Tools for procedural generation of content for tabletop role-playing
games
Dungeon Generator
A dungeon generator.
Lock Seed
The Barrows of Waking Nightmares
Environment: hill
Total Threat Level: 179
Average Threat Level: 11
1. Entrance
This room is dark.
This entrance is 20' wide and 20' long. The stairs out of the dungeon are here. An iron-trimmed door lies in the northwest. There's a simple door in the southwest.
Treasure
a rough key that unlocks the door between room 3 and room 4
2. Chamber
This room is dark.
This chamber is 25' wide and 30' long. An iron-trimmed door lies in the southeast. A plain door lies in the northeast. A silver-trimmed door lies in the northwest. It is locked.
There is a wandering creature here.
giant spider, cautious (TL 3)
Abilities:
venomous bite: can bite with venom
spin web: can spin webs
Carrying the following:
a shiny key that unlocks the door between room 8 and room 2, worth 7 cp
a plain key that unlocks the door between room 4 and room 5, worth 1 sp
3. Storeroom
This room is dark.
This storeroom is 20' wide and 25' long. Boxes are stacked in corners here. There is a pile of random debris here. A plain door lies in the southwest. There's a silver-trimmed door in the northeast. A rotted door is in the northwest. It is locked.
4. Chamber
This room is dark.
This chamber is 30' wide and 10' long. Marble flooring is cracked in places. Small piles of rags are scattered across the floor. A silver-trimmed door is in the northeast. There is a rotted door in the southeast. It is locked. There is a carved door in the northwest. It is locked.
There is a wandering creature here.
dog, stalking (TL 0)
5. Burial Chamber
This room is dark.
This rectangular room is 25' wide and 35' long. There is a large stone sarcophagus here. There is a pile of random debris here. There's a plain door in the north. A carved door is in the southeast. It is locked. There's a copper-trimmed door in the northwest. There is a painted door in the northwest. There's a simple door in the northeast.
6. Chamber
This room is a square 10' wide and 25' long. The ceiling is partly covered in cobwebs. A decaying door is in the northwest. A painted door lies in the southeast. There are lit braziers around the room here.
There is a decaying door in the southeast. It cannot be opened from this side.
7. Burial Chamber
This room is dark.
This burial chamber is 35' wide and 45' long. Coffins line the walls. There is a plain door in the northwest. A plain door lies in the southwest. A copper-trimmed door is in the northeast.
8. Fountain Chamber
This room is a square 20' wide and 20' long. There is an ornate fountain here. The ceiling is partly covered in cobwebs. There's a silver-trimmed door in the southeast. It is locked. There is a rough door in the southwest. There are lit braziers around the room here.
There are 4 swarming insects here.
giant ant, hunting (TL 1)
giant ant, sleeping (TL 1)
giant ant, lethargic (TL 1)
giant ant, cautious (TL 1)
9. Chamber
This rectangular room is 20' wide and 25' long. The marble flooring is broken in places. A decaying door lies in the southeast. A plain door lies in the southwest. There's a decaying door in the northeast. There is a gold-trimmed door in the northwest. There is a large lit brazier in the middle of the room.
10. Chamber
This rectangular room is 15' wide and 10' long. The ceiling is partly covered in cobwebs. A plain door is in the southeast. There is a plain door in the southwest. There is a large lit brazier in the middle of the room.
There are 5 skeletons here.
Talsep Ehvford, male 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 fir body and a shark skin wrapped grip, worth 50 gp
a silver Gothic cuirass trimmed with copper, worth 1,000 gp
This fountain chamber is 15' wide and 25' long. Small fountains sit in each corner of the room. Much of the floor is covered in debris. There is a plain door in the southeast. A painted door lies in the northwest. Torches line the walls.
There are 3 wandering creatures here.
ghoul, resting (TL 4)
ghoul, lethargic (TL 4)
ghoul, hunting (TL 4)
12. Chamber
This room is dark.
This chamber is 20' wide and 25' long. There is a pile of rags here. A decaying door lies in the southwest. A rough door is in the southeast.
There are 5 zombies here.
Oqkul Usnford, male zombie aasimar sprinter (TL 8)
Abilities:
healing touch: can heal with a touch
summon light: can summon light
self-resurrection: can resurrect itself unless the head is destroyed or removed
zombification bite: can bite others to transform them into zombies
Carrying the following:
a satchel of coins holding 190 sp and 100 gp, worth 119 gp
self-resurrection: can resurrect itself unless the head is destroyed or removed
zombification bite: can bite others to transform them into zombies
Carrying the following:
a satchel of coins holding 190 sp and 100 gp, worth 119 gp
Filuköl Ikland, male zombie aasimar shambler (TL 8)
Abilities:
healing touch: can heal with a touch
summon light: can summon light
self-resurrection: can resurrect itself unless the head is destroyed or removed
zombification bite: can bite others to transform them into zombies
Carrying the following:
a satchel of coins holding 190 sp and 100 gp, worth 119 gp
Jeub Oovglind, male zombie aasimar sprinter (TL 8)
Abilities:
healing touch: can heal with a touch
summon light: can summon light
self-resurrection: can resurrect itself unless the head is destroyed or removed
zombification bite: can bite others to transform them into zombies
Carrying the following:
a satchel of coins holding 190 sp and 100 gp, worth 119 gp
13. Chamber
This room is dark.
This chamber is 25' wide and 10' long. Marble flooring is cracked in places. A plain door lies in the southwest. A simple door lies in the east. It is locked. A painted door lies in the southeast. It is locked. There's a decaying door in the southwest.
A rough door lies in the northwest. It cannot be opened from this side.
14. Chamber
This room is dark.
This square room is 25' wide and 10' long. Much of the floor is covered in debris. A simple door lies in the northeast.
There is a wandering creature here.
giant beetle, sleeping (TL 1)
Carrying the following:
a tarnished key that unlocks the door between room 24 and room 13, worth 2 cp
15. Chamber
This room is dark.
This rectangular room is 15' wide and 10' long. The marble flooring is broken in places. There is a rotted door in the southwest. A carved door is in the southeast. There is a rough door in the southeast.
16. Chamber
This room is dark.
This chamber is 30' wide and 15' long. There is a plain door in the southeast.
17. Chamber
This room is a square 30' wide and 10' long. A simple door lies in the southeast. A few torches sit in sconces on the walls.
A rotted door is in the northeast. It is hidden behind a tapestry.
There are 2 wandering creatures here.
blink dog, resting (TL 3)
Abilities:
blink: can teleport short distances
blink dog, resting (TL 3)
Abilities:
blink: can teleport short distances
18. Storeroom
This room is dark.
This storeroom is 10' wide and 15' long. Many boxes are stacked here. There's a silver-trimmed door in the west. There's a copper-trimmed door in the northwest.
There's a silver-trimmed door in the southeast. A pile of trash obscures it.
There is a wandering creature here.
elk, lethargic (TL 2)
19. Fountain Chamber
This square room is 20' wide and 10' long. Small fountains sit in each corner of the room. A plain door is in the northeast. A rotted door is in the southwest. There's a painted door in the southeast. Torches line the walls.
There is a wandering creature here.
dog, hunting (TL 0)
Carrying the following:
a plain key that unlocks the door between room 23 and room 13, worth 2 cp
Treasure
a chest of coins holding 2,500 cp, 1,200 sp, and 90 gp, a malachite worth 9 gp, a turquoise worth 9 gp, an irregular freshwater pearl worth 9 gp, a lapis lazuli worth 9 gp, an obsidian worth 9 gp, and a malachite worth 9 gp, inside fountain
20. Chamber
This room is dark.
This square room is 25' wide and 10' long. Small piles of rags are scattered across the floor. There's a rotted door in the northeast. There is a gold-trimmed door in the southwest.
There is a wandering creature here.
giant spider, lethargic (TL 3)
Abilities:
venomous bite: can bite with venom
spin web: can spin webs
21. Storeroom
This room is dark.
This square room is 25' wide and 30' long. The floor is stone tile. A few broken crates and boxes are strewn about. There is a pile of rags here. A gold-trimmed door is in the southeast. There's a rough door in the northeast. There is a rough door in the west. It is locked.
There is a wandering creature here.
will o' the wisp, resting (TL 4)
Abilities:
illumination: glows with a bright light
minor invisibility: can become invisible unless attacking
22. Burial Chamber
This room is dark.
This rectangular room is 35' wide and 50' long. Coffins line the walls. Dense cobwebs hang down from the ceiling. A gold-trimmed door is in the north.
Treasure
a shiny key that unlocks the door between room 27 and room 21
a large chest of coins holding 2,000 cp, 1,300 sp, and 70 gp, a banded agate worth 9 gp, a hematite worth 9 gp, a lapis lazuli worth 9 gp, an obsidian worth 9 gp, an azurite worth 9 gp, and an azurite worth 9 gp, inside coffins
23. Storeroom
This room is dark.
This square room is 20' wide and 10' long. A few broken crates and boxes are strewn about. There's a simple door in the southwest. It is locked.
24. Chamber
This room is dark.
This square room is 30' wide and 30' long. A copper-trimmed door is in the southeast. There's a painted door in the northwest. It is locked. A simple door is in the northwest.
There are 4 skeletons here.
Jib Ubernen, 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 wide titanium blade and ebony body, worth 76 gp
a longbow with a heavy silver fir body and a sheep hide wrapped grip, worth 50 gp
a Gothic cuirass made of tin decorated with silver edging, worth 510 gp
25. Storeroom
This room is dark.
This room is a square 25' wide and 10' long. Boxes are stacked in corners here. A rough door lies in the southwest.
There are 4 wandering creatures here.
shadow, resting (TL 10)
Abilities:
amorphous: can squeeze through small spaces
immunity: necrotic magic: immune to necrotic magic
immunity: poison: immune to poison
darkvision: can see in the dark
drain strength: drains strength on melee attacks
shadow, cautious (TL 10)
Abilities:
amorphous: can squeeze through small spaces
immunity: necrotic magic: immune to necrotic magic
immunity: poison: immune to poison
darkvision: can see in the dark
drain strength: drains strength on melee attacks
shadow, hunting (TL 10)
Abilities:
amorphous: can squeeze through small spaces
immunity: necrotic magic: immune to necrotic magic
immunity: poison: immune to poison
darkvision: can see in the dark
drain strength: drains strength on melee attacks
shadow, cautious (TL 10)
Abilities:
amorphous: can squeeze through small spaces
immunity: necrotic magic: immune to necrotic magic
immunity: poison: immune to poison
darkvision: can see in the dark
drain strength: drains strength on melee attacks
26. Storeroom
This room is dark.
This square room is 20' wide and 10' long. Crates and large boxes line the walls. The ceiling is partly covered in cobwebs. A simple door lies in the northwest. There is a carved door in the northeast.
There are 4 skeletons here.
Fulleeng Dundels, male 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 carved pine body and a steer leather wrapped grip, worth 50 gp
a Gothic cuirass made of tin decorated with brass edging, worth 510 gp
Aktur Surrier, 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 straight adamantine blade and pine body, worth 101 gp
a brigandine made of cow leather with white gold banding, worth 70 gp
Dorsug Ivtlend, 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 wide titanium blade and embossed poplar body, worth 76 gp
a brigandine made of cow leather fastened with copper buckles, worth 20 gp
a longbow with a heavy silver fir body and a short wyvern hide wrapped grip, worth 51 gp
a brass Gothic cuirass with gold trim, worth 650 gp
a pouch of coins holding 18 sp, worth 1 gp
27. Storeroom
This storeroom is 30' wide and 25' long. Boxes are stacked in corners here. There is a rough door in the southeast. It is locked. There is a large lit brazier in the middle of the room.