Level 1 Dungeon (19 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 Room #13 Room #14 Room #15 Room #16 Room #17 Room #18 Room #19 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


This room is adecuately lit. In the southern wall you find a scorch mark on the floor. Close to you there's a comb.
There's a wooden door to the south.

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)

Menelered Female Elf Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 2; STR: 14 (2), DEX: 14 (2), CON: 11 (0), INT: 7 (-2), WIS: 10 (0), CHA: 11 (0)
Feats: Diligent
Skills: Appraise 0, Diplomacy 1, Escape Artist 3, Intimidate 1, Jump 3, Move Silently 3, Ride 3, Survival 1, Use Rope 3, Decipher Script 0

Special Qualities: Immunities: sleep; Low-light vision; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
No items
20 pp

Room 2:


This room is very dark. The air has a flowery stench. Near the southwestern corner you find a dead mouse.
There's a wooden door to the south.
There are 2 wooden doors to the east.

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
Masterwork Arrows (50) {worth 350 gp}
No items
3000 cp

Room 3:


This room is barely lit. The air is stale. Near the northwestern corner there's a small ball of yarn. Lying on the floor you see a wooden cup.
There's a stone door to the north.

Traps (1)

Swinging Block Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 20; Disable Device DC 20; Cost: 500 gp; Atk +5 melee (4d6, stone block).

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
6000 cp

Room 4:


This room is completely dark. Your nostrils are flooded by a damp stench. A distant sound of yawning can be heard. Close to the center of the room you find some mold forming a strange pattern.
There's an iron door to the west.
There's a stone door to the west.
There's an iron door to the north.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
No mundane items
No items
120 gp

Room 5:


This room is lit by a single torch and you are surrounded by an unpleasant smell. You hear the faint sound of scurrying mice, but can't quite place where it comes from.
There's a wooden door to the west.
There are 2 wooden doors to the east.

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
No mundane items
No items
1000 cp

Room 6:


This room is barely lit. Echoes of conversation can be heard in the distance.
There's a wooden door to the west.
There's a wooden door to the south.

NPCs (1)

Female Ogre Pal1: CR 4 (ECL 7); HD 4d8+1d10; hp 12; Init +5; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 4, Ref 1, Will -1; STR: 22 (6), DEX: 13 (1), CON: 15 (2), INT: 8 (-1), WIS: 8 (-1), CHA: 11 (0)
Feats: Run, Diligent, Improved Initiative
Skills: Appraise 1, Jump 7, Move Silently 2, Ride 3, Decipher Script 1

Special Qualities: Darkvision: 60ft; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

No goods
No mundane items
No items
60 gp

Room 7:


This room is adecuately lit.
There are 2 wooden doors to the west.
There's a wooden door to the south.

NPCs (1)

Female Ogre Mage Brd1: CR 9 (ECL 13); HD 5d8+1d6; hp 12; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 6, Ref 3, Will 10; STR: 21 (5), DEX: 12 (1), CON: 22 (6), INT: 16 (3), WIS: 22 (6), CHA: 24 (7)
Feats: Diligent, Blind-Fight, Iron Will
Skills: Appraise 7, Balance 4, Bluff 9, Climb 9, Concentration 7, Diplomacy 8, Disguise 11, Escape Artist 2, Gather Information 11, Heal 7, Hide 3, Intimidate 10, Jump 8, Listen 10, Move Silently 5, Ride 3, Search 7, Sense Motive 10, Spot 10, Survival 7, Swim 8, Use Rope 4, Decipher Script 6, Spellcraft 5, Tumble 4, 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
Masterwork Longbow {worth 375 gp}
No items
500 sp

Room 8:


This room is lightless and the air has an indescribable smell. In the northwestern corner you find a white stain on the floor.
There are 2 wooden doors to the west.

NPCs (1)

Female Half-orc Clr1: CR 1 (ECL 1); HD 1d8; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 1; STR: 14 (2), DEX: 16 (3), CON: 11 (0), INT: 13 (1), WIS: 9 (-1), CHA: 12 (1)
Feats: Power Attack
Skills: Appraise 3, Balance 4, Concentration 1, Jump 3, Listen 0, Search 2, Sense Motive 0, Spot 0, Survival 0, Use Rope 5

Special Qualities: Darkvision: 60ft; Turn or rebuke undead

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

Treasure

No goods
No mundane items
No items
No coins

Room 9:


This room is well lit and your nostrils are flooded by a yeasty smell. Near the southern wall there's a dozen broken vials.
There's a wooden door to the north.

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
Masterwork Spear {worth 301 gp}
No items
No coins

Room 10:


This room is adecuately lit. In the southern wall you see a few ants.
There's a stone door to the north.
There's a wooden door to the north.

Traps (1)

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares).

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
3000 cp

Room 11:


This room is completely dark. Lying on the floor you see a mirror.
There's an iron door to the north.

NPCs (1)

Male Ogre Mage Bbn1: CR 9 (ECL 13); HD 5d8+1d12; hp 17; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 4, Ref 0, Will 1; STR: 19 (4), DEX: 11 (0), CON: 14 (2), INT: 15 (2), WIS: 12 (1), CHA: 20 (5)
Feats: Toughness, Improved Shield Bash, Nimble Fingers
Skills: Appraise 6, Bluff 7, Climb 8, Concentration 3, Diplomacy 8, Disguise 6, Escape Artist 3, Forgery 5, Gather Information 8, Heal 3, Hide 2, Jump 6, Listen 5, Move Silently 2, Ride 4, Search 6, Sense Motive 2, Spot 5, Survival 3, Swim 5, Use Rope 2, Handle Animal 7, Disable Device 4, Open Lock 2

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); Fast movement; Illiteracy; Rage: 1/day

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

black star sapphire {worth 7200 gp}
Lock, good {worth 80 gp}
No items
6000 cp

Room 12:


This room is completely dark.
There's a wooden door to the east.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

No goods
No mundane items
No items
600 sp

Room 13:


This room is adecuately lit.
There's a stone door to the west.
There's a wooden door to the east.

Monsters (1)

Animal:Shark, Medium-Size: CR 1; HD 3d8+3 (16); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d6+1; Special Atk: ; AL Always neutral; SV Fort 4 Ref 5 Will 2; STR 13, DEX 15, CON 13, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Listen +7, Spot +7
Special Qualities: Keen scent;

Treasure

No goods
No mundane items
No items
400 sp

Room 14:


This room is very dark and your nostrils are flooded by a reek stench. In the distance you seem to perceive the sound of whispers.
There's a stone door to the west.
There's a wooden door to the east.

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

No goods
Masterwork Shortbow {worth 330 gp}
No items
500 sp

Room 15:


This room is lit by an unknown glow. Your nostrils are flooded by a sour smell. Close to the northeastern corner there's a small mouse looking your way.
There's a wooden door to the south.

Monsters (1)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

Eye agate {worth 9 gp}
No mundane items
Wand of Hold person {worth 4500 gp}
130 gp

Room 16:


This room is well lit. In the distance you seem to perceive the sound of rattling chains. Close to the eastern wall there's a few ants.
There's a wooden door to the south.
There's a wooden door to the west.

Monsters (1)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

No goods
Half-plate {worth 600 gp}
No items
50 gp

Room 17:


This room is magically lit. Near the eastern wall you see a tiny piece of chalk.
There's a wooden door to the east.

NPCs (1)

Thrudath Male Orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref 1, Will 5; STR: 15 (2), DEX: 12 (1), CON: 13 (1), INT: 5 (-3), WIS: 13 (1), CHA: 11 (0)
Feats: Iron Will
Skills:

Special Qualities: Darkvision: 60ft; Light sensitivity; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

Rhodochrosite {worth 48 gp}
Holy water (2 flasks, 25 gp each) {worth 50 gp}
No items
5000 cp

Room 18:


This room is lightless and your nostrils are flooded by a strange stench. In the distance you seem to perceive the sound of falling debris.
There's a stone door to the east.
There's a wooden door to the west.

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
Smokesticks (3 sticks, 20 gp each) {worth 60 gp}
No items
6000 cp

Room 19:


This room is lightless and the air has a strong damp smell. In the distance you seem to perceive the sound of falling debris.
There are 2 wooden doors to the north.

NPCs (1)

Gadolg Male Orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 3; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort -1, Ref 2, Will 1; STR: 17 (3), DEX: 14 (2), CON: 9 (-1), INT: 7 (-2), WIS: 9 (-1), CHA: 10 (0)
Feats: Shield Proficiency
Skills:

Special Qualities: Darkvision: 60ft; Light sensitivity; Summon familiar; Scribe scroll

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

Treasure

No goods
Antitoxin (2 doses, 50 gp each) {worth 100 gp}
No items
30 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