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 down #3 Stair down #4 Stair up #0 Stair up #1 Stair up #2 Stair up #3 Stair up #4

Room 1:


This room is barely lit.

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)

Female Half-elf Rog2: CR 2 (ECL 2); HD 2d6; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 5, Will -2; STR: 11 (0), DEX: 14 (2), CON: 13 (1), INT: 14 (2), WIS: 7 (-2), CHA: 12 (1)
Feats: Persuasive
Skills: Appraise 3, Balance 3, Bluff 3, Climb 1, Concentration 3, Diplomacy 2, Disguise 5, Escape Artist 3, Forgery 4, Gather Information 3, Heal -1, Hide 6, Intimidate 3, Jump 4, Listen 2, Search 3, Sense Motive -1, Swim 4, Use Rope 4, Disable Device 3, Open Lock 3, Decipher Script 4, Sleight Of Hand 5, Tumble 6, Use Magic Device 2

Special Qualities: Low-light vision; Immunities: sleep; 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
800 sp
0 cp
0 gp
0 pp

Room 2:


This room is well lit. In the center of the room there's a broken hourglass.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Female Githzerai Mnk2: CR 3 (ECL 4); HD 2d8; hp 16; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 7; AL NE; SV Fort 3, Ref 7, Will 3; STR: 13 (1), DEX: 18 (4), CON: 11 (0), INT: 13 (1), WIS: 11 (0), CHA: 11 (0)
Feats: Alertness, Track, Quick Draw
Skills: Appraise 2, Bluff 1, Climb 4, Concentration 2, Diplomacy 3, Disguise 1, Escape Artist 6, Gather Information 1, Heal 3, Hide 5, Jump 2, Listen 2, Move Silently 5, Ride 5, Search 2, Spot 2, Swim 2, Use Rope 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -1/-1; Evasion

Suggested armor: none

Treasure

No goods
Antitoxin (1 doses, 50 gp each) {worth 50 gp}
No items
800 sp
0 cp
0 gp
0 pp

Room 3:


This room is barely lit and your nostrils are flooded by an acrid stench. In the center of the room there's some rotten cheese.
There's a wooden door to the east.

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
Masterwork Longbow, composite (+3 Str bonus) {worth 700 gp}
No items
60 gp
0 cp
0 sp
0 pp

Room 4:


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

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
Half-plate (+7 AC) {worth 600 gp}
No items
6000 cp
0 sp
0 gp
0 pp

Room 5:


This room is well lit. A distant sound of conversation can be heard. Near the southern wall you find a small salt circle spread on the floor.
There's an iron door to the west.

NPCs (1)

Female Ogre Mage Brd2: CR 10 (ECL 14); HD 5d8+2d6; hp 15; Init -2; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 4, Ref 1, Will 4; STR: 20 (5), DEX: 7 (-2), CON: 19 (4), INT: 19 (4), WIS: 12 (1), CHA: 18 (4)
Feats: Combat Reflexes, Investigator, Combat Expertise
Skills: Appraise 7, Balance 2, Bluff 6, Climb 10, Concentration 6, Diplomacy 9, Disguise 7, Escape Artist -1, Forgery 8, Gather Information 6, Heal 2, Hide 0, Intimidate 6, Jump 9, Listen 6, Move Silently 2, Ride 2, Search 8, Sense Motive 3, Spot 2, Survival 4, Swim 9, Use Rope 0, Decipher Script 8, Spellcraft 8, Tumble 2, 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
No mundane items
No items
30 gp
0 cp
0 sp
0 pp

Room 6:


This room is lightless. Lying on the floor you see a mug.
There's a wooden door to the south.

Traps (1)

Scything Blade Trap CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

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
Mage armor (potion) {worth 50 gp}
200 sp
0 cp
0 gp
0 pp

Room 7:


This room is well lit. Your nostrils are flooded by a floury smell. Close to the northeastern corner you find a broken belt buckle.
There's a wooden door to the north.
There's a wooden door to the east.

NPCs (1)

Female Gnome Rgr2: CR 2 (ECL 2); HD 2d10; hp 14; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +2; SR 0; AL TN; SV Fort 3, Ref 2, Will 3; STR: 10 (0), DEX: 14 (2), CON: 10 (0), INT: 13 (1), WIS: 16 (3), CHA: 12 (1)
Feats: Improved Shield Bash
Skills: Balance 3, Bluff 4, Climb 1, Concentration 1, Diplomacy 2, Disguise 2, Escape Artist 4, Forgery 2, Gather Information 2, Heal 4, Hide 3, Intimidate 2, Listen 5, Sense Motive 4, Survival 4, Swim 2, Use Rope 5, Handle Animal 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
2000 cp
0 sp
0 gp
0 pp

Room 8:


This room is shrouded in magical darkness and you are surrounded by a bitter smell. In the southern wall you see a few ants.
There's a wooden door to the east.
There's a wooden door to the west.
There's a wooden door to the south.

NPCs (1)

Male Duergar Sor2: CR 3 (ECL 3); HD 2d4; hp 12; Init -2; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 2, Ref -2, Will 3; STR: 16 (3), DEX: 6 (-2), CON: 15 (2), INT: 14 (2), WIS: 11 (0), CHA: 2 (-4)
Feats: Deceitful
Skills: Appraise 4, Bluff -2, Diplomacy -2, Disguise -2, Forgery 4, Gather Information -1, Intimidate -3, Move Silently 0, Swim 5, Use Rope 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Summon familiar

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

Treasure

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

Room 9:


This room is very dark. The air has an indescribable smell.
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 +5
Special Qualities: Scent;

Treasure

No goods
Thieves' tools, masterwork {worth 50 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 10:


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

Monsters (1)

Elf:Drow CR 1; HD 1d8-1 (3); Init +1 (Dex); AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk: Longsword +1 melee; or longbow +2 ranged; Dmg: Longsword 1d8; or longbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral evil; SV Fort 1 Ref 1 Will 0; STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 9;
Feats: Weapon Focus (longbow)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Special Qualities: Darkvision, SR 11, elven traits, light blindness;

Treasure

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

Room 11:


This room is barely lit. In the eastern wall there's a tiny piece of chalk.
There's a wooden door to the east.
There's a stone door to the north.

Monsters (1)

Lizardfolk CR 1; HD 2d8+2 (11); Init +0; AC 15 (+5 natural) or 17 (+5 natural, +2 large shield); Atk: 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged; Dmg: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1; Special Atk: ; AL Usually neutral; SV Fort 1 Ref 3 Will 0; STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10;
Feats: Multiattack
Skills: Balance +4, Jump +7, Swim +9
Special Qualities: ;

Treasure

pink pearl {worth 480 gp}
No mundane items
No items
2000 cp
0 sp
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.