Level 1 Dungeon (11 rooms)
Room 1:
↑
This room is lightless.
There's a wooden door to the south.
There's a wooden door to the north.
There's an iron door to the east.
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).
Monsters (1)
Elemental:Water Elemental, Small CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral;
SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, CON 13, INT 4, WIS 11, CHA 11; Feats: Power AttackSkills: Listen +5, Spot +5Special Qualities: Elemental;
Treasure
No goods
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp
Room 2:
↑
This room is well lit and the air has a vile stench.
There's a wooden door to the east.
There's an iron door to the north.
NPCs (1)
Voen Female Orc Pal2: CR 2 (ECL 2); HD 2d10; hp 22; Init +2; AC 12 (touch 12, flat-footed 10); Atk +2; SR 0; AL CE; SV Fort 4, Ref 2, Will -2; STR: 15 (2), DEX: 14 (2), CON: 12 (1), INT: 6 (-2), WIS: 6 (-2), CHA: 13 (1)
Feats: Persuasive
Skills: Bluff 3, Intimidate 3
Special Qualities: Darkvision: 60ft; Light sensitivity; Smite evil: 1/day; Aura of good; Detect evil; Divine grace; Lay on hands
Suggested armor: Padded armor (+1AC, 5gp, Max Dex bonus: 8, Spell failure: 5%)
Treasure
No goods
No mundane items
No items
300 sp
0 cp
0 gp
0 pp
Room 3:
↑
This room is well lit. Near the northeastern corner there's a few pieces of parchment.
There's a wooden door to the south.
There's a wooden door to the north.
There's a wooden door to the west.
Monsters (1)
Animal:Camel CR 1; HD 3d8+6 (19); Init +3 (Dex); AC 13 (-1 size, +3 Dex, +1 natural); Atk: Bite +5 melee; Dmg: Bite 1d4+6; Special Atk: ; AL Always neutral;
SV Fort 5 Ref 6 Will 1; STR 18, DEX 16, CON 14, INT 1, WIS 11, CHA 4; Feats: Skills: Listen +5, Spot +5Special Qualities: Scent;
Treasure
gold and topaz bottle stopper cork {worth 800 gp}
No mundane items
No items
500 sp
0 cp
0 gp
0 pp
Room 4:
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This room is lit by a single torch. Lying on the floor you see a mask.
There's a stone door to the north.
There's a wooden door to the south.
NPCs (1)
Laeglad Male Elf Wiz2: CR 2 (ECL 2); HD 2d4; hp 6; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 0, Ref 4, Will 2; STR: 14 (2), DEX: 18 (4), CON: 10 (0), INT: 11 (0), WIS: 8 (-1), CHA: 14 (2)
Feats: Magical Aptitude
Skills: Balance 5, Bluff 4, Escape Artist 5, Hide 5, Listen 0, Spot 0, Survival 1, Swim 3, Spellcraft 2, Use Magic Device 4
Special Qualities: Immunities: sleep; Low-light vision; Summon familiar; Scribe scroll
Suggested armor: Padded armor (+1AC, 5gp, Max Dex bonus: 8, Spell failure: 5%)
Treasure
No goods
No mundane items
No items
300 sp
0 cp
0 gp
0 pp
Room 5:
↑
This room is well lit.
There's a wooden door to the north.
There's a wooden door to the east.
NPCs (1)
Male Ogre Rgr2: CR 5 (ECL 8); HD 4d8+2d10; hp 24; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +2; SR 0; AL CE; SV Fort 5, Ref 0, Will 2; STR: 19 (4), DEX: 10 (0), CON: 15 (2), INT: 11 (0), WIS: 14 (2), CHA: 9 (-1)
Feats: Agile, Improved Shield Bash, Mounted Combat
Skills: Appraise 2, Balance 2, Climb 7, Concentration 4, Diplomacy 1, Escape Artist 2, Forgery 1, Gather Information 0, Heal 4, Jump 5, Ride 1, Survival 3, Use Rope 1, Handle Animal 0
Special Qualities: Darkvision: 60ft; 1st favored enemy; Track; Wild empathy; Combat style
Suggested armor: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)
Treasure
Sardonyx {worth 80 gp}
No mundane items
No items
140 gp
0 cp
0 sp
0 pp
Room 6:
↑
This room is barely lit. Echoes of burning torches can be heard in the distance.
There's a wooden door to the south.
There's a wooden door to the west.
NPCs (1)
Female Githzerai Rgr2: CR 3 (ECL 4); HD 2d10; hp 16; Init +5; AC 15 (touch 15, flat-footed 10); Atk +2; SR 7; AL NE; SV Fort 2, Ref 5, Will 3; STR: 9 (-1), DEX: 21 (5), CON: 9 (-1), INT: 14 (2), WIS: 16 (3), CHA: 7 (-2)
Feats: Negotiator
Skills: Balance 7, Bluff 0, Diplomacy 0, Disguise -1, Escape Artist 7, Forgery 4, Gather Information 0, Heal 4, Hide 8, Jump 0, Move Silently 6, Ride 7, Search 4, Sense Motive 5, Spot 4, Swim 2, Use Rope 7, Handle Animal -1
Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 1st favored enemy; Track; Wild empathy; Combat style
Suggested armor: Padded armor (+1AC, 5gp, Max Dex bonus: 8, Spell failure: 5%)
Treasure
No goods
No mundane items
No items
40 pp
0 cp
0 sp
0 gp
Room 7:
↑
This room is lightless and the air has a strong earthy smell.
There's a stone door to the east.
There's a wooden door to the east.
There's a wooden door to the west.
NPCs (1)
Male Githyanki Rog2: CR 3 (ECL 4); HD 2d6; hp 9; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 7; AL NE; SV Fort 1, Ref 2, Will -1; STR: 13 (1), DEX: 9 (-1), CON: 13 (1), INT: 12 (1), WIS: 8 (-1), CHA: 17 (3)
Feats: Stealthy
Skills: Appraise 3, Climb 4, Disguise 8, Escape Artist 0, Forgery 2, Gather Information 6, Hide 1, Intimidate 4, Jump 2, Listen 0, Move Silently 1, Ride 1, Search 4, Sense Motive 1, Spot 0, Survival 2, Swim 3, Use Rope 0, Disable Device 5, Open Lock 1, Decipher Script 3, Sleight Of Hand 1, Tumble 0, Use Magic Device 4
Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Trap finding; Evasion; Sneak attack +1d6
Suggested armor: Leather armor (+2AC, 10gp, Max Dex bonus: 6, Spell failure: 10%)
Treasure
No goods
No mundane items
No items
30 pp
0 cp
0 sp
0 gp
Room 8:
↑
This room is magically lit. The air has an acrid stench. Close to the northwestern corner you see a few pieces of stained glass (made to resemble gems).
There are 2 wooden doors to the east.
There's a wooden door to the north.
NPCs (1)
Female Githyanki Mnk2: CR 3 (ECL 4); HD 2d8; hp 15; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 7; AL NE; SV Fort 4, Ref 8, Will 3; STR: 7 (-2), DEX: 17 (3), CON: 13 (1), INT: 10 (0), WIS: 11 (0), CHA: 14 (2)
Feats: Lightning Reflexes, Stealthy, Diligent
Skills: Appraise 2, Bluff 3, Climb -1, Concentration 2, Diplomacy 3, Forgery 1, Gather Information 3, Heal 1, Hide 5, Jump 0, Listen 2, Move Silently 6, Ride 6, Sense Motive 1, Survival 1, Tumble 4, Decipher Script 2
Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -1/-1; Evasion
Suggested armor: none
Treasure
No goods
No mundane items
No items
20 pp
0 cp
0 sp
0 gp
Room 9:
↑
This room is barely lit.
There's a stone door to the north.
NPCs (1)
Nullwaeintra Male Drow Mnk2: CR 3 (ECL 4); HD 2d8; hp 15; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 13; AL NE; SV Fort 5, Ref 4, Will 3; STR: 12 (1), DEX: 13 (1), CON: 11 (0), INT: 14 (2), WIS: 10 (0), CHA: 15 (2)
Feats: Great Fortitude, Nimble Fingers, Run
Skills: Bluff 5, Concentration 4, Disguise 3, Forgery 3, Gather Information 3, Heal 2, Hide 2, Intimidate 4, Listen 1, Move Silently 3, Ride 2, Search 4, Sense Motive 1, Spot 1, Swim 3, Tumble 5, Disable Device 5, Open Lock 3
Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -1/-1; Evasion
Suggested armor: Leather armor (+2AC, 10gp, Max Dex bonus: 6, Spell failure: 10%)
Treasure
Citrine {worth 80 gp}
No mundane items
No items
400 sp
0 cp
0 gp
0 pp
Room 10:
↑
This room is very dark. You hear the sound of screeching metal in the distance.
There are 2 wooden doors to the west.
There's a stone door to the west.
Monsters (1)
Ghoul:Ghoul 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 +7Special Qualities: Undead, +2 turn resistance;
Treasure
No goods
No mundane items
No items
10 pp
0 cp
0 sp
0 gp
Room 11:
↑
This room is lightless. Your nostrils are flooded by a burnt stench. Near the center of the room you see a blue stain on the floor.
There's a stone door to the south.
NPCs (1)
Female Ogre Rog2: CR 5 (ECL 8); HD 4d8+2d6; hp 15; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 4, Ref 3, Will 2; STR: 14 (2), DEX: 10 (0), CON: 18 (4), INT: 10 (0), WIS: 14 (2), CHA: 7 (-2)
Feats: Persuasive, Nimble Fingers, Self-Sufficient
Skills: Appraise 2, Bluff 0, Concentration 5, Diplomacy 1, Disguise 2, Escape Artist 2, Forgery 4, Gather Information 0, Heal 4, Intimidate 0, Move Silently 1, Sense Motive 4, Spot 4, Survival 4, Disable Device 3, Open Lock 2, Decipher Script 2, Sleight Of Hand 4, Tumble 1, Use Magic Device 0
Special Qualities: Darkvision: 60ft; Trap finding; Evasion; Sneak attack +1d6
Suggested armor: none
Treasure
No goods
No mundane items
No items
60 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.