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 down #3 Stair down #4 Stair up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


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

NPCs (1)

Davi Male Dwarf Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 4; STR: 14 (2), DEX: 15 (2), CON: 12 (1), INT: 11 (0), WIS: 10 (0), CHA: 7 (-2)
Feats: Iron Will
Skills: Bluff 0, Escape Artist 3, Listen 1, Ride 3, Spot 1, Survival 1, Spellcraft 1

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
Scroll: Zone of Truth (Clr2), Desecrate (Clr2) (150 gp each) {worth 300 gp}
100 gp
0 cp
0 sp
0 pp

Room 2:


This room is magically lit and the air has a mild acrid smell. In the distance you seem to perceive the sound of burning torches. In the western wall you see a blood smudge on the floor.
There's a stone door to the west.
There's a wooden door to the east.
There's a stone door to the south.

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)

Chesslochar Male Drow Brd1: CR 2 (ECL 3); HD 1d6; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref 4, Will 3; STR: 11 (0), DEX: 15 (2), CON: 15 (2), INT: 13 (1), WIS: 12 (1), CHA: 10 (0)
Feats: Point Blank Shot
Skills: Balance 3, Concentration 4, Diplomacy 1, Escape Artist 5, Forgery 2, Gather Information 1, Heal 2, Intimidate 1, Jump 1, Move Silently 3, Sense Motive 3, Survival 2, Use Rope 3, Decipher Script 2, Tumble 3, Use Magic Device 1

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

Room 3:


This room is lightless and the air has a smoky stench. In the northern wall you see two small rag dolls.
There's a wooden door to the north.

NPCs (1)

Male Ogre Clr1: CR 4 (ECL 7); HD 5d8; hp 12; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 6, Ref 0, Will 3; STR: 23 (6), DEX: 10 (0), CON: 18 (4), INT: 6 (-2), WIS: 13 (1), CHA: 8 (-1)
Feats: Investigator, Self-Sufficient, Diligent
Skills: Appraise 0, Gather Information 1, Heal 3, Survival 3, Decipher Script 0

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
No items
6000 cp
0 sp
0 gp
0 pp

Room 4:


This room is lightless. In the eastern wall you see a blood smudge on the floor.
There's a wooden door to the south.
There are 2 stone doors to the west.

NPCs (1)

Female Half-elf Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 5, Will 2; STR: 12 (1), DEX: 17 (3), CON: 13 (1), INT: 11 (0), WIS: 10 (0), CHA: 8 (-1)
Feats: Improved Unarmed Strike, Deceitful
Skills: Appraise 1, Balance 4, Bluff 1, Climb 2, Disguise 1, Escape Artist 5, Forgery 2, Gather Information 0, Intimidate 0, Jump 2, Listen 1, Search 1, Survival 1, Swim 2, Use Rope 4, Tumble 4

Special Qualities: Low-light vision; Immunities: sleep; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 5:


This room is lit by a single torch and the air is dense.
There are 2 wooden doors to the west.

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
2000 cp
0 sp
0 gp
0 pp

Room 6:


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

NPCs (1)

Male Ogre Mage Wiz1: CR 9 (ECL 13); HD 5d8+1d4; hp 10; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 6, Ref -1, Will 4; STR: 24 (7), DEX: 8 (-1), CON: 23 (6), INT: 18 (4), WIS: 15 (2), CHA: 23 (6)
Feats: Self-Sufficient, Magical Aptitude, Martial Weapon Proficiency
Skills: Appraise 6, Balance 3, Bluff 7, Climb 11, Concentration 10, Diplomacy 7, Disguise 10, Escape Artist 3, Forgery 5, Gather Information 8, Heal 4, Hide 2, Intimidate 10, Jump 11, Listen 6, Move Silently 3, Ride 0, Search 8, Sense Motive 6, Spot 3, Survival 4, Swim 11, Use Rope 3, Spellcraft 6, 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); 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
0 cp
0 sp
0 gp
0 pp

Room 7:


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

Monsters (1)

Animal:Shark, Medium-Size: CR 1; HD 3d8+3 (16); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d6+1; Special Atk: ; AL Always neutral; SV Fort 4 Ref 5 Will 2; STR 13, DEX 15, CON 13, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Listen +7, Spot +7
Special Qualities: Keen scent;

Treasure

No goods
Holy water (3 flasks, 25 gp each) {worth 75 gp}
No items
40 gp
0 cp
0 sp
0 pp

Room 8:


This room is lightless. Near the southern wall there's a water puddle.
There's a wooden door to the east.

NPCs (1)

Luatyrr Male Drow Bbn1: CR 2 (ECL 3); HD 1d12; hp 13; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 3, Ref 0, Will 2; STR: 10 (0), DEX: 10 (0), CON: 13 (1), INT: 11 (0), WIS: 14 (2), CHA: 12 (1)
Feats: Persuasive
Skills: Appraise 1, Bluff 3, Concentration 3, Diplomacy 2, Disguise 2, Gather Information 3, Hide 1, Intimidate 3, Listen 4, Ride 1, Spot 4, Swim 1, Handle Animal 2

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

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

Treasure

No goods
Banded mail {worth 250 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 9:


This room is very dark. In the southwestern corner there's a blue stain on the floor.
There's a stone door to the south.

NPCs (1)

Female Half-orc Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 6; STR: 15 (2), DEX: 12 (1), CON: 12 (1), INT: 6 (-2), WIS: 18 (4), CHA: 9 (-1)
Feats: Martial Weapon Proficiency
Skills: Bluff 0, Concentration 2, Disguise 0, Forgery -1, Jump 3, Search -1, Use Rope 2, Handle Animal 0

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

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

Treasure

black pearl {worth 100 gp}
No mundane items
Scroll: Detect Secret Doors (Sor/Wis1), Comprehend Languages (Sor/Wis1) (25 gp each) {worth 50 gp}
90 gp
0 cp
0 sp
0 pp

Room 10:


This room is lightless. A faint sound of flowing water can be heard from here. Near the southeastern corner there's two small rag dolls.
There's a wooden door to the east.

Traps (2)

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).

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 Mage Drd1: 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 1, Will 6; STR: 25 (7), DEX: 12 (1), CON: 23 (6), INT: 16 (3), WIS: 19 (4), CHA: 15 (2)
Feats: Nimble Fingers, Athletic, Endurance
Skills: Appraise 7, Bluff 3, Climb 9, Concentration 10, Diplomacy 6, Disguise 6, Escape Artist 3, Forgery 5, Gather Information 4, Heal 7, Hide 5, Intimidate 4, Jump 9, Listen 6, Move Silently 5, Ride 5, Search 5, Sense Motive 7, Spot 8, Survival 7, Swim 9, Use Rope 4, Handle Animal 3, Spellcraft 7, Disable Device 5, Open Lock 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); Animal companion; Nature sense; Wild empathy

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
Masterwork Flail, heavy {worth 315 gp}
No items
60 gp
0 cp
0 sp
0 pp

Room 11:


This room is very dark. In the southern wall you see a dead mouse.
There's a wooden door to the north.

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

No goods
Full plate {worth 1500 gp}
No items
4000 cp
0 sp
0 gp
0 pp

Room 12:


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

Monsters (1)

Animal:Horse, Heavy: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee; Dmg: Hoof 1d6+2; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 15, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

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