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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 Reclusive Sorcerer

Environment: desert

Total Threat Level: 58

Average Threat Level: 4

1. Entrance

This room is dark.

This square room is 15' wide and 20' long. There is a set of stairs here leading out of the dungeon. A plain door is in the south. There is an iron-trimmed door in the northeast. There's a copper-trimmed door in the southwest.

Treasure

  • a shiny key that unlocks the door between room 5 and room 14

2. Storeroom

This storeroom is 30' wide and 15' long. The floor is stone tile. Many boxes are stacked here. A copper-trimmed door lies in the west. There is an iron-trimmed door in the southeast. There's a copper-trimmed door in the southeast. There is a large lit brazier in the middle of the room.

There is a wandering creature here.

snake, hunting (TL 0)

3. Laboratory

This room is dark.

This laboratory is 25' wide and 30' long. 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 large cabinet here. A copper-trimmed door lies in the northeast. There is a simple door in the southeast. There's a rotted door in the southeast. A decaying door lies in the northwest.

4. Storeroom

This storeroom is 10' wide and 20' long. The stone tile flooring is cracked in places. A few broken crates and boxes are strewn about. A plain door is in the northeast. There is an iron-trimmed door in the northwest. A copper-trimmed door is in the southeast. There are lit braziers around the room here.

Treasure

  • a shiny key that unlocks the door between room 14 and room 11

5. Storeroom

This room is dark.

This storeroom is 30' wide and 30' long. Stone tile flooring is cracked in places. Many boxes are stacked here. There is a plain door in the southwest. A decaying door lies in the northeast. A simple door is in the southwest. It is locked.

6. Chamber

This chamber is 25' wide and 10' long. Marble flooring is cracked in places. A plain door lies in the northeast. There is a plain door in the southeast. A simple door lies in the northwest. There is a carved door in the southwest. There is a large lit brazier in the middle of the room.

There is a wandering creature here.

rust monster, sleeping (TL 1)

Abilities:

  • rusting touch: rusts nonmagical metal it touches

7. Chamber

This room is a square 15' wide and 15' long. There is a simple door in the southwest. A few torches sit in sconces on the walls.

8. Storeroom

This room is dark.

This square room is 25' wide and 15' long. A few broken crates and boxes are strewn about. There is a simple door in the northwest. There's an iron-trimmed door in the northeast. There is a plain door in the east. A plain door lies in the west. There's a rotted door in the southeast.

There is a wandering creature here.

grey ooze, cautious (TL 5)

Abilities:

  • amorphous: can squeeze through small spaces
  • climb walls and ceilings: can climb walls and ceilings
  • corrode metal: corrode metal
  • imitate oily pool: imitate oily pool

9. Chamber

This square room is 15' wide and 30' long. The stone tile flooring is broken in places. A plain door lies in the west. There is a large lit brazier in the middle of the room.

There are 5 swarming insects here.

giant dragonfly, resting (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, resting (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, resting (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, sleeping (TL 2)

Abilities:

  • flight: can fly

giant dragonfly, hunting (TL 2)

Abilities:

  • flight: can fly

10. Chamber

This room is dark.

This chamber is 20' wide and 20' long. There is a plain door in the northeast. There is a plain door in the southwest. There's a simple door in the southeast. There is a simple door in the southeast.

There is a wandering creature here.

brown pudding, hunting (TL 3)

Abilities:

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

11. Library

This library is 70' wide and 70' long. There are many bookcases here. There is a table here with a large book open lying on it. A silver-trimmed door is in the southeast. There's a simple door in the northeast. There is a decaying door in the northeast. It is locked. There is a carved door in the northwest. Torches line the walls.

There is a wandering creature here.

ape, hunting (TL 1)

12. Fountain Chamber

This room is dark.

This fountain chamber is 20' wide and 15' long. An old and disused fountain sits in the corner. A simple door is in the west.
A simple door is in the east. It cannot be opened from this side.

There are 2 wandering creatures here.

will o' the wisp, resting (TL 4)

Abilities:

  • illumination: glows with a bright light
  • minor invisibility: can become invisible unless attacking

will o' the wisp, resting (TL 4)

Abilities:

  • illumination: glows with a bright light
  • minor invisibility: can become invisible unless attacking

13. Laboratory

This rectangular room is 30' wide and 20' long. There are several tables here with various devices on them. There is a simple cabinet here, and the door is ajar. A simple door lies in the southwest. A copper-trimmed door lies in the northwest. A simple door is in the northwest. There are lit braziers around the room here.

There is a wandering creature here.

blink dog, resting (TL 3)

Abilities:

  • blink: can teleport short distances

14. Chamber

This room is dark.

This rectangular room is 30' wide and 10' long. A plain door lies in the northwest. A decaying door is in the southeast. It is locked. A simple door is in the northwest. It is locked.

There is a wandering creature here.

blue slime, resting (TL 3)

Abilities:

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

15. Chamber

This rectangular room is 20' wide and 25' long. A simple door is in the northeast. There's a simple door in the southeast. There's a simple door in the west. A plain door lies in the east. There is a large lit brazier in the middle of the room.

There is a wandering creature here.

crocodile, sleeping (TL 1)

16. Chamber

This room is dark.

This square room is 20' wide and 10' long. Stone tile flooring is cracked in places. There's a simple door in the southwest. A simple door is in the northeast. A rotted door lies in the northeast.

17. Chamber

This room is dark.

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

There is a wandering creature here.

hippogriff, lethargic (TL 4)

Abilities:

  • flight: can fly

18. Fountain Chamber

This room is dark.

This fountain chamber is 15' wide and 15' long. Small fountains sit in each corner of the room. There's a rotted door in the northeast. A plain door is in the northeast.

There is a wandering creature here.

blink dog, lethargic (TL 3)

Abilities:

  • blink: can teleport short distances

19. Laboratory

This room is dark.

This rectangular room 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. There are a lot of cobwebs here. A rotted door lies in the southwest.

There is a wandering creature here.

ochre jelly, resting (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

20. Chamber

This room is dark.

This rectangular room is 10' wide and 10' long. Small piles of rags are scattered across the floor. A simple door lies in the northwest. A simple door is in the southwest. There's a plain door in the southwest.

21. Storeroom

This room is a square 25' wide and 30' long. The floor is stone tile. A few broken crates and boxes are strewn about. There is a simple door in the northwest. A simple door lies in the northwest. There are lit braziers around the room here.

There is an archmage here.

Ondáril Blueguard, male 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 a carved cedar body, worth 2 sp
  • a robe made of cotton with long sleeves that is artfully embroidered, worth 50 gp
  • a chest of coins containing 200 ep and 400 gp, worth 500 gp