Level 1 Dungeon (20 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 Room #16 Room #17 Room #18 Room #19 Room #20 Stair down #0 Stair up #0 Stair up #1 Stair up #2 Stair up #3 Stair up #4

Room 1:


This room is lightless and your nostrils are flooded by a woody smell.
There's an iron door to the north.
There's a wooden door to the north.

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 Dwarf Pal1: CR 1 (ECL 1); HD 1d10; hp 14; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 6, Ref 2, Will -2; STR: 13 (1), DEX: 15 (2), CON: 18 (4), INT: 10 (0), WIS: 7 (-2), CHA: 12 (1)
Feats: Stealthy
Skills: Balance 3, Disguise 2, Heal -1, Hide 4, Jump 2, Move Silently 4, Spot 0, Handle Animal 2

Special Qualities: Darkvision: 60ft; 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
Chain shirt {worth 100 gp}
No items
5000 cp
0 sp
0 gp
0 pp

Room 2:


This room is barely lit. Close to the northern wall there's several paper scraps laying on the floor.
There's an iron door to the west.

Monsters (1)

Animal:Horse, Heavy: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee; Dmg: Hoof 1d6+2; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 15, 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
Light steel shield +1 {worth 1159 gp}
70 gp
0 cp
0 sp
0 pp

Room 3:


This room is shrouded in magical darkness. A distant sound of a gust of wind can be heard. Close to you there's a pot.
There's a wooden door to the north.

NPCs (1)

Male Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 6; Init -1; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 0, Ref -1, Will 2; STR: 10 (0), DEX: 9 (-1), CON: 7 (-2), INT: 15 (2), WIS: 11 (0), CHA: 13 (1)
Feats: Shield Proficiency
Skills: Balance 1, Bluff 2, Concentration -1, Diplomacy 4, Disguise 2, Forgery 4, Gather Information 3, Listen 1, Search 3, Sense Motive 1, Spot 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Turn or rebuke undead

Suggested armor: none

Treasure

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

Room 4:


This room is adecuately lit. You hear the faint sound of rattling chains, but can't quite place where it comes from.
There's a wooden door to the south.

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

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

Room 5:


This room is adecuately lit.
There are 2 wooden doors to the south.

NPCs (1)

Male Githzerai Drd1: CR 2 (ECL 3); HD 1d8; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 2, Will 5; STR: 13 (1), DEX: 14 (2), CON: 10 (0), INT: 11 (0), WIS: 16 (3), CHA: 8 (-1)
Feats: Investigator
Skills: Climb 4, Concentration 2, Disguise 0, Escape Artist 3, Gather Information 1, Heal 4, Intimidate 0, Jump 2, Move Silently 3, Spot 4, Survival 4, Swim 2, Handle Animal 1

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

golden yellow topaz {worth 200 gp}
No mundane items
No items
150 gp
0 cp
0 sp
0 pp

Room 6:


This room is lit by a single torch and the air is humid. In the northern wall you find a pentagram drawn on the floor. You spot a ball a few feet from you.
There's a wooden door to the north.

Traps (1)

Poison Dart Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 18; Cost: 700 gp; Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis).

Monsters (1)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

Alexandrite {worth 600 gp}
Thunderstones (3 stones, 30 gp each) {worth 90 gp}
No items
3000 cp
0 sp
0 gp
0 pp

Room 7:


This room is adecuately lit. For an instant you hear the sound of burning torches, but then it stops. Close to the northeastern corner there's a broken belt buckle.
There's a stone door to the west.
There's a wooden door to the south.
There's a wooden door to the east.

NPCs (1)

Female Dwarf Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 4; STR: 13 (1), DEX: 14 (2), CON: 13 (1), INT: 10 (0), WIS: 15 (2), CHA: 10 (0)
Feats: Acrobatic
Skills: Climb 3, Diplomacy 1, Disguise 1, Hide 3, Jump 3, Sense Motive 3, Swim 2, Tumble 4

Special Qualities: Darkvision: 60ft; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

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

Room 8:


This room is barely lit. Your nostrils are flooded by a fresh smell. In the center of the room you see a dozen broken vials.
There's a wooden door to the north.
There's a wooden door to the east.

Monsters (1)

Dryad: CR 1; HD 2d6 (7); Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (+2 Dex); Atk: Dagger +1 melee; Dmg: Dagger 1d4; Special Atk: Spell-like abilities; AL Always chaotic good; SV Fort 0 Ref 5 Will 5; STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18;
Feats: Alertness, Dodge, Improved Initiative
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7
Special Qualities: Symbiosis;

Treasure

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

Room 9:


This room is adecuately lit and your nostrils are flooded by a smoky stench. Close to the center of the room you find some rice spread on the floor.
There's a wooden door to the west.
There's a wooden door to the south.

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
Full plate {worth 1500 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 10:


This room is very dark and the air is hazey. Near the southeastern corner there's some rotten cheese.
There's a wooden door to the east.

Traps (1)

Poison Dart Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 18; Cost: 700 gp; Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis).

NPCs (1)

Female Gnome Drd1: CR 1 (ECL 1); HD 1d8; hp 13; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 1, Will 5; STR: 4 (-3), DEX: 13 (1), CON: 14 (2), INT: 14 (2), WIS: 17 (3), CHA: 9 (-1)
Feats: Toughness
Skills: Bluff 0, Climb 0, Diplomacy 1, Escape Artist 2, Forgery 3, Heal 4, Intimidate 0, Jump -1, Listen 5, Ride 3, Search 3, Sense Motive 5, Spot 4, Survival 4, Use Rope 3, Spellcraft 3

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

Room 11:


This room is lightless. Close to the eastern wall there's a dead mouse.
There's a wooden door to the east.
There's a wooden door to the north.

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

No goods
Masterwork Heavy wooden shield {worth 157 gp}
No items
2000 cp
0 sp
0 gp
0 pp

Room 12:


This room is completely dark. The air has a putrid stench. You hear the sound of footsteps in the distance. Close to the southeastern corner you see a broken ceramic bowl.
There's a wooden door to the north.
There's a stone door to the south.
There's a stone 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
Elixir of vision {worth 250 gp}
4000 cp
0 sp
0 gp
0 pp

Room 13:


This room is well lit and you are surrounded by a biting smell. In the southwestern corner there's some rotten cheese.
There's a stone door to the west.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

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
Darkwood Shield {worth 257 gp}
No items
6000 cp
0 sp
0 gp
0 pp

Room 14:


This room is very dark. Close to the center of the room there's a loose floor tile.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

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
90 gp
0 cp
0 sp
0 pp

Room 15:


This room is very dark and the air is thin. You hear the faint sound of a bell, but can't quite place where it comes from.
There's an iron door to the north.

NPCs (1)

Arn' raudael Female Elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 11; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 4, Will 0; STR: 12 (1), DEX: 19 (4), CON: 9 (-1), INT: 11 (0), WIS: 10 (0), CHA: 7 (-2)
Feats: Stealthy
Skills: Appraise 1, Bluff -1, Climb 2, Concentration 0, Diplomacy -1, Disguise 1, Forgery 2, Gather Information -1, Hide 6, Move Silently 6, Ride 5, Sense Motive 1, Spot 1

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

Suggested armor: none

Treasure

No goods
Half-plate {worth 600 gp}
No items
300 sp
0 cp
0 gp
0 pp

Room 16:


This room is magically lit. You are surrounded by a fruity smell.
There's a stone door to the north.

NPCs (1)

Male Ogre Ftr1: CR 4 (ECL 7); HD 4d8+1d10; hp 17; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 6, Ref -1, Will 3; STR: 22 (6), DEX: 8 (-1), CON: 19 (4), INT: 8 (-1), WIS: 16 (3), CHA: 10 (0)
Feats: Quick Draw, Acrobatic, Diligent, Toughness
Skills: Appraise 1, Disguise 1, Escape Artist 0, Forgery 0, Jump 8, Search 0, Tumble 1, Decipher Script 1

Special Qualities: Darkvision: 60ft

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
Lock, average {worth 40 gp}
No items
120 gp
0 cp
0 sp
0 pp

Room 17:


This room is well lit. You are surrounded by a putrid smell. In the southern wall you see a pentagram drawn on the floor.
There's a stone door to the west.

NPCs (1)

Throgor Male Orc Drd1: CR 1 (ECL 1); HD 1d8; hp 6; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref -1, Will 3; STR: 19 (4), DEX: 9 (-1), CON: 7 (-2), INT: 13 (1), WIS: 13 (1), CHA: 13 (1)
Feats: Nimble Fingers
Skills: Appraise 2, Bluff 2, Climb 7, Concentration -1, Diplomacy 2, Escape Artist 0, Heal 2, Hide 1, Intimidate 2, Sense Motive 2, Spot 2, Survival 2, Swim 6, Use Rope 0, Spellcraft 3, Disable Device 3, Open Lock 1

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

Room 18:


This room is lightless.
There are 2 wooden doors to the south.

NPCs (1)

Female Githzerai Rgr1: CR 2 (ECL 3); HD 1d10; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 4, Ref 3, Will 1; STR: 17 (3), DEX: 16 (3), CON: 15 (2), INT: 10 (0), WIS: 12 (1), CHA: 12 (1)
Feats: Endurance
Skills: Bluff 3, Diplomacy 3, Disguise 2, Forgery 2, Gather Information 2, Hide 4, Move Silently 4, Ride 4, Sense Motive 2, Survival 4, Handle Animal 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 19:


This room is well lit. In the distance you seem to perceive the sound of footsteps. In the northern wall you see a water puddle.

NPCs (1)

Female Human Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 0, Will 0; STR: 12 (1), DEX: 10 (0), CON: 15 (2), INT: 6 (-2), WIS: 10 (0), CHA: 13 (1)
Feats: Persuasive, Magical Aptitude
Skills: Bluff 3, Climb 2, Intimidate 3, Move Silently 1, Handle Animal 2, Spellcraft 0, Use Magic Device 3

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

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

Alexandrite {worth 600 gp}
No mundane items
No items
90 gp
0 cp
0 sp
0 pp

Room 20:


This room is lightless. Close to the northwestern corner there's a piece of cloth.
There's a wooden door to the east.

NPCs (1)

Female Human Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 1, Will 0; STR: 5 (-3), DEX: 12 (1), CON: 15 (2), INT: 16 (3), WIS: 10 (0), CHA: 8 (-1)
Feats: Deceitful, Shield Proficiency
Skills: Appraise 4, Balance 3, Bluff 0, Climb 1, Diplomacy 1, Disguise 1, Forgery 5, Gather Information 0, Heal 1, Hide 2, Intimidate 3, Jump 0, Listen 3, Search 4, Spot 1, Survival 2, Swim -2, Use Rope 2, Handle Animal 0

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
50 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