Level 1 Dungeon (11 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Room #10 Room #11 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is lightless. In the distance you seem to perceive the sound of tip toes.
There's a wooden door to the west.

NPCs (1)

Male Half-elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 1; STR: 14 (2), DEX: 12 (1), CON: 12 (1), INT: 15 (2), WIS: 13 (1), CHA: 13 (1)
Feats: Nimble Fingers
Skills: Appraise 5, Balance 2, Concentration 2, Disguise 2, Gather Information 2, Heal 2, Hide 2, Intimidate 3, Jump 3, Listen 3, Ride 4, Sense Motive 2, Survival 2, Swim 4, Use Rope 4, Disable Device 4, Open Lock 3

Special Qualities: Low-light vision; Immunities: sleep; 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
2000 cp

Room 2:


This room is shrouded in magical darkness.
There's a stone door to the west.

Monsters (1)

Animal:Dog, Riding: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 16 (+2 Dex, +4 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+3; Special Atk: ; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 15, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
2000 cp

Room 3:


This room is well lit. The air has a mild sulphur smell. In the northwestern corner there's a piece of rotten rope.
There's a wooden door to the south.

NPCs (1)

Female Human Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref -1, Will 1; STR: 15 (2), DEX: 8 (-1), CON: 14 (2), INT: 13 (1), WIS: 12 (1), CHA: 13 (1)
Feats: Self-Sufficient, Persuasive
Skills: Appraise 2, Balance 0, Bluff 3, Climb 3, Escape Artist 0, Forgery 4, Gather Information 2, Heal 3, Hide 1, Intimidate 3, Search 3, Spot 4, Survival 3, Handle Animal 2

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

Suggested armor: Half-plate (+7AC, 600gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

No goods
No mundane items
No items
300 sp

Room 4:


This room is lit by a single torch. The air has a floury smell.
There's a wooden door to the south.
There's a stone door to the south.
There's a stone door to the west.

Monsters (1)

Sprite:Grig: CR 1; HD 1/2 d6+1 (2); Init +4 (Dex); AC 18 (+2 size, +4 Dex, +2 natural); Atk: Dagger +6 melee; or composite shortbow +6 ranged; Dmg: Dagger 1d4-3; or composite shortbow 1d4; Special Atk: Spell-like abilities, fiddle; AL Always neutral good; SV Fort 1 Ref 6 Will 3; STR 5, DEX 18, CON 13, INT 10, WIS 13, CHA 14;
Feats: Dodge, Weapon Finesse (dagger)
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4
Special Qualities: SR 17;

Treasure

No goods
Antitoxin (2 doses, 50 gp each) {worth 100 gp}
No items
1000 cp

Room 5:


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

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.

NPCs (1)

Male Githyanki Ftr1: CR 2 (ECL 3); HD 1d10; hp 9; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 1, Ref 3, Will -1; STR: 11 (0), DEX: 17 (3), CON: 8 (-1), INT: 12 (1), WIS: 8 (-1), CHA: 13 (1)
Feats: Armor Proficiency (light), Alertness
Skills: Appraise 2, Balance 4, Bluff 2, Climb 1, Disguise 2, Escape Artist 4, Forgery 3, Listen 1, Sense Motive 1, Spot 1, Handle Animal 3

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

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

Treasure

No goods
No mundane items
Scroll: Shatter (Sor/Wis2), Darkness (Sor/Wis2), Darkvision (Sor/Wis2) (150 gp each) {worth 450 gp}
3000 cp

Room 6:


This room is lightless. The air is rare. You spot a golden tooth a few feet from you.
There's a wooden door to the west.
There are 2 wooden doors to the east.

NPCs (1)

Female Ogre Mage Brd1: CR 9 (ECL 13); HD 5d8+1d6; hp 10; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 4, Ref 3, Will 6; STR: 18 (4), DEX: 12 (1), CON: 19 (4), INT: 18 (4), WIS: 19 (4), CHA: 21 (5)
Feats: Investigator, Self-Sufficient, Point Blank Shot
Skills: Appraise 8, Balance 3, Bluff 9, Climb 6, Concentration 6, Diplomacy 7, Disguise 7, Escape Artist 4, Forgery 7, Gather Information 7, Heal 6, Hide 4, Intimidate 7, Jump 8, Listen 8, Move Silently 4, Ride 4, Search 8, Sense Motive 8, Spot 7, Survival 6, Swim 8, Use Rope 3, Decipher Script 5, Spellcraft 7, Tumble 3, Use Magic Device 9

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); 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
Thieves' tools, masterwork {worth 50 gp}
No items
No coins

Room 7:


This room is well lit. In the southern wall you see a small salt circle spread on the floor.
There's a wooden door to the east.

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
6000 cp

Room 8:


This room is shrouded in magical darkness and the air is thin. Close to the southern wall there's some rice spread on the floor.
There are 2 wooden doors to the south.
There's a wooden door to the east.

Traps (1)

Rolling Rock Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 22; Cost: 1,400 gp; Atk +10 melee (2d6, rock).

NPCs (1)

Male Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 6, Ref 2, Will 4; STR: 8 (-1), DEX: 15 (2), CON: 18 (4), INT: 9 (-1), WIS: 14 (2), CHA: 8 (-1)
Feats: Improved Shield Bash
Skills: Appraise 0, Bluff 0, Climb 0, Disguise 0, Forgery 0, Gather Information 0, Listen 3, Search 1, Sense Motive 3, Spot 4

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Animal companion; Nature sense; Wild empathy

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

Treasure

fiery yellow corundum {worth 800 gp}
No mundane items
No items
40 gp

Room 9:


This room is shrouded in magical darkness. Your nostrils are flooded by a nasty stench. Near the center of the room you find a piece of cloth.
There's an iron door to the east.

Monsters (1)

Animal:Mule: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +4 melee; Dmg: Hoof 1d4+3; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 1; STR 16, DEX 13, CON 17, INT 2, WIS 11, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: ;

Treasure

No goods
No mundane items
No items
60 gp

Room 10:


This room is completely dark. In the southeastern corner you find a scorch mark on the ceiling. You spot a harp a few feet from you.
There's a wooden door to the east.
There's a wooden door to the north.

NPCs (1)

Tumglîn Female Elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 0, Ref 2, Will 3; STR: 12 (1), DEX: 15 (2), CON: 7 (-2), INT: 9 (-1), WIS: 16 (3), CHA: 11 (0)
Feats: Combat Reflexes
Skills: Bluff 2, Escape Artist 4, Gather Information 1, Heal 5, Jump 2, Swim 3, Use Rope 3, Handle Animal 1

Special Qualities: Immunities: sleep; Low-light vision; 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
60 gp

Room 11:


This room is lightless. The air has a sour stench.
There's a wooden door to the south.
There's a wooden door to the east.

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.

NPCs (1)

Male Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 0; STR: 9 (-1), DEX: 13 (1), CON: 12 (1), INT: 7 (-2), WIS: 10 (0), CHA: 13 (1)
Feats: Nimble Fingers
Skills: Concentration 3, Disguise 2, Gather Information 2, Listen 1, Ride 2, Survival 1, Swim 0, Disable Device 0, Open Lock 3

Special Qualities: Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
No items
20 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