Level 1 Dungeon (18 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 Room #17 Room #18 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


This room is lightless. The air has a moldy smell.

NPCs (1)

Male Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 3, Will 1; STR: 5 (-3), DEX: 16 (3), CON: 10 (0), INT: 13 (1), WIS: 13 (1), CHA: 9 (-1)
Feats: Acrobatic
Skills: Appraise 2, Balance 5, Climb -2, Diplomacy 0, Disguise 0, Forgery 4, Gather Information 0, Heal 2, Intimidate 1, Jump -1, Survival 3, Swim 0, Use Rope 5, Tumble 5

Special Qualities: Fast movement; Illiteracy; Rage: 1/day

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

Treasure

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

Room 2:


This room is very dark. The air has a moldy smell. Near the western wall there's some pieces of smashed wood.
There's a stone door to the west.

Monsters (1)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

brass mug with jade inlays {worth 500 gp}
Half-plate {worth 600 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 3:


This room is adecuately lit.
There's a wooden door to the south.

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

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

Room 4:


This room is magically lit.
There's a stone door to the north.

NPCs (1)

Female Duergar Clr1: CR 2 (ECL 2); HD 1d8; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 2, Ref 2, Will 2; STR: 6 (-2), DEX: 14 (2), CON: 10 (0), INT: 10 (0), WIS: 11 (0), CHA: 8 (-1)
Feats: Blind-Fight
Skills: Balance 3, Climb -1, Concentration 1, Forgery 1, Heal 1, Listen 2, Spot 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Turn or rebuke undead

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

Treasure

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

Room 5:


This room is barely lit.
There's a wooden door to the south.
There are 2 wooden doors to the east.

Traps (1)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

NPCs (1)

Male Githzerai Rog1: CR 2 (ECL 3); HD 1d6; hp 8; Init +6; AC 16 (touch 16, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 8, Will 3; STR: 12 (1), DEX: 22 (6), CON: 14 (2), INT: 12 (1), WIS: 17 (3), CHA: 18 (4)
Feats: Affinity
Skills: Appraise 2, Balance 7, Bluff 8, Concentration 4, Escape Artist 8, Gather Information 5, Hide 7, Intimidate 5, Jump 4, Listen 6, Move Silently 10, Ride 8, Search 2, Sense Motive 5, Spot 5, Survival 5, Swim 3, Disable Device 2, Sleight Of Hand 7, Use Magic Device 5, Handle Animal 6

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Trap finding; Sneak attack +1d6

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

Treasure

No goods
Masterwork Arrows (50) {worth 350 gp}
No items
800 sp
0 cp
0 gp
0 pp

Room 6:


This room is barely lit. Near the eastern wall you find a blood smudge on the floor.
There's a wooden door to the west.
There's an iron door to the west.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

No goods
Full plate {worth 1500 gp}
No items
5000 cp
0 sp
0 gp
0 pp

Room 7:


This room is well lit. The air is foggy. You spot a crown a few feet from you.
There's a wooden door to the south.
There's a wooden door to the east.
There's a stone door to the north.

NPCs (1)

Female Dwarf Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init +2; AC 13 (touch 12, flat-footed 11, misc 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 4, Will 3; STR: 17 (3), DEX: 14 (2), CON: 14 (2), INT: 13 (1), WIS: 12 (1), CHA: 13 (1)
Feats: Run, Persuasive
Skills: Appraise 2, Bluff 3, Climb 4, Concentration 3, Disguise 2, Gather Information 3, Hide 4, Intimidate 3, Jump 4, Listen 3, Move Silently 3, Ride 3, Search 3, Spot 2, Survival 2, Tumble 3

Special Qualities: Darkvision: 60ft; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 8:


This room is shrouded in magical darkness. In the eastern wall you find a broken vial.
There's a stone door to the south.

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

freshwater (irregular) pearl {worth 32 gp}
No mundane items
No items
300 sp
0 cp
0 gp
0 pp

Room 9:


This room is lightless and the air has a mild bitter smell. In the southwestern corner you find a moldy parchment.
There's a wooden door to the west.
There's a wooden door to the south.

NPCs (1)

Male Half-orc Bbn1: CR 1 (ECL 1); HD 1d12; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 2, Will 2; STR: 14 (2), DEX: 15 (2), CON: 8 (-1), INT: 10 (0), WIS: 14 (2), CHA: 9 (-1)
Feats: Shield Proficiency
Skills: Balance 3, Bluff 0, Diplomacy 1, Forgery 1, Heal 3, Intimidate 1, Listen 5, Search 1, Sense Motive 4, Spot 3, Survival 3

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
100 gp
0 cp
0 sp
0 pp

Room 10:


This room is lit by an unknown glow and the air has a vile smell.
There's a stone door to the west.

NPCs (1)

Male Githyanki Clr1: CR 2 (ECL 3); HD 1d8; hp 9; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref -1, Will 2; STR: 9 (-1), DEX: 8 (-1), CON: 13 (1), INT: 11 (0), WIS: 11 (0), CHA: 13 (1)
Feats: Magical Aptitude
Skills: Appraise 1, Bluff 2, Concentration 2, Forgery 1, Hide 0, Intimidate 2, Search 1, Survival 1, Spellcraft 2, Use Magic Device 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Turn or rebuke undead

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

Treasure

Sardonyx {worth 10 gp}
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 11:


This room is barely lit. Close to the center of the room you see some violet lichen.
There's a wooden door to the east.
There's a wooden door to the south.
There's an iron door to the south.

NPCs (1)

Male Githzerai Bbn1: CR 2 (ECL 3); HD 1d12; hp 15; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 5, Ref 1, Will 0; STR: 7 (-2), DEX: 12 (1), CON: 16 (3), INT: 12 (1), WIS: 10 (0), CHA: 15 (2)
Feats: Run
Skills: Climb 0, Concentration 4, Disguise 4, Escape Artist 2, Gather Information 3, Heal 1, Hide 2, Intimidate 6, Jump 0, Ride 2, Search 2, Sense Motive 1, Spot 1, Survival 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Fast movement; Illiteracy; Rage: 1/day

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 12:


This room is lightless. In the northeastern corner there's a tiny piece of chalk.
There's a stone door to the south.

Monsters (1)

Animal:Dog, Riding: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 16 (+2 Dex, +4 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+3; Special Atk: ; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 15, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

finely wrought small gold bracelet {worth 20 gp}
Full plate {worth 1500 gp}
No items
150 gp
0 cp
0 sp
0 pp

Room 13:


This room is lightless and your nostrils are flooded by a fresh smell. In the southeastern corner you find a rusty dagger hilt.

NPCs (1)

Female Ogre Mnk1: CR 4 (ECL 7); HD 5d8; hp 11; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 7, Ref 2, Will 1; STR: 17 (3), DEX: 10 (0), CON: 16 (3), INT: 9 (-1), WIS: 9 (-1), CHA: 12 (1)
Feats: Affinity, Agile, Combat Reflexes, Great Fortitude
Skills: Balance 2, Climb 5, Disguise 2, Escape Artist 2, Hide 1, Jump 5, Ride 2, Survival 0, Use Rope 1, Handle Animal 3

Special Qualities: Darkvision: 60ft; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

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

Treasure

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

Room 14:


This room is well lit. Close to the eastern wall you find a tiny piece of chalk.
There's a wooden door to the south.

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

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

Room 15:


This room is lit by an unknown glow.
There are 2 stone doors to the north.

Monsters (1)

Animal:Squid: CR 1; HD 3d8 (13); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: 10 arms +4 melee, bite -1 melee; Dmg: Arms 0, bite 1d6+1; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 2; STR 14, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Ink cloud, jet;

Treasure

Banded agate {worth 4 gp}
No mundane items
No items
90 gp
0 cp
0 sp
0 pp

Room 16:


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

Monsters (1)

Elemental:Fire Elemental, Small: CR 1; HD 2d8 (9); Init +5 (+1 Dex, +4 Improved Initiative); AC 15 (+1 size, +1 Dex, +3 natural); Atk: Slam +3 melee; Dmg: Slam 1d4 and 1d4 fire; Special Atk: Burn; AL Usually neutral; SV Fort 0 Ref 4 Will 0; STR 10, DEX 13, CON 10, INT 4, WIS 11, CHA 11;
Feats: Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental, fire subtype;

Treasure

No goods
Full plate {worth 1500 gp}
No items
3000 cp
0 sp
0 gp
0 pp

Room 17:


This room is well lit and the air has a reek smell. Close to the northern wall you see a loose floor tile.
There's a wooden door to the south.
There's a wooden door to the north.

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

brass mug with jade inlays {worth 100 gp}
No mundane items
No items
110 gp
0 cp
0 sp
0 pp

Room 18:


This room is very dark. The air has an indescribable stench.
There's a stone door to the south.
There's a wooden door to the south.

Monsters (1)

Elf:Drow: CR 1; HD 1d8-1 (3); Init +1 (Dex); AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk: Longsword +1 melee; or longbow +2 ranged; Dmg: Longsword 1d8; or longbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral evil; SV Fort 1 Ref 1 Will 0; STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 9;
Feats: Weapon Focus (longbow)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Special Qualities: Darkvision, SR 11, elven traits, light blindness;

Treasure

No goods
Masterwork studded leather {worth 175 gp}
No items
60 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