Level 1 Dungeon (12 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 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1

Room 1:


This room is adecuately lit. A faint sound of dripping water can be heard from here. In the northwestern corner there's some rotten cheese.
There's a wooden door to the east.

Monsters (1)

Gnome:Svirfneblin: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+1 size, +4 chain shirt, +1 small shield); Atk: Short sword +2 melee; or light crossbow +2 ranged; Dmg: Short sword 1d6-1; or light crossbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral good; SV Fort 5 Ref 2 Will 2; STR 8, DEX 12, CON 12, INT 10, WIS 12, CHA 6;
Feats: Weapon Focus (short sword)
Skills: Hide +2*, Listen +4, Spot +2
Special Qualities: Svirfneblin traits, non-detection, speak with animals;

Treasure

Silver comb with moonstones {worth 500 gp}
Half-plate {worth 600 gp}
No items
110 gp
0 cp
0 sp
0 pp

Room 2:


This room is well lit. The air is dense. Near the southern wall you find some bread crumbs.
There's an iron door to the east.
There's a wooden door to the south.
There's a wooden door to the west.

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

Golden circlet with four aquamarines {worth 2000 gp}
No mundane items
No items
200 sp
0 cp
0 gp
0 pp

Room 3:


This room is lit by a single torch. The air is humid.
There's a wooden door to the west.
There's a wooden door to the north.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

Monsters (1)

Ghoul:Lacedon: CR 1; HD 2d12 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; 2 claws +0 melee; Dmg: Bite 1d6+1 and paralysis; claw 1d3 and paralysis; Special Atk: Paralysis, create spawn; AL Always chaotic evil; SV Fort 0 Ref 2 Will 5; STR 13, DEX 15, CON , INT 13, WIS 14, CHA 16;
Feats: Multiattack, Weapon Finesse (bite)
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
Special Qualities: Undead, +2 turn resistance;

Treasure

No goods
No mundane items
Wand of False life {worth 4500 gp}
130 gp
0 cp
0 sp
0 pp

Room 4:


This room is shrouded in magical darkness and your nostrils are flooded by a burnt stench. In the distance you seem to perceive the sound of a gust of wind. Close to you there's a comb.
There's a stone door to the south.
There's a wooden door to the east.

NPCs (1)

Female Ogre Mage Ftr1: CR 9 (ECL 13); HD 5d8+1d10; hp 13; Init +5; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 5, Ref 1, Will 3; STR: 21 (5), DEX: 12 (1), CON: 16 (3), INT: 18 (4), WIS: 17 (3), CHA: 17 (3)
Feats: Combat Reflexes, Stealthy, Improved Initiative, Acrobatic
Skills: Appraise 8, Balance 5, Bluff 7, Climb 9, Concentration 5, Diplomacy 7, Disguise 7, Escape Artist 5, Forgery 6, Gather Information 6, Heal 4, Hide 3, Jump 7, Listen 7, Move Silently 3, Ride 2, Search 8, Sense Motive 4, Spot 5, Survival 7, Swim 9, Use Rope 4, Handle Animal 6, Tumble 3

Special Qualities: Darkvision: 60ft; Regeneration: 5; Spell-like abilities (at will): Darkness, Invisibility; Spell-like abilities (1/day): Charm person (DC14), Cone of cold (DC18), Gaseous form, Polymorph, Sleep (DC14)

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

Treasure

No goods
No mundane items
Magic weapon (oil) {worth 50 gp}
700 sp
0 cp
0 gp
0 pp

Room 5:


This room is lit by a single torch. Near the southern wall there's a wooden amulet.
There are 2 wooden doors to the west.
There's a wooden door to the south.

NPCs (1)

Lómindolthôl Female Elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 4, Will 3; STR: 14 (2), DEX: 19 (4), CON: 10 (0), INT: 10 (0), WIS: 17 (3), CHA: 15 (2)
Feats: Combat Reflexes, Self-Sufficient
Skills: Appraise 1, Climb 3, Heal 5, Move Silently 5, Ride 5, Sense Motive 5, Spot 4, Survival 5, Handle Animal 3

Special Qualities: Immunities: sleep; Low-light vision

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

Treasure

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

Room 6:


This room is magically lit.
There are 2 wooden doors to the west.
There's a stone door to the south.

NPCs (1)

Female Human Sor1: CR 1 (ECL 1); HD 1d4; hp 7; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref -1, Will 4; STR: 13 (1), DEX: 9 (-1), CON: 16 (3), INT: 9 (-1), WIS: 14 (2), CHA: 12 (1)
Feats: Track, Point Blank Shot
Skills: Balance 0, Climb 2, Gather Information 2, Heal 3, Hide 0, Intimidate 2, Survival 3, Use Rope 0

Special Qualities: Summon familiar

Suggested armor: Leather armor (+2AC, 10gp, Max Dex bonus: 6, Spell failure: 10%)

Treasure

No goods
No mundane items
No items
4000 cp
0 sp
0 gp
0 pp

Room 7:


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

Traps (1)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

Monsters (1)

Animal:Camel: CR 1; HD 3d8+6 (19); Init +3 (Dex); AC 13 (-1 size, +3 Dex, +1 natural); Atk: Bite +5 melee; Dmg: Bite 1d4+6; Special Atk: ; AL Always neutral; SV Fort 5 Ref 6 Will 1; STR 18, DEX 16, CON 14, INT 1, WIS 11, CHA 4;
Feats:
Skills: Listen +5, Spot +5
Special Qualities: Scent;

Treasure

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

Room 8:


This room is barely lit. The air is rare. In the southern wall you find a white stain on the floor.
There's a wooden door to the north.

NPCs (1)

Female Githzerai Wiz1: CR 2 (ECL 3); HD 1d4; hp 4; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 5, Will 4; STR: 12 (1), DEX: 17 (3), CON: 10 (0), INT: 12 (1), WIS: 14 (2), CHA: 11 (0)
Feats: Lightning Reflexes
Skills: Balance 4, Disguise 2, Gather Information 1, Heal 3, Hide 6, Intimidate 1, Jump 2, Search 2, Spellcraft 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Summon familiar; Scribe scroll

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

Treasure

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

Room 9:


This room is barely lit. The air is dense. For an instant you hear the sound of clinging coins, but then it stops.
There's a wooden door to the east.

Monsters (1)

Grimlock: CR 1; HD 2d8+2 (11); Init +1 (Dex); AC 15 (+1 Dex, +4 natural); Atk: Battleaxe +4 melee; Dmg: Battleaxe 1d8+3; Special Atk: Blindsight; AL Always neutral evil; SV Fort 1 Ref 4 Will 2; STR 15, DEX 13, CON 13, INT 10, WIS 8, CHA 6;
Feats: Alertness
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Special Qualities: Immunities, scent;

Treasure

No goods
Half-plate {worth 600 gp}
No items
100 sp
0 cp
0 gp
0 pp

Room 10:


This room is barely lit. The air is humid. Close to you there's a hair pin.
There's a wooden door to the south.
There's a wooden door to the north.

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).

Monsters (1)

Animal:Camel: CR 1; HD 3d8+6 (19); Init +3 (Dex); AC 13 (-1 size, +3 Dex, +1 natural); Atk: Bite +5 melee; Dmg: Bite 1d4+6; Special Atk: ; AL Always neutral; SV Fort 5 Ref 6 Will 1; STR 18, DEX 16, CON 14, INT 1, WIS 11, CHA 4;
Feats:
Skills: Listen +5, Spot +5
Special Qualities: Scent;

Treasure

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

Room 11:


This room is lightless and the air is dense. Close to the center of the room there's a blue stain on the floor.
There are 2 wooden doors to the north.
There's a stone door to the east.

NPCs (1)

Male Gnome Sor1: CR 1 (ECL 1); HD 1d4; hp 8; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 4; STR: 8 (-1), DEX: 16 (3), CON: 18 (4), INT: 8 (-1), WIS: 14 (2), CHA: 11 (0)
Feats: Persuasive
Skills: Balance 4, Bluff 2, Climb 0, Intimidate 2, Move Silently 4, Ride 4

Special Qualities: Low-light vision; Summon familiar

Suggested armor: Leather armor (+2AC, 10gp, Max Dex bonus: 6, Spell failure: 10%)

Treasure

No goods
Magnifying glass {worth 100 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 12:


This room is lightless and you are surrounded by an acrid smell.
There's a wooden door to the east.

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
50 gp
0 cp
0 sp
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