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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 Laboratory of the Mad Wizard

Environment: coastal

Total Threat Level: 95

Average Threat Level: 4

1. Entrance

This room is dark.

This square room is 15' wide and 20' long. The floor is marble. The stairs out of the dungeon are here. An ornate door is in the northeast. There is a copper-trimmed door in the southwest. There's a plain door in the southeast. There is a rotted door in the south.

Treasure

  • a tarnished key that unlocks the door between room 2 and room 3
  • a plain key that unlocks the door between room 3 and room 5

2. Storeroom

This room is dark.

This rectangular room is 30' wide and 15' long. Crates and large boxes line the walls. There is an ornate door in the southeast. A rough door lies in the northwest. It is locked.

Treasure

  • a chest of coins with 2,200 cp, 1,200 sp, and 80 gp, a rhodochrosite worth 9 gp, a hematite worth 9 gp, a tiger eye worth 9 gp, an irregular freshwater pearl worth 9 gp, and an azurite worth 9 gp, inside stacked boxes

3. Chamber

This room is a square 20' wide and 25' long. There is a rough door in the southwest. It is locked. There is a copper-trimmed door in the northwest. It is locked. There is a large lit brazier in the middle of the room.

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

Treasure

  • a chest of coins with 2,300 cp, 800 sp, and 80 gp, a star rose quartz worth 49 gp, an onyx worth 45 gp, a bloodstone worth 46 gp, a carnelian worth 47 gp, a bloodstone worth 49 gp, an onyx worth 47 gp, and a chalcedony worth 49 gp

4. Chamber

This room is dark.

This square room is 10' wide and 10' long. The stone tile flooring is cracked in places. There is a plain door in the southeast. A copper-trimmed door lies in the southeast.

5. Chamber

This room is dark.

This chamber is 15' wide and 10' long. There's a copper-trimmed door in the southwest. It is locked. A plain door lies in the northeast.

There is a wandering creature here.

lion, sleeping (TL 2)

6. Storeroom

This room is dark.

This storeroom is 10' wide and 15' long. The stone tile flooring is cracked in places. Many boxes are stacked here. There's a gold-trimmed door in the northeast. A plain door lies in the southwest.

There is a wandering creature here.

rat, resting (TL 0)

7. Chamber

This chamber is 20' wide and 25' long. There's a gold-trimmed door in the southwest. A decaying door is in the east. There is a plain door in the southwest. Torches line the walls.

There is a wandering creature here.

wolf, lethargic (TL 1)

Carrying the following:

  • a plain key that unlocks the door between room 29 and room 19, worth 3 cp

8. Chamber

This room is dark.

This rectangular room is 25' wide and 30' long. There is a plain door in the southwest. There is a plain door in the southeast. A rough door is in the southeast. There is a plain door in the northeast.

There is a wandering creature here.

giant spider, lethargic (TL 3)

Abilities:

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

9. Chamber

This room is dark.

This rectangular room is 25' wide and 10' long. There is a pile of random debris here. There is a simple door in the northeast. There's a plain door in the northwest.

There is a wandering creature here.

gryfalcon, stalking (TL 4)

Abilities:

  • flight: can fly

10. Library

This library is 75' wide and 50' long. The walls are lined with bookcases. There is a table here with a large book open lying on it. Debris of unknown origin is scattered about. There's a decaying door in the northwest. A plain door lies in the southwest. A simple door lies in the southeast. There is a decaying door in the northeast. There is a plain door in the southeast. There is a plain door in the southeast. There is a gold-trimmed door in the southwest. Torches line the walls.

There is a wandering creature here.

gelatinous cube, resting (TL 2)

Abilities:

  • nonmetal dissolution: dissolve nonmagical nonmetal things

11. Storeroom

This room is dark.

This storeroom is 10' wide and 30' long. The stone tile flooring is cracked in places. Boxes are stacked in corners here. There is a plain door in the northeast. There is a simple door in the southeast. A painted door is in the southwest.

12. Chamber

This room is a square 10' wide and 10' long. There is a plain door in the southwest. There's a rotted door in the northeast. A few torches sit in sconces on the walls.

There is a wandering creature here.

imp, stalking (TL 5)

Abilities:

  • shapeshift into animal: can shapeshift into an animal
  • darkvision: can see in darkness
  • resistance: magic: is resistant to magic

13. Storeroom

This room is dark.

This rectangular room is 10' wide and 25' long. Crates and large boxes line the walls. A painted door is in the southeast. A rough door is in the northeast.

14. Fountain Chamber

This room is dark.

This square room is 15' wide and 20' long. There is a disused fountain here with brackish water. A simple door is in the northwest.

Treasure

  • a large chest of coins containing 15,000 gp and 1,600 pp, a blue spinel worth 469 gp, a blue spinel worth 476 gp, a black pearl worth 489 gp, an alexandrite worth 471 gp, an alexandrite worth 483 gp, a blue spinel worth 474 gp, a peridot worth 469 gp, a gold armet worth 505 gp, a wool shirt worth 2 sp, a mithril targĂ© shield worth 460 gp, a cotton pants worth 3 cp, and a white gold armet worth 505 gp, inside fountain

15. Storeroom

This room is dark.

This rectangular room is 25' wide and 30' long. Boxes are stacked in corners here. A simple door lies in the southwest. There's a plain door in the southeast.

There is a wandering creature here.

imp, hunting (TL 5)

Abilities:

  • shapeshift into animal: can shapeshift into an animal
  • darkvision: can see in darkness
  • resistance: magic: is resistant to magic

16. Library

This library is 25' wide and 65' long. The floor is stone tile. There are many bookcases here. There are several tables here. There are a lot of cobwebs here. There is a plain door in the northwest. There is a rough door in the southeast. There is a rotted door in the southeast. A rotted door lies in the northeast. There's a simple door in the northeast. Torches line the walls.

There are 8 swarming insects here.

giant dragonfly, hunting (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, hunting (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

Treasure

  • a large chest of coins containing 2,200 cp, 1,000 sp, and 70 gp, a chalcedony worth 47 gp, a moonstone worth 48 gp, a citrine worth 49 gp, a bloodstone worth 47 gp, a chrysoprase worth 48 gp, a chalcedony worth 47 gp, and a jasper worth 49 gp, inside bookcases

17. Chamber

This room is dark.

This chamber is 10' wide and 25' long. Debris of unknown origin is scattered about. A painted door is in the southwest.

There is a mage here.

Fellym Gintersen, male dark elven mage (TL 10)

Abilities:

  • darkvision: can see in the dark
  • spell: faerie fire: can cast faerie fire
  • spell: dancing lights: can cast dancing lights
  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with a carved aspen body, worth 2 sp
  • a robe made of cotton with a wide collar, worth 50 gp
  • a pouch of coins containing 12 sp, worth 1 gp

18. Storeroom

This room is a square 20' wide and 30' long. A few broken crates and boxes are strewn about. Torches line the walls.
A decaying door lies in the southwest. A pile of debris obscures it.

There are 4 swarming insects here.

giant ant, lethargic (TL 1)

giant ant, stalking (TL 1)

giant ant, resting (TL 1)

giant ant, lethargic (TL 1)

19. Storeroom

This room is dark.

This storeroom is 30' wide and 20' long. Crates and large boxes line the walls. There is a plain door in the northeast. A simple door lies in the southeast. There's a decaying door in the southwest. It is locked. There is a plain door in the southeast.

There is a wandering creature here.

blue slime, hunting (TL 3)

Abilities:

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

20. Fountain Chamber

This fountain chamber is 10' wide and 25' long. The stone tile flooring is cracked in places. Two fountains lie on either side of the room. There's a silver-trimmed door in the southeast. There's a simple door in the northwest. Torches line the walls.

There is a wandering creature here.

ochre jelly, hunting (TL 4)

Abilities:

  • amorphous: can squeeze through small spaces
  • climb walls and ceilings: can climb walls and ceilings
  • lightning split: split in half when hit with lightning

21. Storeroom

This room is dark.

This storeroom is 15' wide and 20' long. Stone tile flooring is cracked in places. Crates and large boxes line the walls. A rotted door is in the northwest.

22. Chamber

This room is dark.

This square room is 10' wide and 25' long. There's a silver-trimmed door in the northeast. A rotted door lies in the northwest.

23. Laboratory

This room is dark.

This laboratory is 25' wide and 20' long. There are several tables here with various devices on them. There is a cabinet here. There is a plain door in the northwest. A plain door lies in the northeast. A decaying door lies in the southeast.

There is a wandering creature here.

boar, stalking (TL 1)

24. Laboratory

This room is dark.

This rectangular room is 30' wide and 30' long. The floor is stone tile. There are several tables here with various devices on them. There is a large cabinet here. One of the corners has a large pile of filthy rags. There's a rough door in the northeast.
There is a rough door in the southeast. A tapestry obscures it.

There is a wandering creature here.

dretch, sleeping (TL 3)

Abilities:

  • fetid cloud: can emit a fetid cloud of gas

25. Library

This rectangular room is 70' wide and 30' long. There are a number of well-preserved bookcases here. There are several tables here. A rough door is in the northwest. There's a rotted door in the northeast. There's a painted door in the northwest. There is a large lit brazier in the middle of the room.

26. Storeroom

This room is dark.

This room is a square 10' wide and 15' long. Crates and large boxes line the walls. Small piles of rags are scattered across the floor. There's a plain door in the northeast.

There is a wandering creature here.

rust monster, cautious (TL 1)

Abilities:

  • rusting touch: rusts nonmagical metal it touches

27. Chamber

This room is a square 30' wide and 20' long. There's a simple door in the northwest. There is a decaying door in the northeast. Torches line the walls.

There is a wandering creature here.

brown pudding, stalking (TL 3)

Abilities:

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

28. Chamber

This room is dark.

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

There are 5 swarming insects here.

giant dragonfly, resting (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, lethargic (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, resting (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, stalking (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, stalking (TL 2)

Abilities:

  • flight: can fly

29. Chamber

This room is dark.

This chamber is 10' wide and 10' long. There's a rotted door in the northwest. There is a decaying door in the northeast. It is locked. A simple door lies in the northeast.

30. Storeroom

This storeroom is 15' wide and 10' long. A few broken crates and boxes are strewn about. A simple door is in the northwest. There is a plain door in the northeast. There are lit braziers around the room here.

There is an archmage here.

Fileteur Akland, male dark elven archmage (TL 14)

Abilities:

  • darkvision: can see in the dark
  • spell: faerie fire: can cast faerie fire
  • spell: dancing lights: can cast dancing lights
  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with a poplar body capped on top and bottom with iron, worth 2 sp
  • a robe made of fine silk with lacing at the top, worth 9 sp