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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 Lair of the Mad Wizard

Environment: coastal

Total Threat Level: 104

Average Threat Level: 6

1. Entrance

This room is dark.

This rectangular room is 20' wide and 20' long. There is a set of stairs here leading out of the dungeon. A rough door lies in the southwest. A painted door is in the northeast. A rough door lies in the northwest. It is locked.

Treasure

  • a plain key that unlocks the door between room 1 and room 2
  • a rough key that unlocks the door between room 4 and room 5

2. Chamber

This room is a square 10' wide and 25' long. The marble flooring is cracked in places. Much of the floor is covered in debris. There is a simple door in the northwest. A rough door is in the southeast. It is locked. A few torches sit in sconces on the walls.

There is a wandering creature 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

3. Chamber

This room is dark.

This chamber is 20' wide and 10' long. The marble flooring is broken in places. Dense cobwebs hang down from the ceiling. There's a simple door in the southeast. There's a decaying door in the southwest. There is a simple door in the northwest. A painted door lies in the northeast.

There is a mage here.

Qeeleng Kieper, male firbolg mage (TL 8)

Abilities:

  • minor invisibility: can turn invisible when not attacking
  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with a carved oak body, worth 2 sp
  • a robe made of fine silk with short sleeves, worth 9 sp
  • a bag of coins with 14 gp, worth 14 gp
  • a tarnished key that unlocks the door between room 8 and room 12, worth 7 cp

4. Chamber

This chamber is 15' wide and 25' long. The stone tile flooring is broken in places. Much of the floor is covered in debris. There is a simple door in the southeast. There is a painted door in the southeast. There's a rough door in the northwest. It is locked. A decaying door is in the northeast. There are lit braziers around the room here.

There is a wandering creature here.

giant ant, cautious (TL 1)

Carrying the following:

  • a ornate key that unlocks the door between room 12 and room 15, worth 7 cp

5. Chamber

This rectangular room is 15' wide and 15' long. The stone tile flooring is cracked in places. There are a lot of cobwebs here. A decaying door lies in the northwest. A rough door lies in the southeast. It is locked. There are lit braziers around the room here.

There is a mage here.

Upnua Adroham, female firbolg mage (TL 8)

Abilities:

  • minor invisibility: can turn invisible when not attacking
  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with a silver fir body, worth 3 sp
  • a robe with lacing down the middle, worth 1 sp

6. Storeroom

This room is dark.

This storeroom is 30' wide and 10' long. A few broken crates and boxes are strewn about. There is a pile of random debris here. A decaying door is in the southeast. An iron-trimmed door is in the northeast.

7. Storeroom

This room is dark.

This room is a square 30' wide and 25' long. Stone tile flooring is cracked in places. Many boxes are stacked here. There is a pile of rags here. An iron-trimmed door lies in the southwest. There's a painted door in the northeast. A plain door lies in the southeast.

There is a mage here.

Irtirena Windcrown, female 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 fir body, worth 3 sp
  • a robe with shiny tin clasps, worth 8 sp

8. Chamber

This room is dark.

This square room is 20' wide and 30' long. The floor is stone tile. Small piles of rags are scattered across the floor. There's a silver-trimmed door in the southeast. It is locked. There is a simple door in the northeast. There's a gold-trimmed door in the northwest. There is a plain door in the northwest.

There is a mage here.

Endóril Skybell, 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 painted pine body, worth 2 sp
  • a robe with lacing halfway down, worth 50 gp

9. Fountain Chamber

This room is dark.

This square room is 25' wide and 10' long. There is a disused fountain here with brackish water. A painted door is in the southwest. There is a plain door in the east.

10. Storeroom

This room is dark.

This storeroom is 30' wide and 20' long. Many boxes are stacked here. A rough door lies in the northeast.

There is a wandering creature here.

dretch, resting (TL 3)

Abilities:

  • fetid cloud: can emit a fetid cloud of gas

11. Storeroom

This room is dark.

This rectangular room is 10' wide and 10' long. A few broken crates and boxes are strewn about. A decaying door is in the northeast. A plain door is in the southwest.

There is a mage here.

Oluma Eshremk, female firbolg mage (TL 8)

Abilities:

  • minor invisibility: can turn invisible when not attacking
  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with a poplar body, worth 2 sp
  • a robe made of cotton with a wide collar, worth 5 cp
  • a bag of coins with 6 pp, worth 60 gp

12. Fountain Chamber

This room is dark.

This fountain chamber is 10' wide and 10' long. There is an ornate fountain here. A silver-trimmed door lies in the northwest. It is locked. There's an iron-trimmed door in the northwest. It is locked.

13. Chamber

This chamber is 20' wide and 25' long. There is a plain door in the southeast. There is a simple door in the southwest. A plain door is in the southwest. A few torches sit in sconces on the walls.

There is a wandering creature here.

giant bee, stalking (TL 2)

Abilities:

  • flight: can fly

14. Storeroom

This room is dark.

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

There are 2 wandering creatures here.

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

ice mephit, cautious (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

15. Chamber

This rectangular room is 20' wide and 15' long. The ceiling is partly covered in cobwebs. An iron-trimmed door lies in the southwest. It is locked. There is a large lit brazier in the middle of the room.
There is a simple door in the southwest. It is practically undetectable except for a thin seam visible only on close inspection.

There is a wandering creature here.

hippogriff, cautious (TL 4)

Abilities:

  • flight: can fly

16. Storeroom

This room is dark.

This storeroom is 25' wide and 15' long. Boxes are stacked in corners here. There's a simple door in the northwest. There's a painted door in the southwest. A simple door is in the southeast. A painted door lies in the southwest.

There is a mage here.

Adkel Atirnom, male firbolg mage (TL 8)

Abilities:

  • minor invisibility: can turn invisible when not attacking
  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with a blackwood body, worth 7 sp
  • a robe with short sleeves, worth 5 sp

17. Fountain Chamber

This room is dark.

This fountain chamber is 10' wide and 15' long. The stone tile flooring is cracked in places. An old and disused fountain sits in the corner. One of the corners has a large pile of filthy rags. There's a painted door in the northwest. There is a gold-trimmed door in the southwest.

18. Fountain Chamber

This rectangular room is 25' wide and 15' long. Small fountains sit in each corner of the room. There is a pile of random debris here. A simple door is in the west. There is a rough door in the northeast. Torches line the walls.

Treasure

  • a chest of coins holding 800 cp, 900 sp, and 60 gp, a hematite worth 9 gp, a turquoise worth 9 gp, an obsidian worth 9 gp, and a malachite worth 9 gp, inside fountain

19. Chamber

This square room is 10' wide and 25' long. A plain door is in the northwest. A few torches sit in sconces on the walls.

20. Chamber

This room is a square 25' wide and 20' long. The floor is stone tile. A plain door lies in the southwest. A few torches sit in sconces on the walls.

There are 3 wandering creatures here.

rat, cautious (TL 0)

rat, resting (TL 0)

rat, lethargic (TL 0)

21. Storeroom

This room is dark.

This room is a square 30' wide and 30' long. A few broken crates and boxes are strewn about. One of the corners has a large pile of filthy rags. A plain door lies in the northeast.

22. Storeroom

This room is dark.

This square room is 25' wide and 20' long. Crates and large boxes line the walls. One of the corners has a large pile of filthy rags. There's a rough door in the northwest.

There is a mage here.

Velloong Smith, male firbolg mage (TL 8)

Abilities:

  • minor invisibility: can turn invisible when not attacking
  • arcane spellcasting: casts arcane spells

Carrying the following:

  • a staff with an engraved birch body, worth 2 sp
  • a robe with rough tin clasps, worth 8 sp

23. Fountain Chamber

This fountain chamber is 25' wide and 10' long. There is a disused fountain here with brackish water. There's a simple door in the northwest. There is a large lit brazier in the middle of the room.

There is an archmage here.

Azhelme Nightbell, female elven archmage (TL 12)

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 an engraved white cedar body topped with a rough crystal, worth 4 sp
  • a robe with lacing down the middle that is embroidered with simple patterns, worth 1 sp

Treasure

  • a large chest of coins with 1,900 cp, 1,200 sp, and 80 gp, a carnelian worth 45 gp, a moonstone worth 45 gp, a chrysoprase worth 48 gp, a carnelian worth 46 gp, a carnelian worth 46 gp, a carnelian worth 46 gp, and a carnelian worth 47 gp, inside fountain