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 up #0 Stair up #1 Stair up #2

Room 1:


This room is well lit and the air has a strong fresh smell. Near the southwestern corner you see a small pile of dust.
There's a wooden door to the south.

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
No mundane items
No items
100 sp

Room 2:


This room is shrouded in magical darkness. In the southwestern corner there's a rusty dagger hilt.
There's a stone door to the north.
There's an iron door to the south.

NPCs (1)

Female Githyanki Wiz1: CR 2 (ECL 3); HD 1d4; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 2, Will 3; STR: 18 (4), DEX: 14 (2), CON: 16 (3), INT: 7 (-2), WIS: 13 (1), CHA: 13 (1)
Feats: Self-Sufficient
Skills: Heal 3, Survival 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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
60 gp

Room 3:


This room is lightless. Close to the northwestern corner you see a scorch mark on the floor. Close to you there's an eyepatch.
There's a wooden door to the west.

NPCs (1)

Male Halfling Rog1: CR 1 (ECL 1); HD 1d6; hp 8; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 5, Will 3; STR: 8 (-1), DEX: 16 (3), CON: 15 (2), INT: 13 (1), WIS: 16 (3), CHA: 8 (-1)
Feats: Run
Skills: Appraise 2, Bluff 0, Climb 1, Concentration 3, Diplomacy 0, Disguise 1, Escape Artist 4, Forgery 2, Heal 4, Hide 4, Intimidate 0, Jump 0, Move Silently 5, Ride 4, Search 2, Sense Motive 5, Spot 5, Survival 6, Use Rope 4, Open Lock 4, Decipher Script 5, Sleight Of Hand 5, Tumble 4, Use Magic Device 1

Special Qualities: 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
100 gp

Room 4:


This room is adecuately lit and the air has a strong fruity smell.
There's a wooden door to the west.

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
1000 cp

Room 5:


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

Monsters (1)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

No goods
No mundane items
Scroll: Knock (Sor/Wis2), Whispering Wind (Sor/Wis2) (150 gp each) {worth 300 gp}
600 sp

Room 6:


This room is well lit. The air is hazey.
There are 2 wooden doors to the east.

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
200 sp

Room 7:


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

NPCs (1)

Male Ogre Mage Pal1: CR 9 (ECL 13); HD 5d8+1d10; hp 15; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 7, Ref 2, Will 5; STR: 22 (6), DEX: 15 (2), CON: 20 (5), INT: 18 (4), WIS: 20 (5), CHA: 18 (4)
Feats: Mounted Combat, Magical Aptitude, Persuasive
Skills: Appraise 7, Balance 4, Bluff 6, Climb 10, Concentration 7, Diplomacy 8, Disguise 7, Escape Artist 5, Forgery 8, Gather Information 7, Heal 8, Hide 6, Intimidate 6, Jump 10, Listen 6, Move Silently 5, Ride 5, Search 5, Sense Motive 9, Spot 9, Survival 9, Swim 7, Use Rope 5, Handle Animal 6, Spellcraft 6, Use Magic Device 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: Full plate (+8AC, 1500gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
No items
600 sp

Room 8:


This room is very dark. In the southwestern corner you see a burnt torch.
There's a wooden door to the east.
There are 2 wooden doors to the south.

NPCs (1)

Thror Male Orc Clr1: CR 1 (ECL 1); HD 1d8; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 1, Will 2; STR: 15 (2), DEX: 12 (1), CON: 7 (-2), INT: 12 (1), WIS: 10 (0), CHA: 10 (0)
Feats: Self-Sufficient
Skills: Appraise 2, Bluff 1, Concentration -1, Heal 2, Listen 3, Move Silently 2, Ride 3, Sense Motive 2, Spot 1, Survival 2

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
3000 cp

Room 9:


This room is completely dark and the air has a biting stench. In the distance you seem to perceive the sound of rusty hinges.
There's a wooden door to the west.

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
No mundane items
No items
120 gp

Room 10:


This room is barely lit and your nostrils are flooded by a rancid smell.
There's a stone door to the east.

NPCs (1)

Ereb' beretheth Female Elf Brd1: CR 1 (ECL 1); HD 1d6; hp 4; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -2, Ref 6, Will 3; STR: 15 (2), DEX: 18 (4), CON: 6 (-2), INT: 9 (-1), WIS: 12 (1), CHA: 11 (0)
Feats: Diligent
Skills: Appraise 1, Diplomacy 1, Forgery 0, Hide 5, Intimidate 1, Jump 3, Move Silently 5, Survival 2, Swim 3, Decipher Script 4, Spellcraft 0

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
600 sp

Room 11:


This room is barely lit and you are surrounded by a stagnant smell. Close to the southeastern corner you see some violet lichen.
There's a stone door to the east.
There's a wooden door to the south.

NPCs (1)

Shamaka Female Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref 1, Will 4; STR: 14 (2), DEX: 12 (1), CON: 13 (1), INT: 15 (2), WIS: 15 (2), CHA: 5 (-3)
Feats: Track
Skills: Balance 2, Bluff -2, Concentration 2, Diplomacy -2, Disguise -2, Gather Information -2, Heal 3, Hide 2, Jump 3, Ride 2, Sense Motive 3, Spot 3, Survival 3, Swim 4, Spellcraft 3

Special Qualities: Darkvision: 60ft; Light sensitivity; Summon familiar

Suggested armor: Padded armor (+1AC, 5gp, Max Dex bonus: 8, Spell failure: 5%)

Treasure

No goods
No mundane items
No items
5000 cp

Room 12:


This room is barely lit. Close to the southern wall there's a needle.
There's a wooden door to the south.
There's a wooden door to the east.

NPCs (1)

Female Half-orc Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 0, Will 4; STR: 13 (1), DEX: 6 (-2), CON: 11 (0), INT: 11 (0), WIS: 14 (2), CHA: 9 (-1)
Feats: Track
Skills: Climb 2, Concentration 1, Escape Artist -1, Forgery 1, Heal 3, Jump 2, Ride 1, Search 2, Survival 4, Swim 2, Decipher Script 1, Use Magic Device 0

Special Qualities: Darkvision: 60ft; 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
500 sp

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