Level 1 Dungeon (9 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair up #0

Room 1:


This room is completely dark and your nostrils are flooded by a bitter stench.
There are 2 wooden doors to the east.
There's an iron door to the north.

NPCs (1)

Male Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 4, Will 1; STR: 9 (-1), DEX: 18 (4), CON: 14 (2), INT: 16 (3), WIS: 13 (1), CHA: 17 (3)
Feats: Martial Weapon Proficiency
Skills: Appraise 4, Balance 5, Climb 0, Concentration 3, Diplomacy 4, Disguise 7, Escape Artist 5, Hide 7, Intimidate 5, Jump 0, Listen 3, Ride 5, Search 5, Sense Motive 2, Spot 2, Survival 2, Swim 2, Use Rope 5

Special Qualities: 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
No items
100 gp
0 cp
0 sp
0 pp

Room 2:


This room is very dark.
There are 2 wooden doors to the west.
There's a stone door to the north.

NPCs (1)

Male Ogre Mage Drd1: CR 9 (ECL 13); HD 6d8; hp 12; Init +3; AC 17 (touch 12, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 6, Ref 3, Will 4; STR: 22 (6), DEX: 17 (3), CON: 18 (4), INT: 16 (3), WIS: 15 (2), CHA: 18 (4)
Feats: Agile, Alertness, Stealthy
Skills: Appraise 6, Balance 5, Bluff 7, Climb 8, Concentration 7, Diplomacy 8, Disguise 7, Escape Artist 5, Forgery 4, Gather Information 8, Heal 3, Hide 5, Intimidate 8, Jump 10, Listen 4, Move Silently 5, Ride 7, Search 7, Spot 4, Survival 6, Swim 8, Use Rope 5, Handle Animal 7, Spellcraft 5

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); 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
90 gp
0 cp
0 sp
0 pp

Room 3:


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

NPCs (1)

Sam gwarthon Male Elf Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 2, Will 0; STR: 14 (2), DEX: 15 (2), CON: 10 (0), INT: 14 (2), WIS: 10 (0), CHA: 12 (1)
Feats: Shield Proficiency
Skills: Bluff 2, Concentration 2, Diplomacy 2, Forgery 4, Gather Information 2, Hide 3, Search 3, Sense Motive 2, Survival 1, Swim 5, Handle Animal 2

Special Qualities: Immunities: sleep; Low-light vision; 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
110 gp
0 cp
0 sp
0 pp

Room 4:


This room is barely lit. A faint sound of flowing water can be heard from here. In the center of the room you find a nearly-extinguished campfire.
There's a wooden door to the south.
There's an iron door to the south.

NPCs (1)

Male Human Pal1: CR 1 (ECL 1); HD 1d10; hp 7; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort -1, Ref 3, Will 0; STR: 18 (4), DEX: 17 (3), CON: 5 (-3), INT: 11 (0), WIS: 11 (0), CHA: 9 (-1)
Feats: Combat Reflexes, Quick Draw
Skills: Appraise 1, Climb 5, Concentration -2, Diplomacy 0, Disguise 1, Forgery 1, Search 1, Sense Motive 1, Survival 1, Swim 5, Handle Animal 0

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

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

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

Room 5:


This room is well lit. Close to the eastern wall there's a green stain on the floor. You spot a door handle a few feet from you.
There's a stone door to the east.

NPCs (1)

Female Ogre Mage Rgr1: CR 9 (ECL 13); HD 5d8+1d10; hp 16; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 8, Ref 2, Will 3; STR: 17 (3), DEX: 15 (2), CON: 23 (6), INT: 17 (3), WIS: 17 (3), CHA: 17 (3)
Feats: Alertness, Diligent, Combat Reflexes
Skills: Appraise 5, Balance 5, Bluff 5, Climb 5, Concentration 8, Diplomacy 7, Disguise 7, Escape Artist 6, Forgery 7, Heal 6, Hide 4, Intimidate 7, Jump 5, Listen 5, Move Silently 3, Ride 6, Search 6, Sense Motive 6, Spot 5, Survival 5, Swim 5, Use Rope 5, Handle Animal 6, Decipher Script 5

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); 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 6:


This room is shrouded in magical darkness. In the distance you seem to perceive the sound of falling debris. Near the northwestern corner there's a patch of fungus.
There are 2 wooden doors to the north.

Traps (1)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

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

Rose {worth 10 gp}
No mundane items
No items
110 gp
0 cp
0 sp
0 pp

Room 7:


This room is adecuately lit. Close to the western wall there's a pile of bones.
There are 2 wooden doors to the north.
There's an iron door to the east.

NPCs (1)

Female Human Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 5, Will 2; STR: 14 (2), DEX: 16 (3), CON: 12 (1), INT: 13 (1), WIS: 11 (0), CHA: 11 (0)
Feats: Acrobatic, Lightning Reflexes
Skills: Appraise 4, Balance 4, Climb 3, Diplomacy 1, Escape Artist 4, Forgery 2, Gather Information 2, Hide 4, Intimidate 2, Jump 4, Listen 1, Ride 4, Search 4, Spot 1, Survival 2, Use Rope 6, Tumble 5

Special Qualities: Animal companion; Nature sense; Wild empathy

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

Treasure

Carved harp of exotic wood with ivory inlay and zircon gems {worth 300 gp}
No mundane items
No items
160 gp
0 cp
0 sp
0 pp

Room 8:


This room is lit by a single torch. Near the western wall there's a broken vial.
There's a wooden door to the east.
There's a wooden door to the west.
There's a stone door to the north.

Traps (2)

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).

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)

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

Room 9:


This room is shrouded in magical darkness.
There are 2 wooden doors to the east.
There's a stone door to the east.

NPCs (1)

Female Gnome Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 1, Will 4; STR: 13 (1), DEX: 12 (1), CON: 13 (1), INT: 11 (0), WIS: 15 (2), CHA: 11 (0)
Feats: Power Attack
Skills: Balance 2, Concentration 2, Disguise 1, Gather Information 1, Listen 3, Move Silently 2, Sense Motive 4

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
Masterwork Axe, throwing {worth 308 gp}
No items
70 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