Tools for procedural generation of content for tabletop role-playing
games
Dungeon Generator
A dungeon generator.
Lock Seed
The Domain of the Dread Sorcerer
Environment: hill
Total Threat Level: 75
Average Threat Level: 3
1. Entrance
This room is a square 20' wide and 20' long. The stairs out of the dungeon are here. There's a simple door in the northwest. There is a carved door in the northeast. There is a large lit brazier in the middle of the room.
2. Library
This room is dark.
This library is 25' wide and 50' long. There are many bookcases here. There is a table here with a large book open lying on it. A simple door lies in the southeast. There's a silver-trimmed door in the northwest. There is a plain door in the southwest.
There is a wandering creature here.
camel, resting (TL 1)
Carrying the following:
a ornate key that unlocks the door between room 3 and room 15, worth 3 cp
a rough key that unlocks the door between room 4 and room 5, worth 8 cp
3. Storeroom
This room is dark.
This storeroom is 25' wide and 15' long. Many boxes are stacked here. Debris of unknown origin is scattered about. A silver-trimmed door lies in the southeast. A plain door is in the northwest. A simple door lies in the northeast. It is locked.
There are 6 swarming insects here.
giant bee, hunting (TL 2)
Abilities:
flight: can fly
giant bee, lethargic (TL 2)
Abilities:
flight: can fly
giant bee, hunting (TL 2)
Abilities:
flight: can fly
giant bee, stalking (TL 2)
Abilities:
flight: can fly
giant bee, sleeping (TL 2)
Abilities:
flight: can fly
giant bee, cautious (TL 2)
Abilities:
flight: can fly
4. Chamber
This room is dark.
This rectangular room is 10' wide and 15' long. The floor is marble. There is a plain door in the southeast. A simple door is in the west. There is a simple door in the northwest. It is locked.
There is a wandering creature here.
will o' the wisp, lethargic (TL 4)
Abilities:
illumination: glows with a bright light
minor invisibility: can become invisible unless attacking
Carrying the following:
a simple key that unlocks the door between room 9 and room 5, worth 1 cp
5. Storeroom
This room is dark.
This rectangular room is 20' wide and 20' long. A few broken crates and boxes are strewn about. There is a pile of random debris here. There's a plain door in the northwest. A plain door is in the southwest. It is locked. A simple door is in the southeast. A simple door lies in the southeast. It is locked.
There's a gold-trimmed door in the northeast. It cannot be opened from this side.
6. Chamber
This room is dark.
This square room is 10' wide and 20' long. A rough door is in the southwest. A rotted door lies in the southeast. A plain door lies in the northeast.
There are 4 wandering creatures here.
crocodile, cautious (TL 1)
crocodile, sleeping (TL 1)
crocodile, hunting (TL 1)
crocodile, cautious (TL 1)
7. Storeroom
This room is dark.
This storeroom is 20' wide and 30' long. Many boxes are stacked here. There is a simple door in the northeast.
There is a wandering creature here.
baboon, hunting (TL 0)
8. Chamber
This room is dark.
This chamber is 15' wide and 10' long. Marble flooring is cracked in places. A plain door is in the southeast. There is a silver-trimmed door in the northeast. A plain door lies in the southwest. There is a decaying door in the northwest.
There is a wandering creature here.
baboon, lethargic (TL 0)
9. Chamber
This square room is 15' wide and 10' long. There's a plain door in the southeast. It is locked. A plain door lies in the northwest. There is a plain door in the northeast. Torches line the walls.
There is a mage here.
Sherngak Oshlungg, male orc mage (TL 5)
Abilities:
arcane spellcasting: casts arcane spells
Carrying the following:
a staff with an aspen body, worth 2 sp
a robe made of linen with lacing at the top, worth 1 sp
10. Chamber
This room is dark.
This room is a square 10' wide and 15' long. A rough door lies in the northeast. A copper-trimmed door lies in the northwest.
There is a wandering creature here.
blue jelly, lethargic (TL 3)
Abilities:
amorphous: can squeeze through small spaces
climb walls and ceilings: can climb walls and ceilings
11. Storeroom
This storeroom is 20' wide and 30' long. The stone tile flooring is broken in places. Boxes are stacked in corners here. A plain door lies in the southeast. There is a decaying door in the southeast. Torches line the walls.
There is a wandering creature here.
blue jelly, stalking (TL 3)
Abilities:
amorphous: can squeeze through small spaces
climb walls and ceilings: can climb walls and ceilings
Treasure
a large chest of coins containing 1,700 cp, 700 sp, and 70 gp, a malachite worth 9 gp, an eye agate worth 9 gp, a tiger eye worth 9 gp, an azurite worth 9 gp, a turquoise worth 9 gp, and an azurite worth 9 gp, inside stacked boxes
12. Storeroom
This room is dark.
This storeroom is 25' wide and 15' long. The stone tile flooring is cracked in places. A few broken crates and boxes are strewn about. There are a lot of cobwebs here. A carved door lies in the southwest.
There are 2 wandering creatures here.
fire beetle, stalking (TL 2)
Abilities:
illumination: glows with soft orange light
fire beetle, cautious (TL 2)
Abilities:
illumination: glows with soft orange light
13. Chamber
This room is dark.
This square room is 10' wide and 15' long. The stone tile flooring is broken in places. There are a lot of cobwebs here. There's a copper-trimmed door in the northeast. There is a plain door in the northwest.
There is a wandering creature here.
badger, lethargic (TL 1)
14. Chamber
This rectangular room is 20' wide and 15' long. Stone tile flooring is cracked in places. Debris of unknown origin is scattered about. A simple door lies in the west. Torches line the walls.
There are 4 swarming insects here.
giant dragonfly, hunting (TL 2)
Abilities:
flight: can fly
giant dragonfly, lethargic (TL 2)
Abilities:
flight: can fly
giant dragonfly, lethargic (TL 2)
Abilities:
flight: can fly
giant dragonfly, sleeping (TL 2)
Abilities:
flight: can fly
15. Laboratory
This laboratory is 25' wide and 30' long. There is a large table here with a wide array of alchemical devices on it. There is a simple cabinet here, and the door is ajar. Dense cobwebs hang down from the ceiling. A plain door is in the northeast. There's a simple door in the southwest. It is locked. A few torches sit in sconces on the walls.
16. Chamber
This room is dark.
This square room is 20' wide and 15' long. There is a plain door in the southwest.
A plain door is in the southeast. It cannot be opened from this side.
There is a mage here.
Qug Fearfist, male orc mage (TL 5)
Abilities:
arcane spellcasting: casts arcane spells
Carrying the following:
a staff with an engraved pine body, worth 2 sp
a robe with short sleeves, worth 50 gp
a bag of coins holding 13 sp, worth 1 gp
17. Chamber
This room is dark.
This chamber is 30' wide and 25' long. A plain door is in the southwest. There's a plain door in the southwest. It is locked.
There is a wandering creature here.
cat, cautious (TL 0)
Carrying the following:
a tarnished key that unlocks the door between room 17 and room 22, worth 2 cp
18. Chamber
This room is dark.
This square room is 15' wide and 10' long. One of the corners has a large pile of filthy rags. There's a plain door in the east.
There is a wandering creature here.
elk, stalking (TL 2)
19. Storeroom
This room is dark.
This storeroom is 25' wide and 30' long. The floor is stone tile. Crates and large boxes line the walls. A plain door lies in the northwest. There's a rotted door in the northeast.
There is a mage here.
Birshib Battlesmash, male orc mage (TL 5)
Abilities:
arcane spellcasting: casts arcane spells
Carrying the following:
a staff with an engraved maple body, worth 5 sp
a robe made of cotton with lacing down the middle, worth 5 cp
20. Fountain Chamber
This square room is 15' wide and 15' long. An old and disused fountain sits in the corner. There is a plain door in the southeast. A plain door is in the southwest. A few torches sit in sconces on the walls.
There is a wandering creature here.
will o' the wisp, lethargic (TL 4)
Abilities:
illumination: glows with a bright light
minor invisibility: can become invisible unless attacking
21. Chamber
This chamber is 10' wide and 30' long. There is a pile of random debris here. There is a plain door in the northeast. There are lit braziers around the room here.
There is a wandering creature here.
black pudding, hunting (TL 4)
Abilities:
metal dissolution: dissolve nonmagical metal things
amorphous: can squeeze through small spaces
climb walls and ceilings: can climb walls and ceilings
22. Chamber
This room is dark.
This chamber is 15' wide and 15' long. A silver-trimmed door lies in the west. A plain door lies in the northwest. It is locked. A gold-trimmed door lies in the southwest.
There is a wandering creature here.
giant ant, stalking (TL 1)
23. Chamber
This room is dark.
This chamber is 10' wide and 25' long. A rotted door is in the west.
24. Laboratory
This rectangular room is 25' wide and 25' long. The stone tile flooring is broken in places. Tables with alchemical devices, books, and other items are arranged around the room. There is a large cabinet here. There's a rotted door in the northwest. There are lit braziers around the room here.
There is an archmage here.
Idbaza Keeper, female orc archmage (TL 9)
Abilities:
arcane spellcasting: casts arcane spells
Carrying the following:
a staff with a stained oak body topped with a raw crystal, worth 2 sp
a robe with lacing halfway down, worth 50 gp
a chest of coins containing 1,500 sp and 300 gp, worth 450 gp