Level 1 Dungeon (14 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


This room is well lit. Echoes of a groan can be heard in the distance.
There are 2 wooden doors to the west.
There's a wooden door to the east.

NPCs (1)

Male Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 3; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 2, Will 1; STR: 19 (4), DEX: 14 (2), CON: 8 (-1), INT: 6 (-2), WIS: 9 (-1), CHA: 13 (1)
Feats: Agile
Skills: Balance 4, Escape Artist 4

Special Qualities: Darkvision: 60ft; 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
30 pp
0 cp
0 sp
0 gp

Room 2:


This room is very dark. Your nostrils are flooded by a stagnant smell. In the center of the room you see a white feather.
There's a wooden door to the west.
There's an iron door to the north.

Monsters (1)

Animal:Snake, Medium-Size Viper: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Special Qualities: Scent;

Treasure

gold music box {worth 4000 gp}
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 3:


This room is completely dark and the air is thick. You hear the faint sound of falling debris, but can't quite place where it comes from. Close to the southern wall you see a few pieces of stained glass (made to resemble gems).
There's a wooden door to the south.

Traps (1)

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).

NPCs (1)

Male Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 8; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 4, Will 0; STR: 6 (-2), DEX: 19 (4), CON: 10 (0), INT: 8 (-1), WIS: 7 (-2), CHA: 11 (0)
Feats: Agile
Skills: Appraise 0, Balance 6, Concentration 1, Disguise 1, Escape Artist 6, Forgery 1, Gather Information 1, Spot -1, Survival 0, Swim -1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 4:


This room is adecuately lit and your nostrils are flooded by a flowery stench.
There's a stone door to the north.
There's a wooden door to the north.

NPCs (1)

Mindonsarnion Male Elf Mnk1: CR 1 (ECL 1); HD 1d8; hp 8; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 2; STR: 14 (2), DEX: 11 (0), CON: 11 (0), INT: 14 (2), WIS: 10 (0), CHA: 12 (1)
Feats: Deft Hands, Martial Weapon Proficiency
Skills: Balance 2, Bluff 4, Diplomacy 3, Disguise 2, Forgery 3, Heal 1, Intimidate 2, Listen 2, Move Silently 2, Ride 1, Search 4, Sense Motive 1, Survival 1, Swim 3, Use Rope 2, Sleight Of Hand 2

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

Suggested armor: Leather armor (+2AC, 10gp, Max Dex bonus: 6, Spell failure: 10%)

Treasure

No goods
Masterwork Flail, heavy {worth 315 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 5:


This room is lightless and the air has a strong flowery smell.
There's a wooden door to the west.
There's an iron door to the west.

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

Room 6:


This room is barely lit.
There are 2 stone doors to the north.
There's a wooden door to the east.

Monsters (1)

Ghoul:Ghoul: CR 1; HD 2d12 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; 2 claws +0 melee; Dmg: Bite 1d6+1 and paralysis; claw 1d3 and paralysis; Special Atk: Paralysis, create spawn; AL Always chaotic evil; SV Fort 0 Ref 2 Will 5; STR 13, DEX 15, CON , INT 13, WIS 14, CHA 16;
Feats: Multiattack, Weapon Finesse (bite)
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
Special Qualities: Undead, +2 turn resistance;

Treasure

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

Room 7:


This room is well lit. A distant sound of a groan can be heard. Near the southern wall there's several paper scraps laying on the floor. Close to you there's a cornet.
There's a stone door to the east.

Traps (2)

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).

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)

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

Room 8:


This room is completely dark. Your nostrils are flooded by a rancid smell. Echoes of flowing water can be heard in the distance. In the eastern wall you find a wooden amulet.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Male Halfling Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 4, Will 3; STR: 4 (-3), DEX: 19 (4), CON: 13 (1), INT: 9 (-1), WIS: 16 (3), CHA: 10 (0)
Feats: Nimble Fingers
Skills: Appraise 0, Balance 5, Climb -1, Escape Artist 5, Forgery 0, Heal 4, Jump -2, Listen 4, Move Silently 5, Use Rope 5, Handle Animal 1, Disable Device 1, Open Lock 6

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

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

Treasure

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

Room 9:


This room is lightless. The air has a strong nasty smell. Close to the northeastern corner you see a dozen broken vials.
There's a stone door to the west.

NPCs (1)

Male Githyanki Pal1: CR 2 (ECL 3); HD 1d10; hp 16; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 5, Ref 1, Will 1; STR: 10 (0), DEX: 12 (1), CON: 16 (3), INT: 11 (0), WIS: 12 (1), CHA: 11 (0)
Feats: Toughness
Skills: Bluff 2, Intimidate 1, Jump 1, Spot 2, Survival 3, Handle Animal 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Smite evil: 1/day; Aura of good; Detect evil

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 10:


This room is well lit.
There are 2 wooden doors to the west.
There's a wooden door to the east.

Monsters (1)

Gnome:Svirfneblin: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+1 size, +4 chain shirt, +1 small shield); Atk: Short sword +2 melee; or light crossbow +2 ranged; Dmg: Short sword 1d6-1; or light crossbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral good; SV Fort 5 Ref 2 Will 2; STR 8, DEX 12, CON 12, INT 10, WIS 12, CHA 6;
Feats: Weapon Focus (short sword)
Skills: Hide +2*, Listen +4, Spot +2
Special Qualities: Svirfneblin traits, non-detection, speak with animals;

Treasure

No goods
Masterwork Axe, throwing {worth 308 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 11:


This room is magically lit. For an instant you hear the sound of a gust of wind, but then it stops. In the northwestern corner there's a pentagram drawn on the floor.
There's a stone door to the south.

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)

Female Duergar Pal1: CR 2 (ECL 2); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 4, Ref 2, Will 2; STR: 17 (3), DEX: 14 (2), CON: 14 (2), INT: 7 (-2), WIS: 14 (2), CHA: 7 (-2)
Feats: Quick Draw
Skills:

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

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

Room 12:


This room is barely lit and your nostrils are flooded by a flowery stench. Close to the northeastern corner there's a violet stain on the floor.
There's a wooden door to the north.
There are 2 wooden doors to the east.

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
70 gp
0 cp
0 sp
0 pp

Room 13:


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

NPCs (1)

Female Ogre Mnk1: CR 4 (ECL 7); HD 5d8; hp 12; Init +1; AC 18 (touch 10, flat-footed 17, natural 5, misc 3, size -1); Atk +0; SR 0; AL CE; SV Fort 6, Ref 3, Will 5; STR: 24 (7), DEX: 12 (1), CON: 19 (4), INT: 9 (-1), WIS: 17 (3), CHA: 6 (-2)
Feats: Diligent, Martial Weapon Proficiency, Endurance, Power Attack
Skills: Appraise 1, Diplomacy -1, Disguise -1, Escape Artist 2, Heal 4, Intimidate -1, Ride 2, Sense Motive 4, Swim 8, Use Rope 2, Decipher Script 1

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
90 gp
0 cp
0 sp
0 pp

Room 14:


This room is completely dark. The air has a putrid smell. You hear the sound of screeching metal in the distance. In the eastern wall there's a small mouse looking your way.
There's a stone door to the north.

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
No items
700 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