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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 Dark Warlock

Environment: desert

Total Threat Level: 60

Average Threat Level: 4

1. Entrance

This square room is 20' wide and 10' long. There is a set of stairs here leading out of the dungeon. A plain door lies in the southwest. There's a plain door in the northwest. There's a simple door in the southeast. There is a large lit brazier in the middle of the room.

2. Library

This room is dark.

This square room is 30' wide and 55' long. The walls are lined with bookcases. There is a table here with a large book open lying on it. There's a plain door in the northeast. There is a plain door in the southeast. A plain door is in the northwest.

3. Chamber

This room is dark.

This rectangular room is 25' wide and 30' long. A silver-trimmed door is in the north. A plain door is in the southeast.
There's a plain door in the northeast. It cannot be opened from this side.

4. Laboratory

This rectangular room is 25' wide and 20' long. 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 silver-trimmed door in the south. A plain door lies in the northeast. There's a simple door in the southeast. Torches line the walls.

5. Laboratory

This room is dark.

This laboratory is 20' wide and 25' long. There is a large table here with a wide array of alchemical devices on it. There is a large cabinet here. The ceiling is partly covered in cobwebs. There is a plain door in the southwest. There is a rotted door in the northwest. There's an ornate door in the southwest. There is a plain door in the southeast.

There are 2 wandering creatures here.

axe beak, resting (TL 1)

Carrying the following:

  • a rough key that unlocks the door between room 8 and room 11, worth 7 cp

axe beak, hunting (TL 1)

6. Chamber

This room is dark.

This room is a square 15' wide and 30' long. There is a pile of rags here. There is a plain door in the northeast. A simple door lies in the south.

Treasure

  • a small key that unlocks the door between room 7 and room 10

7. Chamber

This room is a square 25' wide and 30' long. The stone tile flooring is broken in places. There's a simple door in the southeast. A simple door is in the northeast. It is locked. There are lit braziers around the room here.

There are 3 wandering creatures here.

crocodile, lethargic (TL 1)

crocodile, sleeping (TL 1)

crocodile, lethargic (TL 1)

Treasure

  • a chest of coins holding 2,200 cp, 1,000 sp, and 60 gp, a carved bone statuette worth 29 gp, a silver ewer worth 18 gp, a small mirror set in a painted wood frame worth 29 gp, a gold locket with a painted portrait inside worth 19 gp, a gold locket with a painted portrait inside worth 27 gp, an embroidered silk handkerchief worth 20 gp, and a carved bone statuette worth 33 gp

8. Chamber

This room is dark.

This chamber is 20' wide and 15' long. There are a lot of cobwebs here. There's a simple door in the southeast. It is locked. A plain door is in the southwest. There is a simple door in the southwest.

There is a wandering creature here.

horse, resting (TL 1)

9. Chamber

This room is dark.

This chamber is 15' wide and 25' long. Marble flooring is cracked in places. There's a plain door in the west. There's a simple door in the northeast.

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

Treasure

  • a large chest of coins with 2,400 cp, 1,200 sp, and 110 gp, a cloth-of-gold vestments worth 17 gp, a small gold bracelet worth 29 gp, a gold locket with a painted portrait inside worth 28 gp, a cloth-of-gold vestments worth 20 gp, a small gold bracelet worth 34 gp, a black velvet mask stitched with silver thread worth 34 gp, and a carved bone statuette worth 32 gp

10. Chamber

This room is dark.

This chamber is 25' wide and 20' long. There's a plain door in the northeast. A simple door is in the southwest. It is locked.

11. Chamber

This room is dark.

This room is a square 25' wide and 20' long. There is a simple door in the southwest. It is locked. A simple door lies in the northeast. A simple door is in the southwest.

12. Chamber

This square room is 30' wide and 15' long. There is a simple door in the northwest. There is a simple door in the southeast. A plain door is in the southwest. There's a simple door in the northeast. There are lit braziers around the room here.

13. Storeroom

This room is dark.

This square room is 10' wide and 15' long. Crates and large boxes line the walls. There is a copper-trimmed door in the southeast. There is a simple door in the northwest.

There is a wandering creature here.

bat, sleeping (TL 1)

Abilities:

  • flight: can fly

14. Chamber

This chamber is 30' wide and 10' long. There is a simple door in the northwest. There is a carved door in the southwest. There's a plain door in the northwest. There is a plain door in the southeast. There are lit braziers around the room here.

15. Laboratory

This rectangular room is 30' wide and 20' long. Tables with alchemical devices, books, and other items are arranged around the room. There is a large cabinet here. Small piles of rags are scattered across the floor. There is a simple door in the southeast. There is a simple door in the northwest. There is a simple door in the northeast. A rotted door lies in the southwest. Torches line the walls.

There is a wandering creature here.

rust monster, resting (TL 1)

Abilities:

  • rusting touch: rusts nonmagical metal it touches

16. Storeroom

This room is dark.

This storeroom is 20' wide and 20' long. A few broken crates and boxes are strewn about. Dense cobwebs hang down from the ceiling.
There's a copper-trimmed door in the northwest. A pile of refuse obscures it.

There is a wandering creature here.

eagle, cautious (TL 0)

17. Chamber

This room is dark.

This room is a square 25' wide and 15' long. There is a plain door in the west. A silver-trimmed door lies in the south.

There is a wandering creature here.

blue jelly, sleeping (TL 3)

Abilities:

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

18. Storeroom

This room is dark.

This rectangular room is 20' wide and 15' long. Boxes are stacked in corners here. There is a pile of rags here. A simple door is in the west. There is a rotted door in the southeast.

19. Laboratory

This room is dark.

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 ornate door in the northwest. There's a plain door in the southwest. There is a simple door in the northwest. There is a rotted door in the east.

There are 3 wandering creatures here.

ice mephit, sleeping (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

ice mephit, sleeping (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

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

20. Chamber

This chamber is 10' wide and 10' long. There is a pile of rags here. There's a simple door in the southwest. A plain door lies in the southeast. A few torches sit in sconces on the walls.

There are 4 wandering creatures here.

snake, stalking (TL 0)

snake, hunting (TL 0)

snake, stalking (TL 0)

snake, hunting (TL 0)

21. Chamber

This room is a square 10' wide and 20' long. The ceiling is partly covered in cobwebs. A rotted door lies in the northwest. A simple door is in the southeast. Torches line the walls.

22. Chamber

This room is dark.

This rectangular room is 25' wide and 30' long. There's a plain door in the northwest. An ornate door lies in the southeast.
A plain door is in the northeast. It cannot be opened from this side.

23. Chamber

This room is dark.

This chamber is 30' wide and 25' long. Marble flooring is cracked in places. Much of the floor is covered in debris. There's a silver-trimmed door in the northwest. A simple door is in the southwest.

24. Chamber

This room is dark.

This square room is 20' wide and 20' long. There is a carved door in the northeast. There's an ornate door in the northwest. There's a painted door in the northeast.

There is a wandering creature here.

goat, stalking (TL 0)

25. Chamber

This room is dark.

This room is a square 15' wide and 25' long. A rotted door lies in the east.

There is a wandering creature here.

harpy, lethargic (TL 2)

Abilities:

  • flight: can fly

26. Chamber

This room is dark.

This rectangular room is 30' wide and 25' long. There's a simple door in the northeast.

There are 4 swarming insects here.

giant ant, cautious (TL 1)

giant ant, cautious (TL 1)

giant ant, stalking (TL 1)

giant ant, hunting (TL 1)

27. Chamber

This room is a square 10' wide and 15' long. A plain door lies in the southeast. There's a simple door in the northwest. A few torches sit in sconces on the walls.

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

28. Chamber

This room is dark.

This rectangular room is 15' wide and 30' long. There is a pile of rags here. There is a simple door in the southwest.

29. Chamber

This chamber is 15' wide and 10' long. A painted door is in the west. There's a plain door in the north. There are lit braziers around the room here.

There is an archmage here.

Nolosar Whitewalker, male dragonborn archmage (TL 11)

Abilities:

  • breath weapon: can breathe an element (acid, cold, fire, lightning, poison) appropriate to the dragonborn's type
  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with a carved ironwood body, worth 8 sp
  • a robe made of silk with a wide collar, worth 50 gp
  • a chest of coins holding 1,400 sp and 200 gp, worth 340 gp