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 up #0 Stair up #1

Room 1:


This room is completely dark and the air is thick.
There's an iron door to the north.
There's a wooden door to the north.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

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

Room 2:


This room is lightless. The air is rare. A faint sound of a gust of wind can be heard from here.
There's a stone door to the south.

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
70 gp
0 cp
0 sp
0 pp

Room 3:


This room is magically lit. A faint sound of battle can be heard from here.
There's a wooden door to the west.

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)

Female Half-orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 6; Init +3; AC 15 (touch 13, flat-footed 12, misc 2); Atk +0; SR 0; AL TN; SV Fort 0, Ref 5, Will 4; STR: 15 (2), DEX: 16 (3), CON: 7 (-2), INT: 15 (2), WIS: 15 (2), CHA: 13 (1)
Feats: Stealthy, Investigator
Skills: Appraise 5, Balance 5, Bluff 2, Climb 5, Concentration -1, Diplomacy 2, Gather Information 3, Hide 5, Intimidate 2, Jump 4, Move Silently 5, Ride 4, Spot 3, Survival 3, Swim 4, Use Rope 4, Tumble 4

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
5000 cp
0 sp
0 gp
0 pp

Room 4:


This room is lightless. In the western wall there's a small pile of dust. You spot an eyepatch a few feet from you.
There are 3 wooden doors to the south.

NPCs (1)

Female Human Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 2; STR: 9 (-1), DEX: 13 (1), CON: 12 (1), INT: 12 (1), WIS: 15 (2), CHA: 16 (3)
Feats: Acrobatic, Run
Skills: Appraise 2, Bluff 4, Climb 3, Concentration 5, Escape Artist 2, Gather Information 4, Heal 3, Hide 3, Intimidate 4, Jump 1, Move Silently 3, Spot 4, Survival 4, Swim 0, Use Rope 2, Tumble 3

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

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

Treasure

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

Room 5:


This room is magically lit. The air has a mild flowery smell. In the northern wall you find a broken vial.
There are 2 wooden doors to the north.
There's a stone door to the east.

NPCs (1)

Male Half-orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 0, Will -1; STR: 13 (1), DEX: 11 (0), CON: 10 (0), INT: 9 (-1), WIS: 9 (-1), CHA: 9 (-1)
Feats: Self-Sufficient
Skills: Concentration 1, Diplomacy 0, Disguise 0, Heal 1, Intimidate 0, Jump 2, Listen 0, Move Silently 1, Ride 1, Sense Motive 0, Survival 1, Handle Animal 0

Special Qualities: Darkvision: 60ft; 1st favored enemy; Track; Wild empathy

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

Treasure

silver chalice with lapis lazuli gems {worth 60 gp}
No mundane items
No items
80 gp
0 cp
0 sp
0 pp

Room 6:


This room is shrouded in magical darkness. The air has a mild bitter smell.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Male Duergar Bbn1: CR 2 (ECL 2); HD 1d12; hp 16; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 6, Ref 1, Will 2; STR: 11 (0), DEX: 13 (1), CON: 18 (4), INT: 13 (1), WIS: 15 (2), CHA: 8 (-1)
Feats: Martial Weapon Proficiency
Skills: Appraise 2, Balance 3, Bluff 1, Climb 3, Diplomacy 0, Escape Artist 3, Forgery 2, Gather Information 0, Move Silently 2, Sense Motive 4, Survival 4, Swim 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
Protection from (alignment) (potion) {worth 50 gp}
30 pp
0 cp
0 sp
0 gp

Room 7:


This room is lightless. Near the northern wall there's a water puddle.
There's a wooden door to the west.

NPCs (1)

Sagong Male Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 4, Ref 2, Will -1; STR: 15 (2), DEX: 14 (2), CON: 15 (2), INT: 9 (-1), WIS: 8 (-1), CHA: 6 (-2)
Feats: Dodge
Skills: Bluff -1, Concentration 3, Disguise -1, Heal 0

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

Room 8:


This room is completely dark and the air is thin. A faint sound of clanging swords can be heard from here. Close to the center of the room you find some rotten cheese.
There's a wooden door to the west.

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

No goods
Hourglass {worth 25 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 9:


This room is adecuately lit. Near the northeastern corner there's a crystal eye.
There's a wooden door to the west.

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

Room 10:


This room is barely lit and the air has an acrid smell.
There are 3 wooden doors to the south.

Monsters (1)

Animal:Shark, Medium-Size: CR 1; HD 3d8+3 (16); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d6+1; Special Atk: ; AL Always neutral; SV Fort 4 Ref 5 Will 2; STR 13, DEX 15, CON 13, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Listen +7, Spot +7
Special Qualities: Keen scent;

Treasure

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

Room 11:


This room is adecuately lit. The air has a strong fresh smell. Echoes of yawning can be heard in the distance.
There are 2 wooden doors 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
Scroll: Protection from Good (Sor/Wis1), Grease (Sor/Wis1), Shocking Grasp (Sor/Wis1) (25 gp each) {worth 75 gp}
90 gp
0 cp
0 sp
0 pp

Room 12:


This room is lit by an unknown glow. The air has a mild strange smell.
There's a wooden door to the west.
There's a stone door to the east.

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

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

Room 13:


This room is well lit. In the center of the room you see a violet stain on the floor.
There's a stone door to the west.
There's a wooden door to the west.

NPCs (1)

Female Duergar Brd1: CR 2 (ECL 2); HD 1d6; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 1, Ref 4, Will 5; STR: 14 (2), DEX: 14 (2), CON: 13 (1), INT: 16 (3), WIS: 16 (3), CHA: 10 (0)
Feats: Diligent
Skills: Appraise 5, Bluff 2, Concentration 2, Diplomacy 3, Disguise 2, Gather Information 2, Heal 4, Hide 4, Intimidate 2, Jump 5, Listen 5, Ride 4, Sense Motive 4, Spot 4, Decipher Script 5, Tumble 3

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

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

Room 14:


This room is barely lit and your nostrils are flooded by a rancid stench. Close to you there's a bottle stopper.
There's a stone door to the west.
There's a stone door to the east.

NPCs (1)

Male Gnome Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 0, Will 3; STR: 12 (1), DEX: 11 (0), CON: 12 (1), INT: 10 (0), WIS: 13 (1), CHA: 7 (-2)
Feats: Track
Skills: Balance 1, Concentration 3, Diplomacy -1, Heal 2, Ride 1, Sense Motive 2, Spellcraft 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Summon familiar; Scribe scroll

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

Treasure

No goods
No mundane items
No items
1000 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