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 up #0

Room 1:


This room is lightless and your nostrils are flooded by a sweet smell. Near the northwestern corner you see an illegible engraving on the floor.
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
Antitoxin (2 doses, 50 gp each) {worth 100 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 2:


This room is lightless. The air has a mild burnt smell. Close to the southeastern corner there's a moldy parchment.
There's a wooden door to the west.
There's a wooden door to the south.

NPCs (1)

Lori Male Dwarf Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 0, Will 1; STR: 17 (3), DEX: 11 (0), CON: 11 (0), INT: 9 (-1), WIS: 9 (-1), CHA: 16 (3)
Feats: Nimble Fingers
Skills: Diplomacy 4, Escape Artist 1, Intimidate 4, Spot 0, Disable Device 1, Open Lock 2

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

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

Room 3:


This room is well lit and you are surrounded by a sweaty smell. Near the southeastern corner there's a blue stain on the floor.
There are 2 wooden doors to the north.
There's a wooden door to the west.

NPCs (1)

Female Halfling Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init +2; AC 15 (touch 13, flat-footed 13, misc 2, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 4, Will 4; STR: 8 (-1), DEX: 15 (2), CON: 15 (2), INT: 9 (-1), WIS: 14 (2), CHA: 17 (3)
Feats: Self-Sufficient, Combat Reflexes
Skills: Balance 3, Climb 0, Diplomacy 5, Escape Artist 5, Heal 4, Survival 4, Use Rope 3, Tumble 4

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

Suggested armor: none

Treasure

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

Room 4:


This room is lightless and the air has a mild rancid smell. Near the northeastern corner you see a broken belt buckle.
There's a stone door to the north.
There's an iron 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
400 sp
0 cp
0 gp
0 pp

Room 5:


This room is lightless.
There are 2 wooden doors to the west.
There's a stone door to the south.

NPCs (1)

Female Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 9; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 3, Ref 0, Will 3; STR: 13 (1), DEX: 11 (0), CON: 13 (1), INT: 15 (2), WIS: 12 (1), CHA: 9 (-1)
Feats: Magical Aptitude
Skills: Appraise 5, Balance 1, Bluff 0, Concentration 5, Diplomacy 0, Disguise 0, Escape Artist 2, Forgery 3, Gather Information 0, Heal 2, Intimidate 0, Jump 2, Move Silently 1, Sense Motive 2, Spot 2, Survival 2, Handle Animal 0, Spellcraft 4, Use Magic Device 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
130 gp
0 cp
0 sp
0 pp

Room 6:


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

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
90 gp
0 cp
0 sp
0 pp

Room 7:


This room is lightless and the air has a strong vile smell. Near the western wall there's a water puddle.
There's an iron door to the west.

NPCs (1)

driira'Zarqualyn Male Drow Brd1: CR 2 (ECL 3); HD 1d6; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 3, Will 2; STR: 10 (0), DEX: 12 (1), CON: 13 (1), INT: 14 (2), WIS: 10 (0), CHA: 18 (4)
Feats: Magical Aptitude
Skills: Appraise 5, Bluff 6, Climb 2, Concentration 3, Diplomacy 5, Escape Artist 2, Forgery 3, Heal 1, Hide 2, Listen 2, Search 3, Sense Motive 1, Spot 3, Decipher Script 3, Spellcraft 4, Tumble 2, Use Magic Device 6

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
0 cp
0 sp
0 gp
0 pp

Room 8:


This room is adecuately lit and your nostrils are flooded by a damp smell. Close to the southern wall you see a small ball of yarn.
There's an iron door to the south.

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).

NPCs (1)

UliƓn Male Elf Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 4, Will 4; STR: 14 (2), DEX: 19 (4), CON: 10 (0), INT: 17 (3), WIS: 14 (2), CHA: 11 (0)
Feats: Combat Reflexes
Skills: Appraise 7, Balance 5, Bluff 2, Climb 3, Diplomacy 3, Forgery 4, Gather Information 4, Heal 3, Intimidate 1, Jump 4, Move Silently 5, Ride 6, Search 4, Sense Motive 3, Survival 3, Swim 3, Handle Animal 1

Special Qualities: Immunities: sleep; Low-light vision; Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 9:


This room is well lit. The air has a strong funny smell.
There's a stone door to the west.
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
200 sp
0 cp
0 gp
0 pp

Room 10:


This room is very dark and your nostrils are flooded by an unpleasant smell. Echoes of screeching metal can be heard in the distance. You spot an arrowhead a few feet from you.

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
30 gp
0 cp
0 sp
0 pp

Room 11:


This room is lit by a single torch and the air has an indescribable smell. You spot a golden tooth a few feet from you.
There's a stone door to the east.
There's a wooden door to the north.

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
300 sp
0 cp
0 gp
0 pp

Room 12:


This room is lightless. You spot a harp a few feet from you.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Female Duergar Rog1: CR 2 (ECL 2); HD 1d6; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 4, Ref 1, Will -1; STR: 14 (2), DEX: 9 (-1), CON: 18 (4), INT: 14 (2), WIS: 9 (-1), CHA: 12 (1)
Feats: Stealthy
Skills: Balance 1, Bluff 4, Disguise 4, Gather Information 3, Heal 1, Hide 1, Intimidate 2, Jump 3, Listen 0, Move Silently 1, Search 3, Sense Motive 1, Spot 1, Swim 3, Disable Device 4, Open Lock 2, Decipher Script 5, Sleight Of Hand 3, Tumble 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Trap finding; Sneak attack +1d6

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

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