Example CampaignDungeons Sample Dungeon #1(Average EL5) Notes in the Dungeon
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1. Trap Room
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Hazards: Blade Barrier Trap (11th level caster) ; CR7 ; Magic Device ; Proximity Trigger (alarm) ; Automatic Reset ; spell effect (blade barrier, 11th-level cleric, 11d6 slashing, DC 19 Reflex save half damage) ; Search DC 31 ; Disable Device DC 31 ; Cost 33,000 GP, 2640 XP
Hidden Treasure: Find DC 27; 10000 Silver Pieces (worth 1000 GP) ; 1xGem (worth 8 GP) ; 1xArtwork (worth 300 GP) ; +1 Longsword(Mighty Cleaving), Blur (potion) (cost 300 GP) , 2nd Level Arcane Scroll of 3 spells(Arcane);

2. Ettin Room
Creatures (EL6):
Ettin : hp 45
Ettin: CR 6; Large Giant; HD 10d8+20; Init +3; Spd 40 ft.; AC 15, touch 15, flat-footed 16; Base Atk +; Grp +13; Atk Morningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6); Full Atk 2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6); Space/Reach ; SA None; SQ Low-light vision, Superior two-weapon fighting; AL CE; SV Fort+9, Refl+2, Will+5; Str23, Dex8, Con15, Int6, Wis10, Cha11
Skills and Feats: Listen +10, Search +1, Spot +10; Alertness, Improved Initiative, Iron Will, Power Attack
Combat
Though ettins aren't very intelligent, they are cunning fighters. They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.
Superior Two-Weapon Fighting (Ex)
An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.
Skills
An ettin's two heads give it a +2 racial bonus on Listen, Spot, and Search checks.

3. Character Room
Major features: Fallen Stones, Oven
Creatures (EL6):
Characters: Steell the Frogdreamer
Steell the Frogdreamer:Male Bugbear Ftr 3/Rog 2/Sor 2; CR 9; Medium-size Humanoid (Goblinoid) ; HD 3d10+9 plus 2d6+6 plus 2d4+6 plus 3d8+9; hp 80; Init +4; Spd 20 ft.; AC 21, touch 19, flat-footed 17; Base Atk +7; Grp +11; Atk +9melee ( --(x2), +2 Net ) , +11ranged ( 1d619-20(x2), Javelin ) , +15melee ( 1d8+9(x2), +3 Morningstar ) ; Full Atk +9/+4melee ( --(x2), +2 Net ) , +11/+6ranged ( 1d619-20(x2), Javelin ) , +15/+10melee ( 1d8+9(x2), +3 Morningstar ) ; SA Sneak Attack +1d6; SQ Darkvision 60 ft., Scent, Bonus Feat, Trapfinding, Evasion, Spells, Familiar; AL Neutral Good; SV Fort+7, Refl+9, Will+6; Str18, Dex17( 18) , Con16, Int13, Wis12, Cha10. Skills and Feats: Appraise+10, Climb+10, Concentration+9, Disable Device+14, Gather Information+17, Listen+3, Spot+3; Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Martial Weapon Proficiency, Simple Weapon Proficiency, Shield Proficiency, Alertness, Dodge, Endurance, Improved Shield Bash, Weapon Focus (Morningstar), Combat Casting; Sorcerer Spells Known ( 6/5save DC 10 + spell level): 0- Daze, Detect Poison, Light, Mage Hand, Read Magic; 1st- Burning Hands, Cause Fear.Possessions: Backpack, Bedroll, Flint and steel, Javelin, Leather Armor, 1st Level Arcane Scroll of 3 spells, Delay Poison (potion), Bull's Strength (potion), 1st Level Arcane Scroll of 2 spells, 2nd Level Arcane Scroll of 3 spells, Ring of Protection +2, +3 Morningstar, +2 Net, (5 x)Oil (1-pint flask), Sack, Waterskin; Wealth39000 GP; Belker : hp 34
Belker: CR 6; Large Elemental; HD 7d8+7; Init +5; Spd 30 ft., fly 50 ft. (perfect); AC 22, touch 22, flat-footed 17; Base Atk +; Grp +7; Atk Wing +9 melee (1d6+2); Full Atk Full Attack: 2 wings +9 melee (1d6+2) and bite +4 melee (1d4+1) and 2 claws +4 melee (1d3+1) ; Space/Reach ; SA Smoke claws; SQ Smoke form, Elemental traits, Darkvision 60 ft.; AL NE; SV Fort+3, Refl+7, Will+2; Str14, Dex21, Con13, Int6, Wis11, Cha11
Skills and Feats: Listen +7, Move Silently +9, Spot +7; Multiattack, Weapon Finesse (wing), Alertness
Combat
In most cases, a belker fights with its nasty claws and painful bite.
Smoke Claws (Ex)
A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.
Smoke Form (Su)
Most of the time a belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 7th).
Skills
Belkers have a +4 racial bonus on Move Silently checks.

4. Cold Chamber
Major features: Font
Creatures (EL5):
Winter Wolf : hp 27
Winter Wolf: CR 5; Large Magical Beast(Cold); HD 6d10+18; Init +5; Spd 50 ft.; AC 15, touch 15, flat-footed 14; Base Atk +; Grp +10; Atk Bite +9 melee (1d8+6 plus 1d6 cold); Full Atk Bite +9 melee (1d8+6 plus 1d6 cold); Space/Reach ; SA Breath weapon, Trip, Freezing Bite; SQ Scent, Cold subtype, Darkvision 60 ft., Immunity to Cold, Low-light vision, Vulnerability to Fire; AL NE; SV Fort+8, Refl+6, Will+3; Str18, Dex13, Con16, Int9, Wis13, Cha10
Skills and Feats: Hide -1*, Listen +6, Move Silently +7, Spot +6, Survival +1*; Alertness, Improved Initiative, Track
Combat
Winter wolves typically hunt in packs. Their size, cunning, and formidable breath weapon allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. If they're in a hurry, white wolves try to pin their foes.
Breath Weapon (Su)
15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based.
Freezing Bite (Su)
A winter wolf deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.
Trip (Ex)
A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the winter wolf.
Skills
Winter wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent.

5. Empty Room

6. Artisan Hall
Major features: Ledge, Pool, Kiln, Carving

7. Undead Watch
Creatures (EL6):
Minotaur Zombie (2) : hp 68, 74
Minotaur Zombie: CR 4; Large Undead; HD 12d12; Init +0; Spd 30 ft.; AC 12, touch 12, flat-footed 12; Base Atk +; Grp +13; Atk Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4) or slam +10 melee (1d8+5); Full Atk Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2) or slam +10 melee (1d8+5); Space/Reach ; SA None; SQ None; AL NE; SV Fort+4, Refl+4, Will+8; Str25, Dex10, Con--, Int--, Wis10, Cha1
Skills and Feats: No Skills; Zombie

8. Empty Room

9. Empty Room

10. Stone Guardians
Creatures (EL6):
Gargoyle (2) : hp 16, 9
Gargoyle: CR 4; Medium-size Monstrous Humanoid; HD 4d8+16; Init +2; Spd 40 ft., fly 60 ft. (average); AC 16, touch 16, flat-footed 14; Base Atk +; Grp +6; Atk Claw +6 melee (1d4+2); Full Atk 2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and gore +4 melee (1d6+1); Space/Reach ; SA None; SQ Freeze, Damage Reduction, Darkvision 60 ft.; AL CE; SV Fort+5, Refl+6, Will+4; Str15, Dex14, Con18, Int6, Wis11, Cha7
Skills and Feats: Hide +7*, Listen +4, Spot +4; Multiattack, Toughness
Combat
Gargoyles either remain still, then suddenly attack, or dive onto their prey. A gargoyle's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Freeze (Ex)
A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.
Skills
Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.

Locales Sample Locales #1(Average EL2) Encounter #1
Creatures (EL2):
Giant Soldier Ant (Vermin) : hp 7
Giant Soldier Ant (Vermin): CR 2; Medium-size Vermin; HD 2d8+2; Init +0; Spd 50 ft., climb 20 ft. ; AC 17, touch 17, flat-footed 17; Base Atk +; Grp +3; Atk Bite +3 melee (2d4+3); Full Atk Bite +3 melee (2d4+3); Space/Reach ; SA Improved grab, Acid sting ; SQ Scent, Vermin Traits; AL TN; SV Fort+4, Refl+0, Will+1; Str14, Dex10, Con13, Int--, Wis13, Cha11
Skills and Feats: Climb +10; Track
Combat
Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.
Acid Sting (Ex)
A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.
Improved Grab (Ex)
To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.
Skills
*Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.
Treasure: 3000 Copper Pieces (worth 30 GP) ; Thunderstone;

Encounter #2
Creatures (EL6):
Juvenile Black Dragon : hp 86
Juvenile Black Dragon: CR 6; Medium-size Dragon(Water); HD 13d12+26; Init +0; Spd 60 ft., fly 150 ft. (poor), swim 60 ft.; AC 22, touch 22, flat-footed 22; Base Atk +; Grp +16; Atk Bite +16 melee (1d8+3); Full Atk Bite +16 melee (1d8+3), 2 Claws +11 melee (1d6+1), 2 Wings +11 melee (1d4+1); Space/Reach ; SA Breath Weapon 8d4 (18), Spell-like abilities; SQ Immunity to paralysis, sleep and acid, Spell Resistance, Blindsense, Keen Senses, Water Subtype, Water Breathing, Darkness, Darkvision 120 ft.; AL CE; SV Fort+10, Refl+8, Will+8; Str17, Dex10, Con15, Int10, Wis11, Cha10
Skills and Feats: 96 Skill Points; 5 Feats
Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Frightful Presence (Ex)
A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Spells
A dragon knows and casts arcane spells as a sorcerer of the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some dragons can also cast spells from the cleric list or cleric domain lists as arcane spells.
Spell-Like Abilities
A dragon's spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities. The save DC is 10 + dragon's Cha modifier + spell level. All spell-like abilities are usable once per day unless otherwise noted.
Damage Reduction
Young adult and older dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex)
All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description.
Spell Resistance (Ex)
As dragons age, they become more resistant to spells and spell-like abilities, as indicated in the variety descriptions.
Blindsense (Ex)
Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.
Keen Senses (Ex)
A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Skills
All dragons have skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)
Feats
All dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Dragons favor Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and any metamagic feat that is available and useful to sorcerers.
Breath Weapon (Su)
A black dragon has one type of breath weapon, a line of acid.
Water Breathing (Ex)
A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Corrupt Water (Sp)
Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to that of the dragon's frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.
Charm Reptiles (Sp)
A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.
Other Spell-Like Abilities
3/day-darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day-plant growth (old or older).

Encounter #3
Creatures (EL3):
Magma Mephit : hp 9
Magma Mephit: CR 3; Small Outsider(Fire, Extraplanar); HD 3d8; Init +5; Spd 30 ft., fly 50 ft. (average); AC 16, touch 16, flat-footed 15; Base Atk +; Grp +3; Atk Claw +4 melee (1d3 plus 1d4 fire); Full Atk 2 claws +4 melee (1d3 plus 1d4 fire); Space/Reach ; SA Breath weapon, Summon mephit, Spell-like abilities; SQ Damage Reduction, Darkvision 60 ft., Fast Healing 2, Immunity to Fire, Vulnerability to Cold; AL TN; SV Fort+3, Refl+4, Will+3; Str10, Dex13, Con10, Int12, Wis11, Cha15
Skills and Feats: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings); Improved Initiative, Dodge
Combat
All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature. A mephit's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su)
A mephit can use its breath weapon once every 1d4 rounds as a standard action. 10-foot cone of magma, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is onstitution-based and includes a +1 racial bonus.
Spell-Like Abilities
All mephits have one or more spell-like abilities (save DC 12 + spell level). Once per hour, a magma mephit can use shapechange to take the form of a pool of lava 3 feet in diameter and 6 inches deep. The mephit's damage reduction improves to 20/magic when in this form. The mephit can't attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can't run. In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool's touch ignites flammable materials such as paper, straw, or dry wood. Once per day a magma mephit can use pyrotechnics (DC 14). It can use itself as the fire source without harm. Caster level 6th. The save DC is Charisma-based.
Fast Healing (Ex)
Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch.

Encounter #4
Creatures (EL3):
Ghast (Ghoul) : hp 22
Ghast (Ghoul): CR 3; Medium-size Undead; HD 4d12; Init +3; Spd 30 ft.; AC 17, touch 17, flat-footed 14; Base Atk +; Grp +4; Atk Bite +5 melee (1d8+3 plus paralysis); Full Atk Bite +5 melee (1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1 plus paralysis); Space/Reach ; SA Paralysis, Ghoul Fever, Stench; SQ Undead Traits, +2 turn resistance, Darkvision 60 ft.; AL CE; SV Fort+1, Refl+4, Will+6; Str17, Dex17, Con--, Int13, Wis14, Cha16
Skills and Feats: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8; Multiattack, Toughness
Combat
Although these creatures look just like their lesser kin, they are far more deadly and cunning.
Ghoul Fever (Su)
Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex)
Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.
Stench (Ex)
The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

Encounter #5
Creatures (EL2):
Giant Soldier Ant (Vermin) : hp 5
Giant Soldier Ant (Vermin): CR 2; Medium-size Vermin; HD 2d8+2; Init +0; Spd 50 ft., climb 20 ft. ; AC 17, touch 17, flat-footed 17; Base Atk +; Grp +3; Atk Bite +3 melee (2d4+3); Full Atk Bite +3 melee (2d4+3); Space/Reach ; SA Improved grab, Acid sting ; SQ Scent, Vermin Traits; AL TN; SV Fort+4, Refl+0, Will+1; Str14, Dex10, Con13, Int--, Wis13, Cha11
Skills and Feats: Climb +10; Track
Combat
Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.
Acid Sting (Ex)
A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.
Improved Grab (Ex)
To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.
Skills
*Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.

This campaign was created using Campaign Suite Extended, (c) 2004 Twin Rose Software.