Level 1 Dungeon (16 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 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 shrouded in magical darkness. You hear the sound of a groan in the distance. In the northern wall you see a scorch mark on the floor.
There are 2 wooden doors to the west.
There's a wooden door to the east.

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
Bag of tricks, gray {worth 900 gp}
400 sp
0 cp
0 gp
0 pp

Room 2:


This room is adecuately lit. The air is shallow. Near the eastern wall you see a small mouse looking your way.
There's a wooden door to the south.
There's an iron door to the west.

NPCs (1)

Mertrin Adinuque Tebdor'rysn Female Drow Pal1: CR 2 (ECL 3); HD 1d10; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 1, Ref 2, Will 2; STR: 6 (-2), DEX: 15 (2), CON: 9 (-1), INT: 10 (0), WIS: 14 (2), CHA: 14 (2)
Feats: Diligent
Skills: Appraise 2, Climb -1, Concentration 0, Disguise 3, Ride 3, Spot 3, Survival 4, Handle Animal 3, Decipher Script 2

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

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

Treasure

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

Room 3:


This room is lit by a single torch. In the distance you seem to perceive the sound of a gust of wind. Near the northeastern corner there's a piece of broken mirror. Lying on the floor you see a pot.
There's a wooden door to the west.

Monsters (1)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

No goods
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 4:


This room is lit by a single torch. Near the southeastern corner you see a broken ceramic bowl.
There's a stone door to the east.

NPCs (1)

Male Githyanki Brd1: CR 2 (ECL 3); HD 1d6; hp 7; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 2, Will 2; STR: 9 (-1), DEX: 11 (0), CON: 13 (1), INT: 17 (3), WIS: 10 (0), CHA: 8 (-1)
Feats: Nimble Fingers
Skills: Appraise 5, Balance 1, Bluff 1, Diplomacy 0, Escape Artist 1, Forgery 4, Gather Information 0, Hide 1, Jump 1, Ride 3, Search 4, Sense Motive 2, Survival 2, Swim 0, Use Rope 2, Decipher Script 5, Spellcraft 4, Tumble 2, Disable Device 5, Open Lock 2

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
Smokesticks (4 sticks, 20 gp each) {worth 80 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 5:


This room is lightless and the air has a mild foul smell. Close to the southeastern corner you see a scorch mark on the floor.
There's a wooden door to the east.

Traps (1)

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).

NPCs (1)

Female Githzerai Pal1: CR 2 (ECL 3); HD 1d10; hp 14; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 6, Ref 3, Will 3; STR: 14 (2), DEX: 17 (3), CON: 18 (4), INT: 8 (-1), WIS: 16 (3), CHA: 15 (2)
Feats: Self-Sufficient
Skills: Appraise 0, Climb 3, Concentration 5, Heal 5, Listen 4, Survival 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Breast plate (+5AC, 200gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
Masterwork Glaive {worth 308 gp}
No items
130 gp
0 cp
0 sp
0 pp

Room 6:


This room is lightless. Your nostrils are flooded by a sulphur stench. Close to the northern wall you find a green stain on the floor.
There's a wooden door to the west.

Traps (2)

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).

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).

Monsters (1)

Elf:Drow: CR 1; HD 1d8-1 (3); Init +1 (Dex); AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk: Longsword +1 melee; or longbow +2 ranged; Dmg: Longsword 1d8; or longbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral evil; SV Fort 1 Ref 1 Will 0; STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 9;
Feats: Weapon Focus (longbow)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Special Qualities: Darkvision, SR 11, elven traits, light blindness;

Treasure

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

Room 7:


This room is lit by a single torch. The air has a strong damp smell.
There's a wooden door to the west.

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
0 cp
0 sp
0 gp
0 pp

Room 8:


This room is adecuately lit.
There's an iron door to the north.
There's a wooden door to the north.

Monsters (1)

Dryad: CR 1; HD 2d6 (7); Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (+2 Dex); Atk: Dagger +1 melee; Dmg: Dagger 1d4; Special Atk: Spell-like abilities; AL Always chaotic good; SV Fort 0 Ref 5 Will 5; STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18;
Feats: Alertness, Dodge, Improved Initiative
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7
Special Qualities: Symbiosis;

Treasure

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

Room 9:


This room is barely lit. Close to the northern wall you see a dozen broken vials.
There's a wooden door to the east.
There's a wooden door to the north.

NPCs (1)

Êl' mellonion Male Elf Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 6, Will 2; STR: 5 (-3), DEX: 18 (4), CON: 10 (0), INT: 13 (1), WIS: 11 (0), CHA: 10 (0)
Feats: Shield Proficiency
Skills: Appraise 2, Balance 7, Bluff 2, Climb -2, Forgery 2, Jump -2, Move Silently 5, Ride 7, Spot 2, Use Rope 6, Spellcraft 3, Use Magic Device 1

Special Qualities: Immunities: sleep; Low-light vision; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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 10:


This room is very dark and the air is rare.
There's an iron door to the west.

NPCs (1)

Male Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 3, Will 3; STR: 11 (0), DEX: 16 (3), CON: 16 (3), INT: 14 (2), WIS: 13 (1), CHA: 14 (2)
Feats: Agile
Skills: Balance 5, Climb 1, Disguise 3, Escape Artist 5, Forgery 3, Gather Information 3, Hide 4, Listen 2, Ride 4, Search 3, Sense Motive 4, Survival 2, Swim 2, Spellcraft 4

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

Suggested armor: none

Treasure

Embroidered silk and velvet mantle with numerous moonstones {worth 2000 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 11:


This room is very dark.
There's a wooden door to the south.
There's an iron door to the east.

NPCs (1)

Female Human Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will -1; STR: 12 (1), DEX: 13 (1), CON: 12 (1), INT: 10 (0), WIS: 8 (-1), CHA: 11 (0)
Feats: Point Blank Shot, Agile
Skills: Balance 3, Climb 2, Concentration 2, Diplomacy 2, Disguise 1, Escape Artist 3, Forgery 1, Hide 3, Intimidate 1, Jump 3, Move Silently 2, Ride 3, Sense Motive 0, Spot 0, Swim 2, Handle Animal 1

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

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

Treasure

No goods
No mundane items
Darkvision (potion) {worth 300 gp}
70 gp
0 cp
0 sp
0 pp

Room 12:


This room is well lit. Your nostrils are flooded by a burnt stench.
There's an iron door to the south.
There's a stone door to the west.

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.

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
Acid (7 flasks, 10 gp each) {worth 70 gp}
No items
120 gp
0 cp
0 sp
0 pp

Room 13:


This room is lit by a single torch.
There are 3 wooden doors to the east.

Traps (1)

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).

NPCs (1)

Male Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 2; STR: 2 (-4), DEX: 15 (2), CON: 14 (2), INT: 14 (2), WIS: 14 (2), CHA: 11 (0)
Feats: Two-Weapon Fighting
Skills: Appraise 3, Bluff 2, Concentration 4, Diplomacy 1, Disguise 1, Heal 3, Intimidate 1, Jump -3, Listen 4, Ride 3, Search 3, Survival 3, Use Rope 3

Special Qualities: Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

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

Room 14:


This room is very dark and you are surrounded by a woody smell. Close to the eastern wall you see a patch of fungus. You spot a monocle a few feet from you.
There's a wooden door to the north.
There's a stone door to the north.
There's a wooden door to the west.

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

No goods
Masterwork Dart {worth 300 gp}
No items
500 sp
0 cp
0 gp
0 pp

Room 15:


This room is barely lit and your nostrils are flooded by a smoky smell. Near the eastern wall there's a small ball of yarn.
There's an iron door to the east.

NPCs (1)

Female Human Bbn1: CR 1 (ECL 1); HD 1d12; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort -2, Ref 1, Will 1; STR: 12 (1), DEX: 13 (1), CON: 3 (-4), INT: 11 (0), WIS: 13 (1), CHA: 15 (2)
Feats: Athletic, Nimble Fingers
Skills: Appraise 2, Balance 2, Bluff 3, Climb 3, Concentration -3, Disguise 3, Escape Artist 3, Gather Information 3, Heal 2, Hide 3, Intimidate 4, Search 1, Sense Motive 2, Swim 3, Use Rope 3, Handle Animal 3, Disable Device 2, Open Lock 3

Special Qualities: Fast movement; Illiteracy; Rage: 1/day

Suggested armor: none

Treasure

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

Room 16:


This room is lit by a single torch and the air has a smoky stench. In the distance you seem to perceive the sound of rattling chains.
There's a wooden door to the north.

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
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