Level 1 Dungeon (10 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Room #10 Stair down #0 Stair up #0 Stair up #1 Stair up #2

Room 1:


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

Traps (1)

Swinging Block Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 20; Disable Device DC 20; Cost: 500 gp; Atk +5 melee (4d6, stone block).

NPCs (1)

Female Halfling Clr1: CR 1 (ECL 1); HD 1d8; hp 8; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 1, Will 5; STR: 12 (1), DEX: 12 (1), CON: 10 (0), INT: 9 (-1), WIS: 17 (3), CHA: 14 (2)
Feats: Acrobatic
Skills: Appraise 0, Bluff 3, Jump 3, Search 0, Spellcraft 0, Tumble 3

Special Qualities: 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
300 sp
0 cp
0 gp
0 pp

Room 2:


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

Monsters (1)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

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

Room 3:


This room is well lit. Near the center of the room there's a broken ceramic bowl.
There are 2 wooden doors to the south.
There's a wooden door to the east.

Traps (1)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

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

Room 4:


This room is well lit. Near the northern wall there's some violet lichen.
There are 2 wooden doors to the east.

Monsters (1)

Animal:Horse, Light: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +2 melee; Dmg: Hoof 1d4+1; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 13, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

Treasure

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

Room 5:


This room is very dark. Lying on the floor you see a mirror.
There are 2 stone doors 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)

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
5000 cp
0 sp
0 gp
0 pp

Room 6:


This room is barely lit.
There's a stone door to the east.
There's an iron door to the north.

NPCs (1)

Nev-orncorneth Female Elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 3; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 3, Will 4; STR: 13 (1), DEX: 17 (3), CON: 9 (-1), INT: 10 (0), WIS: 15 (2), CHA: 14 (2)
Feats: Investigator
Skills: Disguise 4, Gather Information 4, Ride 4, Sense Motive 3, Spot 3, Swim 2, Spellcraft 1

Special Qualities: Immunities: sleep; Low-light vision; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
Resist energy (type) 10 (potion) {worth 300 gp}
100 sp
0 cp
0 gp
0 pp

Room 7:


This room is completely dark. A distant sound of rusty hinges can be heard.
There's a stone door to the south.
There's a wooden door to the south.
There's a wooden door to the west.

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)

Talathfin Female Elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 0, Ref 3, Will 0; STR: 18 (4), DEX: 17 (3), CON: 7 (-2), INT: 16 (3), WIS: 11 (0), CHA: 17 (3)
Feats: Mounted Combat
Skills: Appraise 5, Balance 6, Climb 5, Concentration -1, Diplomacy 4, Disguise 4, Escape Artist 4, Gather Information 5, Hide 5, Intimidate 4, Jump 7, Ride 4, Search 6, Sense Motive 1, Swim 6, Use Rope 4, Handle Animal 5

Special Qualities: Immunities: sleep; Low-light vision; 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 8:


This room is barely lit. In the center of the room you find a burnt torch.
There's a wooden door to the west.

Traps (1)

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares).

Monsters (1)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

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

Room 9:


This room is very dark. Near the western wall you see a piece of broken mirror.
There's a stone door to the west.
There are 2 wooden doors to the north.

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
Masterwork Sword, bastard {worth 335 gp}
No items
30 pp
0 cp
0 sp
0 gp

Room 10:


This room is very dark. The air has a mild minty smell.
There are 3 wooden doors to the south.

NPCs (1)

Female Half-elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 1, Will -1; STR: 14 (2), DEX: 13 (1), CON: 8 (-1), INT: 10 (0), WIS: 8 (-1), CHA: 13 (1)
Feats: Track
Skills: Appraise 1, Balance 2, Bluff 3, Concentration 0, Diplomacy 2, Disguise 2, Forgery 1, Intimidate 3, Jump 6, Ride 2, Use Rope 2

Special Qualities: Low-light vision; Immunities: sleep; Fast movement; Illiteracy; Rage: 1/day

Suggested armor: none

Treasure

No goods
No mundane items
No items
300 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