middle of the room.
There is a wandering creature here.
quasit, sleeping (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
15. Chamber
This room is dark.
This chamber is 25' wide and 15' long. Small piles of rags are scattered across the floor. A rough door is in the east. There is a plain door in the southeast. A silver-trimmed door lies in the north.
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
Treasure
a chest of coins with 2,500 cp, 1,200 sp, and 110 gp, a cloth-of-gold vestments worth 22 gp, a copper chalice with silver filigree worth 15 gp, a black velvet mask stitched with silver thread worth 28 gp, a small mirror set in a painted wood frame worth 16 gp, a black velvet mask stitched with silver thread worth 33 gp, and a silver ewer worth 27 gp
16. Chamber
This room is dark.
This rectangular room is 10' wide and 30' long. There is a rough door in the northwest. There is a silver-trimmed door in the southwest.
There's an iron-trimmed door in the northeast. A pile of refuse obscures it.
There is a wandering creature here.
blink dog, lethargic (TL 3)
Abilities:
blink: can teleport short distances
17. Chamber
This room is dark.
This chamber is 10' wide and 30' long. The marble flooring is broken in places. A simple door is in the northwest. A rotted door is in the southeast.
There is a wandering creature here.
giant ant, stalking (TL 1)
18. Storeroom
This room is a square 10' wide and 30' long. The stone tile flooring is cracked in places. Crates and large boxes line the walls. Debris of unknown origin is scattered about. A silver-trimmed door is in the northeast. There's a simple door in the northwest. Torches line the walls.
There's a rough door in the southeast. It's hidden behind a tapestry.
There is a mage here.
Urondur Dawnstar, male elven mage (TL 8)
Abilities:
darkvision: can see in the dark
trance: can meditate instead of sleeping
immunity: sleep: cannot be put to sleep by magic
arcane spellcasting: casts arcane spells
Carrying the following:
a staff with a stained aspen body, worth 2 sp
a robe with lacing halfway down, worth 8 sp
a purse of coins holding 8 gp, worth 8 gp
19. Chamber
This room is dark.
This rectangular room is 30' wide and 10' long. The marble flooring is cracked in places. A rough door is in the southwest.
There are 7 swarming insects here.
giant dragonfly, sleeping (TL 2)
Abilities:
flight: can fly
giant dragonfly, stalking (TL 2)
Abilities:
flight: can fly
giant dragonfly, sleeping (TL 2)
Abilities:
flight: can fly
giant dragonfly, sleeping (TL 2)
Abilities:
flight: can fly
giant dragonfly, resting (TL 2)
Abilities:
flight: can fly
giant dragonfly, cautious (TL 2)
Abilities:
flight: can fly
giant dragonfly, cautious (TL 2)
Abilities:
flight: can fly
20. Chamber
This room is dark.
This chamber is 10' wide and 25' long. There are a lot of cobwebs here. A rotted door is in the southwest. A silver-trimmed door is in the northeast. It is locked.
21. Laboratory
This room is dark.
This laboratory is 20' wide and 30' long. The stone tile flooring is broken in places. Tables with alchemical devices, books, and other items are arranged around the room. There is a simple cabinet here, and the door is ajar. There is a simple door in the southeast. A plain door is in the northeast.
There is an archmage here.
Gedruc Zhletcher, male duergar archmage (TL 10)
Abilities:
darkvision: can see in the dark
arcane spellcasting: casts arcane spells
Carrying the following:
a staff with a carved walnut body, worth 2 sp
a robe made of wool with lacing down the middle that is gusseted, worth 50 gp
a chest of coins with 600 ep and 200 gp, worth 500 gp