Level 1 Dungeon (12 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 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


This room is barely lit. Near the northwestern corner you find a few rags.
There's a wooden door to the south.
There's a wooden door to the north.

NPCs (1)

Female Half-elf 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 2; STR: 12 (1), DEX: 15 (2), CON: 12 (1), INT: 15 (2), WIS: 10 (0), CHA: 14 (2)
Feats: Improved Shield Bash
Skills: Balance 3, Bluff 3, Climb 3, Disguise 3, Forgery 3, Gather Information 5, Heal 1, Hide 3, Jump 2, Move Silently 3, Ride 3, Sense Motive 1, Swim 2

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
30 gp

Room 2:


This room is well lit. The air has a strange smell.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Female Halfling Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init -2; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref -2, Will 4; STR: 14 (2), DEX: 7 (-2), CON: 10 (0), INT: 15 (2), WIS: 15 (2), CHA: 8 (-1)
Feats: Power Attack
Skills: Appraise 4, Balance -1, Climb 4, Concentration 1, Escape Artist 0, Forgery 4, Heal 3, Hide -1, Jump 3, Listen 4, Ride -1, Search 3, Survival 3, Swim 3, Use Rope 1, Handle Animal 1

Special Qualities: Animal companion; Nature sense; Wild empathy

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

Treasure

jeweled anklet {worth 3000 gp}
No mundane items
No items
100 gp

Room 3:


This room is lightless. In the distance you seem to perceive the sound of clinging coins. Close to the southeastern corner you find a blue stain on the floor.
There's a wooden door to the west.

NPCs (1)

Female Githzerai Sor1: CR 2 (ECL 3); HD 1d4; hp 7; Init +7; AC 17 (touch 17, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 7, Will 4; STR: 13 (1), DEX: 24 (7), CON: 17 (3), INT: 9 (-1), WIS: 15 (2), CHA: 17 (3)
Feats: Deceitful
Skills: Disguise 5, Forgery 1, Heal 3, Swim 2, Spellcraft 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Summon familiar

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

Treasure

No goods
Musical instrument, masterwork {worth 100 gp}
No items
150 gp

Room 4:


This room is well lit and the air has a floury stench.
There's an iron door to the west.
There's a wooden door to the west.

NPCs (1)

Ilztorvir Female Drow Rgr1: CR 2 (ECL 3); HD 1d10; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 0, Ref 2, Will 3; STR: 11 (0), DEX: 15 (2), CON: 7 (-2), INT: 15 (2), WIS: 17 (3), CHA: 9 (-1)
Feats: Dodge
Skills: Balance 3, Bluff 1, Climb 1, Concentration -1, Diplomacy 1, Disguise 0, Escape Artist 3, Forgery 3, Gather Information 0, Hide 4, Intimidate 0, Move Silently 4, Ride 5, Sense Motive 4, Spot 4, Swim 3

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
Breastplate {worth 200 gp}
No items
600 sp

Room 5:


This room is adecuately lit. The air has a distinctive smell. In the southern wall there's a narrow crack on the ceiling.
There's a wooden door to the north.

NPCs (1)

Laelstra'ae Male Drow Brd1: CR 2 (ECL 3); HD 1d6; hp 4; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort -2, Ref 3, Will 3; STR: 8 (-1), DEX: 12 (1), CON: 7 (-2), INT: 16 (3), WIS: 12 (1), CHA: 13 (1)
Feats: Track
Skills: Appraise 5, Bluff 2, Climb 0, Concentration -1, Diplomacy 2, Escape Artist 2, Forgery 5, Gather Information 2, Jump 2, Listen 2, Move Silently 2, Ride 2, Sense Motive 2, Spot 3, Survival 4, Decipher Script 4, Spellcraft 6, Tumble 2, Use Magic Device 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
No items
100 gp

Room 6:


This room is adecuately lit. The air has a sour smell. Near the northwestern corner there's a pentagram drawn on the floor.
There's an iron door to the north.
There's a stone door to the north.

NPCs (1)

Female Githzerai Drd1: CR 2 (ECL 3); HD 1d8; hp 6; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 4, Will 6; STR: 15 (2), DEX: 19 (4), CON: 7 (-2), INT: 13 (1), WIS: 19 (4), CHA: 14 (2)
Feats: Investigator
Skills: Appraise 3, Bluff 4, Climb 3, Concentration 0, Diplomacy 3, Disguise 3, Gather Information 4, Hide 5, Jump 5, Listen 5, Move Silently 6, Sense Motive 5, Spot 6, Swim 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
No items
130 gp

Room 7:


This room is very dark and the air has a mild funny smell.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Male Human Bbn1: CR 1 (ECL 1); HD 1d12; hp 15; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 5, Ref 2, Will -1; STR: 12 (1), DEX: 14 (2), CON: 16 (3), INT: 16 (3), WIS: 9 (-1), CHA: 15 (2)
Feats: Quick Draw, Martial Weapon Proficiency
Skills: Balance 3, Bluff 3, Climb 3, Concentration 4, Diplomacy 3, Disguise 4, Escape Artist 3, Forgery 4, Gather Information 3, Heal 2, Hide 3, Jump 3, Move Silently 6, Ride 3, Search 4, Sense Motive 0, Spot 1, Survival 2, Swim 2, Use Rope 3, Handle Animal 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
Musical instrument, masterwork {worth 100 gp}
No items
40 gp

Room 8:


This room is well lit. The air has a mild flowery smell. Close to the western wall there's a violet stain on the floor.
There's a wooden door to the north.

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
70 gp

Room 9:


This room is barely lit and the air is humid. In the northern wall there's a dead mouse.

Monsters (1)

Animal:Snake, Medium-Size Viper: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
110 gp

Room 10:


This room is lightless. Near the southern wall you see a small pile of ash.
There's a stone door to the north.

NPCs (1)

Male Githyanki Bbn1: CR 2 (ECL 3); HD 1d12; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 2, Ref 3, Will -1; STR: 17 (3), DEX: 16 (3), CON: 10 (0), INT: 16 (3), WIS: 8 (-1), CHA: 17 (3)
Feats: Combat Reflexes
Skills: Bluff 4, Diplomacy 5, Disguise 4, Escape Artist 5, Forgery 6, Gather Information 5, Heal 0, Intimidate 4, Move Silently 4, Ride 6, Search 4, Sense Motive 2, Spot 0, Survival 0, Swim 4, Use Rope 4, Handle Animal 6

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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
100 sp

Room 11:


This room is well lit and the air is humid. For an instant you hear the sound of a slammed door, but then it stops. In the western wall there's a water puddle.
There's a wooden door 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
80 gp

Room 12:


This room is lightless. In the southwestern corner you see an illegible engraving on the floor.
There's a wooden door to the west.

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
Mirror, small steel {worth 10 gp}
No items
70 gp

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