Level 1 Dungeon (13 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 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 barely lit and the air has a rancid smell. In the western wall there's a violet stain on the floor.
There's a stone door to the north.
There's a wooden door to the north.

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
110 gp
0 cp
0 sp
0 pp

Room 2:


This room is well lit. Your nostrils are flooded by a bitter stench. Close to the eastern wall there's a narrow crack on the ceiling. Lying on the floor you see a flute.
There's a wooden door to the west.
There are 2 wooden doors to the north.

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
Masterwork Longbow, composite (+1 Str bonus) {worth 500 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 3:


This room is lightless and the air has a sulphur stench. Near the eastern wall you see a green stain on the floor.
There's a wooden door to the east.
There's an iron door to the south.

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)

Female Ogre Drd1: 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 2, Will 4; STR: 19 (4), DEX: 11 (0), CON: 19 (4), INT: 8 (-1), WIS: 14 (2), CHA: 6 (-2)
Feats: Lightning Reflexes, Persuasive, Magical Aptitude
Skills: Bluff 0, Concentration 6, Escape Artist 1, Gather Information -1, Hide 2, Intimidate 0, Listen 3, Ride 1, Search 0, Spot 3, Use Rope 2, Spellcraft 1, Use Magic Device 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

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

Room 4:


This room is shrouded in magical darkness and the air has a strong sulphur smell. Close to the southwestern corner you see a tattered cloak.

NPCs (1)

Female Dwarf Ftr1: CR 1 (ECL 1); HD 1d10; hp 16; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 5, Ref 3, Will -1; STR: 11 (0), DEX: 16 (3), CON: 16 (3), INT: 13 (1), WIS: 8 (-1), CHA: 12 (1)
Feats: Quick Draw, Toughness
Skills: Bluff 2, Forgery 2, Gather Information 3, Heal 0, Hide 4, Jump 1, Ride 5, Sense Motive 0, Swim 1, Handle Animal 2

Special Qualities: Darkvision: 60ft

Suggested armor: Half-plate (+7AC, 600gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

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

Room 5:


This room is barely lit.
There's a wooden door to the west.

Traps (1)

Poison Needle Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 22; Disable Device DC 20; Cost: 1,300 gp; Atk +8 ranged (1 plus greenblood oil poison).

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
100 gp
0 cp
0 sp
0 pp

Room 6:


This room is lit by a single torch. The air has a sweaty smell. Near the eastern wall you see a dead mouse.
There's a wooden door to the north.
There's a stone door to the north.
There's an iron door to the south.

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
80 gp
0 cp
0 sp
0 pp

Room 7:


This room is barely lit.
There's an iron door to the north.

Traps (1)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

Male Duergar Clr1: CR 2 (ECL 2); HD 1d8; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 5, Ref 1, Will 4; STR: 14 (2), DEX: 13 (1), CON: 16 (3), INT: 10 (0), WIS: 15 (2), CHA: 9 (-1)
Feats: Armor Proficiency (light)
Skills: Balance 2, Forgery 1, Hide 2, Intimidate 0, Jump 3, Move Silently 2, Ride 2, Search 1

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

Suggested armor: none

Treasure

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

Room 8:


This room is barely lit.
There's an iron door to the west.

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
80 gp
0 cp
0 sp
0 pp

Room 9:


This room is shrouded in magical darkness.
There are 2 wooden doors to the south.

Monsters (1)

Gnoll: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 natural, +4 scale, +2 large shield); Atk: Battleaxe +3 melee; or shortbow +1 ranged; Dmg: Battleaxe 1d8+2; or shortbow 1d6; Special Atk: ; AL Usually chaotic evil; SV Fort 4 Ref 0 Will 0; STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8;
Feats: Power Attack
Skills: Listen +3, Spot +3
Special Qualities: Darkvision 60 ft.;

Treasure

No goods
Masterwork Javelin {worth 301 gp}
No items
500 sp
0 cp
0 gp
0 pp

Room 10:


This room is shrouded in magical darkness. Near the southwestern corner you find a few rags.
There's a wooden door to the south.

NPCs (1)

Female Dwarf Mnk1: CR 1 (ECL 1); HD 1d8; hp 11; Init +4; AC 16 (touch 14, flat-footed 12, misc 2); Atk +0; SR 0; AL TN; SV Fort 5, Ref 6, Will 4; STR: 15 (2), DEX: 18 (4), CON: 16 (3), INT: 14 (2), WIS: 14 (2), CHA: 9 (-1)
Feats: Mounted Combat, Endurance
Skills: Appraise 4, Balance 5, Bluff 1, Concentration 4, Diplomacy 0, Disguise 0, Escape Artist 5, Forgery 4, Gather Information 0, Hide 5, Move Silently 6, Ride 5, Search 6, Survival 4, Tumble 6

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
60 gp
0 cp
0 sp
0 pp

Room 11:


This room is very dark. Echoes of a bell can be heard in the distance. You spot a ring a few feet from you.
There's a stone door to the east.
There's a wooden door to the east.
There's a stone door to the west.

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
Breastplate {worth 200 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 12:


This room is completely dark. A distant sound of flowing water can be heard.
There's a wooden door to the south.

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

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

Room 13:


This room is barely lit. Your nostrils are flooded by a biting stench. Lying on the floor you see a flute.
There's a wooden door to the north.
There are 2 wooden doors to the south.

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
800 sp
0 cp
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