Level 1 Dungeon (15 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 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1

Room 1:


This room is very dark. The air is thick. In the southwestern corner there's a wooden amulet.
There's a wooden door to the north.

NPCs (1)

Nhilvyrae Burwyss Male Drow Rog1: CR 2 (ECL 3); HD 1d6; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref 3, Will 2; STR: 8 (-1), DEX: 12 (1), CON: 14 (2), INT: 15 (2), WIS: 14 (2), CHA: 11 (0)
Feats: Toughness
Skills: Appraise 4, Balance 3, Bluff 1, Concentration 4, Diplomacy 2, Disguise 2, Escape Artist 2, Forgery 4, Gather Information 1, Intimidate 4, Listen 3, Ride 3, Sense Motive 4, Spot 5, Swim 1, Use Rope 3, Disable Device 3, Open Lock 2, Decipher Script 3, Sleight Of Hand 3, Use Magic Device 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Trap finding; Sneak attack +1d6

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

Treasure

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

Room 2:


This room is well lit and you are surrounded by a bitter smell.
There's an iron door to the north.

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)

Male Halfling Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 0, Will 6; STR: 7 (-2), DEX: 11 (0), CON: 13 (1), INT: 7 (-2), WIS: 18 (4), CHA: 9 (-1)
Feats: Run, Iron Will
Skills:

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

Treasure

No goods
No mundane items
Ring: Protection +1 {worth 2000 gp}
70 gp
0 cp
0 sp
0 pp

Room 3:


This room is well lit and the air has a rancid smell. Echoes of a flute can be heard in the distance. Close to the western wall you find a blood smudge on the floor.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Emgoka Female Orc Rog1: CR 1 (ECL 1); HD 1d6; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort -1, Ref 2, Will 1; STR: 20 (5), DEX: 10 (0), CON: 8 (-1), INT: 11 (0), WIS: 13 (1), CHA: 8 (-1)
Feats: Magical Aptitude
Skills: Appraise 1, Balance 1, Concentration 0, Diplomacy 1, Forgery 1, Gather Information 2, Heal 2, Hide 2, Intimidate 0, Move Silently 2, Search 3, Sense Motive 4, Spot 2, Survival 2, Use Rope 1, Disable Device 2, Decipher Script 3, Sleight Of Hand 1, Tumble 1, Use Magic Device 1, Spellcraft 2

Special Qualities: Darkvision: 60ft; Light sensitivity; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
Scroll: Invisibility (Sor/Wis2), Misdirection (Sor/Wis2), Darkness (Sor/Wis2) (150 gp each) {worth 450 gp}
500 sp
0 cp
0 gp
0 pp

Room 4:


This room is very dark and the air has a mild sweaty smell. You hear the faint sound of footsteps, but can't quite place where it comes from. Close to the center of the room you find a pentagram drawn on the floor.
There's a stone door to the north.
There's a wooden door to the east.

NPCs (1)

Female Gnome Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 0, Will -2; STR: 12 (1), DEX: 10 (0), CON: 15 (2), INT: 11 (0), WIS: 7 (-2), CHA: 15 (2)
Feats: Combat Reflexes
Skills: Appraise 2, Balance 1, Bluff 3, Diplomacy 4, Disguise 3, Escape Artist 1, Gather Information 3, Jump 2, Move Silently 1, Spot 0, Survival -1, Swim 3

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
80 gp
0 cp
0 sp
0 pp

Room 5:


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

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
200 sp
0 cp
0 gp
0 pp

Room 6:


This room is well lit. The air is rare.
There's a stone door to the east.

Monsters (1)

Ghoul:Lacedon: 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
150 gp
0 cp
0 sp
0 pp

Room 7:


This room is magically lit. The air has a strong indescribable smell.
There are 2 wooden doors to the north.
There's a stone door to the north.

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: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
Masterwork Scimitar {worth 315 gp}
No items
20 pp
0 cp
0 sp
0 gp

Room 8:


This room is very dark. Lying on the floor you see a medallion.

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
80 gp
0 cp
0 sp
0 pp

Room 9:


This room is lit by a single torch.
There's an iron door to the south.
There's a wooden door to the east.

Monsters (1)

Animal:Squid: CR 1; HD 3d8 (13); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: 10 arms +4 melee, bite -1 melee; Dmg: Arms 0, bite 1d6+1; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 2; STR 14, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Ink cloud, jet;

Treasure

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

Room 10:


This room is magically lit. Your nostrils are flooded by a distinctive smell. Close to the southwestern corner there's a green stain on the floor.
There's a stone door to the west.
There's a wooden door to the west.

NPCs (1)

Female Githzerai Drd1: CR 2 (ECL 3); HD 1d8; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 3, Will 5; STR: 12 (1), DEX: 16 (3), CON: 11 (0), INT: 12 (1), WIS: 13 (1), CHA: 13 (1)
Feats: Iron Will
Skills: Balance 5, Bluff 4, Climb 2, Concentration 2, Disguise 2, Escape Artist 4, Forgery 2, Heal 2, Hide 4, Listen 2, Move Silently 4, Search 2, Sense Motive 2, Swim 2, Use Rope 4, Spellcraft 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 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
700 sp
0 cp
0 gp
0 pp

Room 11:


This room is magically lit. You hear the sound of scurrying mice in the distance. Near the northwestern corner you see a patch of fungus.
There's a stone door to the south.
There's a wooden door to the west.

Monsters (1)

Dragon:White Dragon, Wyrmling: CR 1; HD 3d12+3 (22); Init +0 (Dex); AC 14 (+2 size, +2 natural); Atk: Bite +5 melee, 2 Claws +0 melee; Dmg: Bite 1d, claw 1d3+0; Special Atk: Breath weapon; AL Always chaotic evil; SV Fort 4 Ref 3 Will 3; STR 11, DEX 10, CON 13, INT 6, WIS 11, CHA 6;
Feats: Any 1
Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3
Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;

Treasure

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

Room 12:


This room is adecuately lit. Your nostrils are flooded by a fruity smell.
There's a wooden door to the north.

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)

Elemental:Water Elemental, Small: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral; SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 13:


This room is lightless. Near the western wall you see a broken hourglass.
There's a wooden door to the east.
There's a wooden door 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
200 sp
0 cp
0 gp
0 pp

Room 14:


This room is well lit.
There's a wooden door to the east.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

Rose {worth 120 gp}
No mundane items
No items
120 gp
0 cp
0 sp
0 pp

Room 15:


This room is adecuately lit and the air is stale. In the eastern wall you find a small ball of yarn.
There's a wooden door to the west.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

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