Level 1 Dungeon (16 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Room #10 Room #11 Room #12 Room #13 Room #14 Room #15 Room #16 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is barely lit. In the distance you seem to perceive the sound of a gust of wind. Near the western wall there's two small rag dolls.
There's a wooden door to the west.
There's a stone door to the west.
There's a wooden door to the south.

NPCs (1)

Female Gnome Drd1: CR 1 (ECL 1); HD 1d8; hp 11; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 7, Ref 1, Will 1; STR: 13 (1), DEX: 12 (1), CON: 16 (3), INT: 13 (1), WIS: 9 (-1), CHA: 12 (1)
Feats: Great Fortitude
Skills: Appraise 3, Balance 3, Climb 2, Concentration 4, Diplomacy 2, Disguise 2, Escape Artist 2, Forgery 2, Gather Information 2, Heal 0, Intimidate 3, Move Silently 2, Search 2, Sense Motive 0, Spot 0, Handle Animal 2, Spellcraft 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Animal companion; Nature sense; Wild empathy

Suggested armor: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)

Treasure

No goods
No mundane items
No items
60 gp
0 cp
0 sp
0 pp

Room 2:


This room is very dark. Your nostrils are flooded by a foul stench. Near the northwestern corner there's a scorch mark on the floor.
There are 2 wooden doors to the north.
There's a wooden door to the west.

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
200 sp
0 cp
0 gp
0 pp

Room 3:


This room is well lit.
There are 2 wooden doors to the east.

Monsters (1)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
400 sp
0 cp
0 gp
0 pp

Room 4:


This room is very dark.
There's a stone door to the east.
There's a wooden door to the east.

NPCs (1)

Male Ogre Bbn1: CR 4 (ECL 7); HD 4d8+1d12; hp 16; Init +3; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 3, Ref -1, Will 0; STR: 19 (4), DEX: 9 (-1), CON: 13 (1), INT: 5 (-3), WIS: 11 (0), CHA: 7 (-2)
Feats: Improved Unarmed Strike, Toughness, Improved Initiative
Skills: Appraise -2, Hide 0, Move Silently 0, Survival 1

Special Qualities: Darkvision: 60ft; Fast movement; Illiteracy; Rage: 1/day

Suggested armor: Padded armor (+1AC, 5gp, Max Dex bonus: 8, Spell failure: 5%)

Treasure

No goods
No mundane items
No items
300 sp
0 cp
0 gp
0 pp

Room 5:


This room is lit by a single torch. For an instant you hear the sound of tip toes, but then it stops. Close to the eastern wall there's a patch of fungus.
There's a wooden door to the east.

Traps (1)

Rolling Rock Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 22; Cost: 1,400 gp; Atk +10 melee (2d6, rock).

NPCs (1)

Mallmegilcîr Female Elf Drd1: CR 1 (ECL 1); HD 1d8; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 0; STR: 16 (3), DEX: 14 (2), CON: 9 (-1), INT: 16 (3), WIS: 7 (-2), CHA: 10 (0)
Feats: Track
Skills: Appraise 4, Balance 3, Bluff 1, Concentration 0, Escape Artist 5, Forgery 6, Gather Information 2, Heal -1, Hide 5, Jump 5, Listen -1, Move Silently 3, Ride 3, Search 4, Swim 6, Use Rope 4, Spellcraft 4

Special Qualities: Immunities: sleep; Low-light vision; Animal companion; Nature sense; Wild empathy

Suggested armor: Padded armor (+1AC, 5gp, Max Dex bonus: 8, Spell failure: 5%)

Treasure

No goods
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 6:


This room is completely dark and the air has a mild rancid smell. Near the northern wall there's a piece of cloth.
There's a stone door to the east.

Traps (1)

Poison Dart Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 18; Cost: 700 gp; Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis).

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
110 gp
0 cp
0 sp
0 pp

Room 7:


This room is completely dark. Near the southwestern corner you find a rusty dagger hilt.
There's a stone door to the south.

Traps (1)

Rolling Rock Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 22; Cost: 1,400 gp; Atk +10 melee (2d6, rock).

NPCs (1)

Female Duergar Pal1: CR 2 (ECL 2); HD 1d10; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 5, Ref 1, Will 1; STR: 15 (2), DEX: 12 (1), CON: 16 (3), INT: 15 (2), WIS: 13 (1), CHA: 11 (0)
Feats: Investigator
Skills: Appraise 3, Balance 3, Climb 3, Diplomacy 1, Disguise 2, Escape Artist 2, Gather Information 2, Hide 3, Jump 3, Ride 4, Spot 2, Use Rope 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Breast plate (+5AC, 200gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
No mundane items
No items
500 sp
0 cp
0 gp
0 pp

Room 8:


This room is shrouded in magical darkness. Your nostrils are flooded by a moldy stench. A distant sound of growling can be heard.
There are 2 wooden doors to the west.

NPCs (1)

Male Human Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init +5; AC 14 (touch 11, flat-footed 13, misc 3); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 5; STR: 15 (2), DEX: 12 (1), CON: 12 (1), INT: 10 (0), WIS: 16 (3), CHA: 15 (2)
Feats: Improved Initiative, Power Attack, Martial Weapon Proficiency
Skills: Appraise 1, Gather Information 4, Heal 5, Intimidate 6, Jump 3, Listen 4, Move Silently 2, Ride 3, Search 3, Sense Motive 4, Spot 4, Swim 3

Special Qualities: Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 9:


This room is lightless. Your nostrils are flooded by a burnt smell. In the eastern wall there's a nearly-extinguished campfire.
There are 2 wooden doors to the west.

NPCs (1)

Male Githyanki Pal1: CR 2 (ECL 3); HD 1d10; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 5, Ref 1, Will 1; STR: 17 (3), DEX: 13 (1), CON: 16 (3), INT: 16 (3), WIS: 12 (1), CHA: 10 (0)
Feats: Diligent
Skills: Appraise 5, Bluff 2, Concentration 4, Diplomacy 2, Escape Artist 2, Forgery 5, Ride 3, Sense Motive 3, Spot 3, Survival 2, Swim 5, Use Rope 2, Handle Animal 2, Decipher Script 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

No goods
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 10:


This room is lightless. Near the southwestern corner you find a green stain on the floor.
There are 2 wooden doors to the north.

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
2000 cp
0 sp
0 gp
0 pp

Room 11:


This room is lightless. Near the northwestern corner there's a small mouse looking your way.
There's a wooden door to the east.

NPCs (1)

Ered-amon Female Elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 1; STR: 14 (2), DEX: 12 (1), CON: 13 (1), INT: 12 (1), WIS: 12 (1), CHA: 17 (3)
Feats: Armor Proficiency (light)
Skills: Appraise 3, Bluff 4, Climb 4, Concentration 4, Escape Artist 2, Forgery 2, Heal 2, Jump 3, Listen 3, Move Silently 2, Sense Motive 3, Survival 2, Swim 3, Use Rope 2

Special Qualities: Immunities: sleep; Low-light vision; Fast movement; Illiteracy; Rage: 1/day

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

Embroidered silk and velvet mantle with numerous moonstones {worth 1400 gp}
No mundane items
No items
700 sp
0 cp
0 gp
0 pp

Room 12:


This room is lit by a single torch and the air is hazey. A faint sound of a slammed door can be heard from here. Close to the northern wall you find several paper scraps laying on the floor.
There's a wooden door to the east.

NPCs (1)

Female Dwarf Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref -1, Will 2; STR: 13 (1), DEX: 9 (-1), CON: 14 (2), INT: 15 (2), WIS: 14 (2), CHA: 8 (-1)
Feats: Negotiator
Skills: Appraise 3, Climb 2, Concentration 3, Diplomacy 1, Disguise 0, Escape Artist 0, Forgery 3, Heal 3, Hide 0, Listen 4, Sense Motive 4, Spot 3, Survival 4, Swim 2, Handle Animal 1

Special Qualities: Darkvision: 60ft; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
No items
110 gp
0 cp
0 sp
0 pp

Room 13:


This room is barely lit. Near the center of the room you find a small pile of ash.
There's a wooden door to the south.

NPCs (1)

Female Half-orc Sor1: CR 1 (ECL 1); HD 1d4; hp 3; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 1, Will 3; STR: 16 (3), DEX: 13 (1), CON: 9 (-1), INT: 7 (-2), WIS: 12 (1), CHA: 7 (-2)
Feats: Shield Proficiency
Skills:

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 14:


This room is completely dark.
There are 2 wooden doors to the north.

Monsters (1)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

No goods
No mundane items
Cure light wounds (potion) {worth 50 gp}
90 gp
0 cp
0 sp
0 pp

Room 15:


This room is lit by a single torch. You hear the faint sound of growling, but can't quite place where it comes from. Close to the southwestern corner you find a burnt torch.
There's an iron door to the north.

Traps (1)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

Monsters (1)

Dwarf:Derro: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dagger +1 melee; or repeating light crossbow+1 ranged; Dmg: Dagger 1d4; crossbow 1d6 and poison; Special Atk: ; AL Usually chaotic evil; SV Fort 3 Ref 0 Will 0; STR 9, DEX 14, CON 13, INT 10, WIS 10, CHA 6;
Feats: Blind-Fight
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Special Qualities: Darkvision, derro traits, SR 18, sunlight vulnerability;

Treasure

No goods
No mundane items
No items
700 sp
0 cp
0 gp
0 pp

Room 16:


This room is lightless. The air has a fresh smell. In the eastern wall you see a tattered cloak.
There's a wooden door to the west.
There's a stone door to the west.

Traps (1)

Rolling Rock Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 22; Cost: 1,400 gp; Atk +10 melee (2d6, rock).

NPCs (1)

Alglad Female Elf Rog1: CR 1 (ECL 1); HD 1d6; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 2, Will 0; STR: 16 (3), DEX: 11 (0), CON: 9 (-1), INT: 8 (-1), WIS: 11 (0), CHA: 11 (0)
Feats: Athletic
Skills: Appraise 1, Balance 1, Bluff 1, Climb 5, Concentration 1, Diplomacy 2, Hide 1, Intimidate 2, Listen 1, Move Silently 1, Search 1, Sense Motive 1, Spot 1, Survival 2, Swim 5, Use Rope 3, Disable Device 0, Tumble 1, Use Magic Device 3

Special Qualities: Immunities: sleep; Low-light vision; Trap finding; Sneak attack +1d6

Suggested armor: Padded armor (+1AC, 5gp, Max Dex bonus: 8, Spell failure: 5%)

Treasure

deep blue spinel {worth 400 gp}
Full plate {worth 1500 gp}
No items
500 sp
0 cp
0 gp
0 pp

About

Note: Treasures, monsters, and NPCs are generated randomly, so the information generated is pretty rough on the edges. Its supposed to be more of a guideline.
For use in your game consider the following options: changing or removing encounters, equiping NPCs, treasures listed belong to NPCs (i.e.: the treasure is not just lying around) or is hidden, removing treasure altogether, changing the alignment of NPCs, placing traps on specific locations, etc.


If you need something fancier, try WoTC's dungeon/adventure generator