Level 1 Dungeon (19 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


This room is barely lit. Near the northeastern corner you see a small salt circle spread on the floor.
There's a wooden door to the east.
There's a wooden door to the west.

Monsters (1)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

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

Room 2:


This room is lightless and the air has a strong funny smell. Close to the northern wall you see a piece of rotten rope.
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
600 sp
0 cp
0 gp
0 pp

Room 3:


This room is lit by an unknown glow. In the northeastern corner you find a dead mouse.
There's a wooden door to the north.

Monsters (1)

Animal:Snake, Medium-Size Viper: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Special Qualities: Scent;

Treasure

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

Room 4:


This room is very dark. A faint sound of a slammed door can be heard from here.
There's a wooden door to the east.

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
800 sp
0 cp
0 gp
0 pp

Room 5:


This room is very dark.
There are 2 iron doors to the south.
There's a stone door to the south.

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
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 6:


This room is very dark. Near the northern wall there's a burnt torch.
There's a stone door to the west.
There's a wooden door to the east.
There's a wooden door to the south.

Monsters (1)

Sprite:Grig: CR 1; HD 1/2 d6+1 (2); Init +4 (Dex); AC 18 (+2 size, +4 Dex, +2 natural); Atk: Dagger +6 melee; or composite shortbow +6 ranged; Dmg: Dagger 1d4-3; or composite shortbow 1d4; Special Atk: Spell-like abilities, fiddle; AL Always neutral good; SV Fort 1 Ref 6 Will 3; STR 5, DEX 18, CON 13, INT 10, WIS 13, CHA 14;
Feats: Dodge, Weapon Finesse (dagger)
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4
Special Qualities: SR 17;

Treasure

No goods
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 7:


This room is very dark and your nostrils are flooded by a sweet stench. A distant sound of clinging coins can be heard.
There's an iron door to the south.
There's a stone door to the west.
There's a stone door to the east.

NPCs (1)

Male Halfling Rgr1: CR 1 (ECL 1); HD 1d10; hp 9; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 1, Ref 3, Will 2; STR: 6 (-2), DEX: 17 (3), CON: 8 (-1), INT: 8 (-1), WIS: 11 (0), CHA: 13 (1)
Feats: Iron Will
Skills: Appraise 1, Disguise 2, Escape Artist 5, Hide 5, Jump -1, Ride 4, Survival 2, Handle Animal 2

Special Qualities: 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 8:


This room is lit by an unknown glow. Your nostrils are flooded by a floury stench.
There's a wooden door to the west.

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)

Female Githyanki Brd1: CR 2 (ECL 3); HD 1d6; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 3, Will 1; STR: 13 (1), DEX: 13 (1), CON: 13 (1), INT: 12 (1), WIS: 8 (-1), CHA: 10 (0)
Feats: Martial Weapon Proficiency
Skills: Appraise 2, Balance 2, Diplomacy 1, Escape Artist 2, Heal 0, Intimidate 1, Jump 3, Search 3, Spot 0, Survival 0, Swim 2, Use Rope 2, Decipher Script 3, Spellcraft 2, Tumble 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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
Breastplate {worth 200 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 9:


This room is well lit. In the distance you seem to perceive the sound of growling. In the northwestern corner there's a piece of cloth. Lying on the floor you see a mantle.
There's a wooden door to the south.
There's a stone 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 10:


This room is lightless. Your nostrils are flooded by a reek smell. Near the northeastern corner there's a small pile of rocks.
There's a wooden door to the north.
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)

G'eldeylxyra Male Drow Ftr1: CR 2 (ECL 3); HD 1d10; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 2, Ref 3, Will -2; STR: 18 (4), DEX: 12 (1), CON: 11 (0), INT: 16 (3), WIS: 7 (-2), CHA: 15 (2)
Feats: Acrobatic, Lightning Reflexes
Skills: Appraise 4, Balance 3, Bluff 3, Diplomacy 3, Hide 2, Intimidate 4, Jump 6, Listen 1, Move Silently 2, Ride 3, Spot -1, Survival 0, Use Rope 2, Handle Animal 3, Tumble 3

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire

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

Treasure

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

Room 11:


This room is well lit. Close to the northern wall you see a moldy parchment.

NPCs (1)

Female Dwarf Rgr1: CR 1 (ECL 1); HD 1d10; hp 13; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 5, Ref 2, Will 2; STR: 10 (0), DEX: 14 (2), CON: 17 (3), INT: 17 (3), WIS: 14 (2), CHA: 12 (1)
Feats: Combat Reflexes
Skills: Appraise 6, Bluff 3, Climb 3, Diplomacy 4, Disguise 2, Escape Artist 3, Forgery 6, Gather Information 3, Heal 4, Jump 1, Move Silently 3, Ride 3, Search 5, Survival 3, Swim 1, Use Rope 3

Special Qualities: Darkvision: 60ft; 1st favored enemy; Track; 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 12:


This room is completely dark. Near the southwestern corner you find some mold forming a strange pattern.
There's a wooden door to the west.

NPCs (1)

Female Githyanki Brd1: CR 2 (ECL 3); HD 1d6; hp 7; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 0, Will 2; STR: 12 (1), DEX: 7 (-2), CON: 13 (1), INT: 9 (-1), WIS: 10 (0), CHA: 11 (0)
Feats: Track
Skills: Appraise 0, Balance 0, Diplomacy 1, Forgery 0, Heal 1, Intimidate 1, Jump 3, Decipher Script 1, Tumble -1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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
No mundane items
No items
600 sp
0 cp
0 gp
0 pp

Room 13:


This room is barely lit and the air has a fruity stench. Echoes of burning torches can be heard in the distance.
There's a stone door to the west.
There's a stone door to the east.

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

ceremonial electrum dagger with a star ruby in the pommel {worth 1200 gp}
Masterwork Shortbow, composite (+2 Str bonus) {worth 525 gp}
No items
700 sp
0 cp
0 gp
0 pp

Room 14:


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

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

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

Room 15:


This room is barely lit. Your nostrils are flooded by a flowery stench.
There's a wooden door to the south.
There's a wooden door to the west.

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
0 cp
0 sp
0 gp
0 pp

Room 16:


This room is very dark. Your nostrils are flooded by an unpleasant smell. Lying on the floor you see an urn.
There's a wooden door to the west.
There's an iron door to the west.

NPCs (1)

Male Ogre Mage Clr1: CR 9 (ECL 13); HD 6d8; hp 14; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 8, Ref 3, Will 3; STR: 19 (4), DEX: 13 (1), CON: 22 (6), INT: 21 (5), WIS: 13 (1), CHA: 20 (5)
Feats: Lightning Reflexes, Deceitful, Combat Reflexes
Skills: Appraise 9, Balance 5, Bluff 9, Concentration 10, Diplomacy 7, Disguise 7, Escape Artist 4, Forgery 7, Gather Information 9, Heal 5, Hide 5, Intimidate 9, Jump 8, Listen 4, Move Silently 5, Ride 5, Search 8, Sense Motive 5, Spot 3, Survival 5, Swim 8, Use Rope 4, Spellcraft 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); Turn or rebuke undead

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

Treasure

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

Room 17:


This room is adecuately lit and the air is foggy.
There are 2 wooden doors to the west.
There's an iron door to the south.

NPCs (1)

Female Dwarf Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref 1, Will 3; STR: 11 (0), DEX: 12 (1), CON: 16 (3), INT: 11 (0), WIS: 13 (1), CHA: 12 (1)
Feats: Martial Weapon Proficiency
Skills: Bluff 2, Forgery 1, Heal 2, Hide 2, Listen 2, Survival 2, Swim 2

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

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

Treasure

No goods
No mundane items
Shield of faith +2 (potion) {worth 50 gp}
150 gp
0 cp
0 sp
0 pp

Room 18:


This room is well lit. Your nostrils are flooded by a reek stench. In the eastern wall you see a few small dead spiders.
There's a stone door to the south.
There's a wooden door to the south.

NPCs (1)

Imtirn Female Elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init +7; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 3, Will 0; STR: 14 (2), DEX: 17 (3), CON: 10 (0), INT: 16 (3), WIS: 11 (0), CHA: 10 (0)
Feats: Improved Initiative, Diligent
Skills: Appraise 5, Bluff 2, Diplomacy 1, Disguise 2, Heal 1, Hide 5, Jump 4, Move Silently 4, Search 4, Sense Motive 2, Spot 1, Survival 1, Handle Animal 2, Decipher Script 5

Special Qualities: Immunities: sleep; Low-light vision

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

Treasure

gold music box {worth 2000 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 19:


This room is magically lit and your nostrils are flooded by a vile smell. Near the southern wall there's a tattered cloak.
There's a wooden door to the west.

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).

Monsters (1)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
No mundane items
No items
0 cp
0 sp
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