Level 1 Dungeon (9 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1

Room 1:


This room is barely lit. Close to the center of the room you find a small pile of ash.
There are 2 wooden doors to the east.
There's a wooden door to the north.

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 Scorpion, Medium-Size: CR 1; HD 2d8+4 (13); Init +0; AC 14 (+4 natural); Atk: 2 claws +2 melee, sting -3 melee; Dmg: Claw 1d4+1, sting 1d4 and poison; Special Atk: Improved grab, squeeze, poison; AL Always neutral; SV Fort 5 Ref 0 Will 0; STR 13, DEX 10, CON 14, INT , WIS 10, CHA 2;
Feats:
Skills: Climb +8, Hide +8, Spot +7
Special Qualities: Vermin;

Treasure

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

Room 2:


This room is well lit. In the western wall you see a tattered cloak.
There's an iron door to the west.
There's a stone door to the west.
There's a wooden door to the north.

Traps (1)

Wall Blade Trap: CR 1; mechanical; trigger: touch; reset: automatic; Search DC 22; Disable Device DC 22; Cost: 2,500 gp; hidden switch bypass (25), Atk +10 melee (2d4/x4, scythe).

NPCs (1)

Male Ogre Drd1: CR 4 (ECL 7); HD 5d8; hp 13; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 7, Ref 0, Will -1; STR: 27 (8), DEX: 11 (0), CON: 20 (5), INT: 9 (-1), WIS: 5 (-3), CHA: 8 (-1)
Feats: Affinity, Self-Sufficient, Acrobatic
Skills: Heal -1, Intimidate 0, Jump 10, Listen -2, Move Silently 2, Ride 2, Spot -1, Survival -1, Swim 9, Use Rope 1, Handle Animal 1, Spellcraft 0, Tumble 2

Special Qualities: Darkvision: 60ft; 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
140 gp
0 cp
0 sp
0 pp

Room 3:


This room is well lit.
There's a wooden 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).

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

Room 4:


This room is barely lit. The air has a strong fruity smell.
There's a wooden door to the south.
There's an iron door to the east.

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

Monsters (1)

Dragon:White Dragon, Wyrmling: CR 1; HD 3d12+3 (22); Init +0 (Dex); AC 14 (+2 size, +2 natural); Atk: Bite +5 melee, 2 Claws +0 melee; Dmg: Bite 1d, claw 1d3+0; Special Atk: Breath weapon; AL Always chaotic evil; SV Fort 4 Ref 3 Will 3; STR 11, DEX 10, CON 13, INT 6, WIS 11, CHA 6;
Feats: Any 1
Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3
Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;

Treasure

deep blue spinel {worth 600 gp}
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 5:


This room is lightless and the air has a rotten stench. You hear the sound of tip toes in the distance. Near the eastern wall you see a small pile of dust. Close to you there's a pendant.
There's a wooden door to the east.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

No goods
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 6:


This room is lit by a single torch and the air is shallow. In the northwestern corner you see a green stain on the floor.
There's a wooden door to the south.
There's a stone door to the west.
There's a wooden door to the north.

NPCs (1)

Male Githzerai Ftr1: CR 2 (ECL 3); HD 1d10; hp 10; Init +5; AC 15 (touch 15, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 2, Ref 5, Will 2; STR: 15 (2), DEX: 21 (5), CON: 10 (0), INT: 13 (1), WIS: 14 (2), CHA: 13 (1)
Feats: Affinity, Run
Skills: Bluff 2, Concentration 1, Disguise 2, Forgery 3, Heal 3, Hide 6, Intimidate 2, Jump 3, Ride 7, Search 2, Spot 3, Swim 3, Handle Animal 3

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

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

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

Room 7:


This room is barely lit. You hear the sound of a slammed door in the distance. In the eastern wall you see a piece of rotten rope. Close to you there's a tray.
There's a wooden door to the north.
There's a wooden door to the east.
There's an iron door to the east.

NPCs (1)

Male Human Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 3; STR: 12 (1), DEX: 14 (2), CON: 12 (1), INT: 12 (1), WIS: 16 (3), CHA: 14 (2)
Feats: Dodge, Track
Skills: Appraise 3, Balance 4, Disguise 3, Forgery 3, Gather Information 3, Intimidate 3, Listen 4, Ride 4, Sense Motive 4, Spot 4, Swim 2, Handle Animal 3

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

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

Treasure

No goods
Manacles, masterwork {worth 50 gp}
No items
1000 cp
0 sp
0 gp
0 pp

Room 8:


This room is lit by a single torch. The air is humid. In the center of the room you see some rice spread on the floor. Lying on the floor you see a flute.
There's a stone door to the north.
There's a wooden door to the east.

Monsters (1)

Lizardfolk: CR 1; HD 2d8+2 (11); Init +0; AC 15 (+5 natural) or 17 (+5 natural, +2 large shield); Atk: 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged; Dmg: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1; Special Atk: ; AL Usually neutral; SV Fort 1 Ref 3 Will 0; STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10;
Feats: Multiattack
Skills: Balance +4, Jump +7, Swim +9
Special Qualities: ;

Treasure

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

Room 9:


This room is shrouded in magical darkness. You are surrounded by a biting smell.
There's a wooden door to the west.
There's a wooden door to the east.

Monsters (1)

Pseudodragon: CR 1; HD 2d12+2 (15); Init +0; AC 18 (+2 size, +6 natural); Atk: Sting +4 melee, bite -1 melee; Dmg: Sting 1d3 and poison, bite 1; Special Atk: Poison; AL Always neutral good; SV Fort 4 Ref 3 Will 4; STR 11, DEX 11, CON 13, INT 10, WIS 12, CHA 10;
Feats: Alertness
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5
Special Qualities: See invisibility, telepathy, immunities, SR 19;

Treasure

No goods
No mundane items
No items
130 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