Level 1 Dungeon (9 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1

Room 1:


This room is well lit. In the northwestern corner there's the remains of an eyepatch.
There are 2 wooden doors to the west.
There's a wooden door to the north.

NPCs (1)

Female Half-elf Drd1: 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 4; STR: 12 (1), DEX: 15 (2), CON: 16 (3), INT: 8 (-1), WIS: 14 (2), CHA: 9 (-1)
Feats: Armor Proficiency (light)
Skills: Diplomacy 0, Disguise 0, Heal 3, Hide 3, Listen 3, Move Silently 3, Sense Motive 4, Survival 3, Use Rope 3, Spellcraft 1

Special Qualities: Low-light vision; Immunities: sleep; 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
80 gp
0 cp
0 sp
0 pp

Room 2:


This room is lightless. The air has a strong damp smell. You hear the sound of a slammed door in the distance. Close to the southeastern corner you see a rusty dagger hilt.
There are 2 wooden doors to the north.

Traps (1)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

No goods
No mundane items
No items
2000 cp
0 sp
0 gp
0 pp

Room 3:


This room is lightless. Near the western wall there's a few rags.
There's a wooden door to the north.
There's a wooden door to the east.

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 Githzerai Rgr1: CR 2 (ECL 3); HD 1d10; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 2, Ref 3, Will 3; STR: 7 (-2), DEX: 17 (3), CON: 11 (0), INT: 15 (2), WIS: 17 (3), CHA: 15 (2)
Feats: Alertness
Skills: Balance 5, Climb 1, Concentration 2, Escape Artist 4, Forgery 3, Gather Information 3, Heal 4, Hide 5, Jump -1, Listen 5, Ride 5, Spot 5, Swim 0, Use Rope 4, Handle Animal 6

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 1st favored enemy; Track; Wild empathy

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
Everburning torch {worth 110 gp}
No items
300 sp
0 cp
0 gp
0 pp

Room 4:


This room is barely lit. The air has a mild sweaty smell. Close to you there's a bracelet.
There are 2 wooden doors to the west.

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).

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

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

Room 5:


This room is lightless. Your nostrils are flooded by a foul stench. In the southwestern corner you see a tiny piece of chalk.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

NPCs (1)

Female Ogre Mage Pal1: CR 9 (ECL 13); HD 5d8+1d10; hp 12; Init +6; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 4, Ref 2, Will 5; STR: 21 (5), DEX: 14 (2), CON: 15 (2), INT: 22 (6), WIS: 21 (5), CHA: 15 (2)
Feats: Alertness, Improved Initiative, Martial Weapon Proficiency
Skills: Appraise 8, Balance 5, Bluff 6, Climb 9, Concentration 6, Diplomacy 6, Disguise 6, Escape Artist 6, Forgery 10, Gather Information 6, Heal 9, Hide 6, Intimidate 6, Jump 8, Listen 7, Move Silently 5, Ride 6, Search 9, Sense Motive 9, Spot 7, Survival 9, Swim 9, Use Rope 6, Handle Animal 6

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); Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

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

Room 6:


This room is very dark and the air has a mild moldy smell. Close to the northeastern corner there's a crystal eye.
There's an iron door to the south.

Monsters (1)

Lizardfolk: CR 1; HD 2d8+2 (11); Init +0; AC 15 (+5 natural) or 17 (+5 natural, +2 large shield); Atk: 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged; Dmg: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1; Special Atk: ; AL Usually neutral; SV Fort 1 Ref 3 Will 0; STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10;
Feats: Multiattack
Skills: Balance +4, Jump +7, Swim +9
Special Qualities: ;

Treasure

No goods
Thieves' tools, masterwork {worth 50 gp}
No items
500 sp
0 cp
0 gp
0 pp

Room 7:


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

Monsters (1)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

Treasure

No goods
No mundane items
Wand of Shatter {worth 4500 gp}
6000 cp
0 sp
0 gp
0 pp

Room 8:


This room is very dark. In the northern wall you find a small ball of yarn.
There's a stone door to the east.
There's an iron door to the east.

NPCs (1)

Female Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init -2; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref -2, Will 3; STR: 8 (-1), DEX: 7 (-2), CON: 16 (3), INT: 15 (2), WIS: 12 (1), CHA: 11 (0)
Feats: Run
Skills: Appraise 3, Balance -1, Climb 0, Concentration 4, Diplomacy 2, Disguise 2, Escape Artist -1, Forgery 3, Heal 3, Hide 0, Jump 0, Swim 0

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Turn or rebuke undead

Suggested armor: none

Treasure

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

Room 9:


This room is barely lit.
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
500 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