Level 1 Dungeon (20 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 Room #19 Room #20 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 lightless and the air has a strong fruity smell. Echoes of a slammed door can be heard in the distance.
There's a stone door to the south.
There's a wooden door to the west.

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

Room 2:


This room is shrouded in magical darkness. You spot a ring a few feet from you.
There are 2 wooden doors to the west.

NPCs (1)

Murth Male Orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 3, Ref 3, Will 2; STR: 19 (4), DEX: 17 (3), CON: 12 (1), INT: 8 (-1), WIS: 15 (2), CHA: 12 (1)
Feats: Magical Aptitude, Run
Skills: Climb 5, Concentration 2, Hide 4, Jump 5, Spellcraft 1, Use Magic Device 3

Special Qualities: Darkvision: 60ft; Light sensitivity

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

Treasure

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

Room 3:


This room is adecuately lit. The air has a mild sour smell.
There are 2 wooden doors to the east.
There's a wooden door to the south.

NPCs (1)

Female Ogre Pal1: CR 4 (ECL 7); HD 4d8+1d10; hp 13; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 5, Ref 2, Will 1; STR: 24 (7), DEX: 10 (0), CON: 17 (3), INT: 12 (1), WIS: 13 (1), CHA: 11 (0)
Feats: Point Blank Shot, Lightning Reflexes, Weapon Finesse
Skills: Appraise 2, Balance 1, Climb 9, Diplomacy 1, Heal 2, Intimidate 1, Move Silently 1, Ride 2, Sense Motive 2, Handle Animal 1

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

Suggested armor: none

Treasure

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

Room 4:


This room is lightless. The air is stale. Near the northeastern corner there's a white stain on the floor.
There's a wooden door 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
No items
50 gp
0 cp
0 sp
0 pp

Room 5:


This room is adecuately lit. In the distance you seem to perceive the sound of growling.
There's a wooden door to the east.
There's a stone door to the north.

NPCs (1)

Male Half-elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 0, Will 1; STR: 15 (2), DEX: 11 (0), CON: 12 (1), INT: 13 (1), WIS: 12 (1), CHA: 14 (2)
Feats: Blind-Fight
Skills: Appraise 3, Bluff 4, Concentration 2, Diplomacy 3, Disguise 5, Heal 3, Hide 1, Intimidate 4, Jump 3, Listen 2, Sense Motive 2, Survival 2, Use Rope 2

Special Qualities: Low-light vision; Immunities: sleep; 1st favored enemy; Track; Wild empathy

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 6:


This room is barely lit. You spot a statuette a few feet from you.
There's an iron door to the east.

NPCs (1)

Male Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 2; STR: 14 (2), DEX: 13 (1), CON: 12 (1), INT: 11 (0), WIS: 14 (2), CHA: 14 (2)
Feats: Self-Sufficient
Skills: Appraise 1, Balance 2, Concentration 2, Diplomacy 3, Forgery 1, Heal 4, Hide 2, Intimidate 3, Jump 4, Ride 3, Search 1, Sense Motive 4, Spot 3, Survival 4, Use Rope 2

Special Qualities: 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
80 gp
0 cp
0 sp
0 pp

Room 7:


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

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

Room 8:


This room is very dark and you are surrounded by a vile smell.
There's a stone door to the south.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Female Ogre Mage Brd1: CR 9 (ECL 13); HD 5d8+1d6; hp 10; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 4, Ref 3, Will 3; STR: 26 (8), DEX: 13 (1), CON: 19 (4), INT: 12 (1), WIS: 13 (1), CHA: 22 (6)
Feats: Shield Proficiency, Deceitful, Investigator
Skills: Appraise 4, Balance 2, Bluff 7, Concentration 5, Diplomacy 7, Disguise 8, Escape Artist 5, Forgery 3, Gather Information 8, Heal 2, Hide 2, Intimidate 8, Jump 10, Listen 2, Move Silently 3, Search 4, Sense Motive 3, Spot 2, Survival 3, Swim 9, Use Rope 5, Decipher Script 4, Tumble 3, Use Magic Device 8

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); Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
Mirror, small steel {worth 10 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 9:


This room is lit by an unknown glow and the air is thin. You hear the sound of conversation in the distance. Close to the eastern wall you find some violet lichen.
There's a wooden door to the north.
There's a wooden door to the west.

Monsters (1)

Vermin:Monstrous Spider, Medium-Size: CR 1; HD 2d8+2 (11); Init +3 (Dex); AC 14 (+3 Dex, +1 natural); Atk: Bite +4 melee; Dmg: Bite 1d6 and poison; Special Atk: Poison, web; AL Always neutral; SV Fort 4 Ref 3 Will 0; STR 11, DEX 17, CON 12, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +12, Hide +10, Jump +0*, Spot +7*
Special Qualities: Vermin;

Treasure

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

Room 10:


This room is shrouded in magical darkness. In the distance you seem to perceive the sound of clinging coins.
There's a wooden door to the south.

NPCs (1)

Female Dwarf Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref 2, Will 3; STR: 13 (1), DEX: 15 (2), CON: 17 (3), INT: 14 (2), WIS: 12 (1), CHA: 11 (0)
Feats: Persuasive
Skills: Appraise 3, Balance 3, Bluff 2, Climb 2, Diplomacy 1, Gather Information 1, Heal 2, Intimidate 2, Listen 3, Swim 4, Use Rope 5, Spellcraft 4

Special Qualities: Darkvision: 60ft; Turn or rebuke undead

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

Treasure

No goods
Masterwork Heavy wooden shield {worth 157 gp}
No items
110 gp
0 cp
0 sp
0 pp

Room 11:


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

NPCs (1)

Mould Male Orc Bbn1: CR 1 (ECL 1); HD 1d12; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 0, Ref 3, Will 0; STR: 10 (0), DEX: 16 (3), CON: 7 (-2), INT: 7 (-2), WIS: 10 (0), CHA: 8 (-1)
Feats: Combat Reflexes
Skills: Bluff 0, Forgery -1, Heal 1, Hide 4, Sense Motive 1, Spot 1, Swim 1, Handle Animal 0

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

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

Treasure

violet garnet {worth 400 gp}
No mundane items
No items
90 gp
0 cp
0 sp
0 pp

Room 12:


This room is adecuately lit and the air has a foul smell. In the northeastern corner you see a few pieces of parchment.
There are 2 wooden doors to the north.

NPCs (1)

Male Githzerai Pal1: CR 2 (ECL 3); HD 1d10; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 4, Ref 3, Will 4; STR: 5 (-3), DEX: 17 (3), CON: 14 (2), INT: 12 (1), WIS: 18 (4), CHA: 14 (2)
Feats: Martial Weapon Proficiency
Skills: Balance 4, Bluff 3, Climb -2, Diplomacy 3, Escape Artist 4, Forgery 2, Gather Information 3, Heal 5, Hide 4, Listen 5, Swim -2, Use Rope 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

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

Room 13:


This room is lightless. You hear the sound of dripping water in the distance. Close to the northwestern corner there's a yellow stain on the floor.
There's a stone door to the east.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Male Gnome Sor1: CR 1 (ECL 1); HD 1d4; hp 7; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 0, Will 2; STR: 14 (2), DEX: 10 (0), CON: 17 (3), INT: 11 (0), WIS: 10 (0), CHA: 4 (-3)
Feats: Deceitful
Skills: Appraise 1, Disguise -1, Escape Artist 1, Forgery 2, Intimidate -2, Move Silently 2, Sense Motive 1, Spot 1, Spellcraft 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Summon familiar

Suggested armor: none

Treasure

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

Room 14:


This room is lit by a single torch and the air is thin.
There's a stone door to the east.
There's a wooden door to the north.

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:Mule: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +4 melee; Dmg: Hoof 1d4+3; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 1; STR 16, DEX 13, CON 17, INT 2, WIS 11, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: ;

Treasure

No goods
Antitoxin (1 doses, 50 gp each) {worth 50 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 15:


This room is very dark. You hear the faint sound of scurrying mice, but can't quite place where it comes from.
There are 2 stone doors to the west.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

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

Room 16:


This room is very dark and your nostrils are flooded by a damp smell. In the southwestern corner you see a small mouse looking your way.
There's a stone door to the south.
There's an iron door to the south.
There's a wooden door to the south.

Traps (2)

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).

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).

NPCs (1)

Female Duergar Ftr1: 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: 12 (1), DEX: 13 (1), CON: 17 (3), INT: 12 (1), WIS: 13 (1), CHA: 9 (-1)
Feats: Quick Draw, Stealthy
Skills: Balance 2, Concentration 4, Diplomacy 0, Disguise 0, Escape Artist 2, Forgery 2, Gather Information 1, Hide 3, Jump 2, Move Silently 3, Ride 2, Swim 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison

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

Treasure

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

Room 17:


This room is shrouded in magical darkness. You hear the sound of a gust of wind in the distance. Close to the western wall you see several paper scraps laying on the floor.
There's a wooden door to the east.

Monsters (1)

Fungus:Shrieker: CR 1; HD 2d8+2 (11); Init -5 (Int); AC 13 (+3 natural); Atk: ; Dmg: ; Special Atk: Shriek; AL Always neutral; SV Fort 4 Ref Will -4; STR , DEX , CON 13, INT 1, WIS 2, CHA 1;
Feats:
Skills:
Special Qualities: Plant;

Treasure

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

Room 18:


This room is lit by an unknown glow. You hear the faint sound of a groan, but can't quite place where it comes from.
There's a wooden door to the west.

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

No goods
Masterwork Crossbow, heavy {worth 350 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 19:


This room is adecuately lit. The air is dense.
There's a stone door to the east.
There's a wooden door 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).

NPCs (1)

Male Githyanki Sor1: CR 2 (ECL 3); HD 1d4; hp 5; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 3, Will 1; STR: 15 (2), DEX: 16 (3), CON: 13 (1), INT: 13 (1), WIS: 9 (-1), CHA: 14 (2)
Feats: Self-Sufficient
Skills: Climb 3, Concentration 2, Gather Information 3, Heal 1, Jump 4, Move Silently 5, Ride 4, Survival 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Summon familiar

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

Treasure

solid gold idol (10 lb.) {worth 700 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 20:


This room is completely dark. In the center of the room you find some mold forming a strange pattern.
There's a wooden door to the north.

NPCs (1)

Female Ogre Sor1: CR 4 (ECL 7); HD 4d8+1d4; hp 8; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 4, Ref 0, Will 2; STR: 21 (5), DEX: 11 (0), CON: 18 (4), INT: 14 (2), WIS: 6 (-2), CHA: 8 (-1)
Feats: Iron Will, Alertness, Negotiator
Skills: Balance 1, Diplomacy 1, Escape Artist 1, Gather Information 0, Hide 1, Intimidate 1, Listen 0, Move Silently 1, Sense Motive 0, Spot 0, Survival 0, Use Rope 1, Spellcraft 3

Special Qualities: Darkvision: 60ft; Summon familiar

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

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