Level 1 Dungeon (15 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 1:


This room is well lit. The air has a strong unpleasant smell. In the southwestern corner there's a scorch mark on the floor. Lying on the floor you see a mask.
There's a stone door to the south.
There's an iron door to the south.

NPCs (1)

Shartar Keleyleth Female Drow Rog1: CR 2 (ECL 3); HD 1d6; hp 7; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 1, Will 2; STR: 14 (2), DEX: 9 (-1), CON: 12 (1), INT: 13 (1), WIS: 14 (2), CHA: 18 (4)
Feats: Mounted Combat
Skills: Appraise 2, Bluff 7, Climb 5, Concentration 3, Escape Artist 1, Forgery 3, Gather Information 5, Heal 5, Hide 0, Jump 3, Listen 3, Move Silently 0, Ride 1, Sense Motive 3, Spot 3, Swim 4, Use Rope 0, Disable Device 2, Open Lock 1, Decipher Script 3, Sleight Of Hand 1, Tumble 0

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
150 gp

Room 2:


This room is lit by a single torch. The air has a strong woody smell.
There's a wooden door to the west.
There are 2 wooden doors to the east.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

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

Room 3:


This room is very dark. In the distance you seem to perceive the sound of yawning.
There's a stone door to the west.
There's a wooden door to the west.

NPCs (1)

Female Half-orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 13; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 5, Ref -1, Will 3; STR: 17 (3), DEX: 8 (-1), CON: 17 (3), INT: 11 (0), WIS: 16 (3), CHA: 13 (1)
Feats: Affinity
Skills: Climb 4, Diplomacy 3, Forgery 1, Hide 0, Intimidate 3, Move Silently 0, Ride 2, Sense Motive 6, Survival 4, Swim 5, Handle Animal 4

Special Qualities: Darkvision: 60ft; 1st favored enemy; Track; Wild empathy

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

Chrysoprase {worth 120 gp}
No mundane items
No items
4000 cp

Room 4:


This room is lit by a single torch. A distant sound of clanging swords can be heard.
There's a wooden door to the west.

Monsters (1)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

No goods
No mundane items
No items
130 gp

Room 5:


This room is completely dark. Near the northwestern corner you find a green stain on the floor.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Female Ogre Sor1: CR 4 (ECL 7); HD 4d8+1d4; hp 6; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 2, Ref 0, Will 3; STR: 23 (6), DEX: 10 (0), CON: 15 (2), INT: 3 (-4), WIS: 12 (1), CHA: 9 (-1)
Feats: Shield Proficiency, Blind-Fight, Endurance
Skills:

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
6000 cp

Room 6:


This room is lightless and you are surrounded by a sulphur smell.
There's a wooden door to the west.
There's a wooden door to the south.

NPCs (1)

Male Half-orc Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 0, Will 3; STR: 13 (1), DEX: 10 (0), CON: 10 (0), INT: 4 (-3), WIS: 16 (3), CHA: 11 (0)
Feats: Stealthy
Skills: Hide 2, Move Silently 2

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

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
No mundane items
No items
3000 cp

Room 7:


This room is magically lit. In the northern wall you see a blood smudge on the floor.
There's a wooden door to the south.

NPCs (1)

Female Githyanki Wiz1: CR 2 (ECL 3); HD 1d4; hp 5; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 1, Will 3; STR: 12 (1), DEX: 13 (1), CON: 13 (1), INT: 11 (0), WIS: 12 (1), CHA: 15 (2)
Feats: Affinity
Skills: Gather Information 3, Hide 2, Jump 2, Listen 3, Move Silently 2, Ride 3, Search 1, Use Rope 2, Handle Animal 4

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
60 gp

Room 8:


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

NPCs (1)

Owaggoong Female Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 2, Ref 2, Will -3; STR: 17 (3), DEX: 14 (2), CON: 11 (0), INT: 16 (3), WIS: 4 (-3), CHA: 5 (-3)
Feats: Athletic
Skills: Appraise 5, Climb 6, Concentration 1, Disguise -1, Gather Information -2, Heal -2, Hide 3, Intimidate -2, Move Silently 4, Ride 3, Search 5, Sense Motive -2, Spot -1, Survival -2, Swim 6

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

Suggested armor: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

No goods
Masterwork studded leather {worth 175 gp}
No items
80 gp

Room 9:


This room is lit by a single torch. A distant sound of scurrying mice can be heard. Near the northwestern corner there's a small salt circle spread on the floor.
There's a wooden door to the south.

Monsters (1)

Ghoul:Lacedon: 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 +7
Special Qualities: Undead, +2 turn resistance;

Treasure

No goods
No mundane items
No items
40 gp

Room 10:


This room is lightless. The air is thick. In the distance you seem to perceive the sound of screeching metal. In the southeastern corner you find a violet stain on the floor.

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
2000 cp

Room 11:


This room is very dark. The air has a foul stench. Near the northern wall you find a broken tile on the floor.
There's a wooden door to the east.
There's a stone door to the south.
There's a wooden door to the south.

Monsters (1)

Gnoll: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 natural, +4 scale, +2 large shield); Atk: Battleaxe +3 melee; or shortbow +1 ranged; Dmg: Battleaxe 1d8+2; or shortbow 1d6; Special Atk: ; AL Usually chaotic evil; SV Fort 4 Ref 0 Will 0; STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8;
Feats: Power Attack
Skills: Listen +3, Spot +3
Special Qualities: Darkvision 60 ft.;

Treasure

Rose {worth 20 gp}
No mundane items
No items
6000 cp

Room 12:


This room is very dark and the air has a sweaty stench. In the northern wall you see a small pile of dust.
There's an iron door to the east.
There's a wooden door to the east.

NPCs (1)

Neeev Female Orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 4; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 2, Will 2; STR: 19 (4), DEX: 14 (2), CON: 11 (0), INT: 12 (1), WIS: 10 (0), CHA: 8 (-1)
Feats: Self-Sufficient
Skills: Balance 3, Climb 5, Diplomacy 0, Forgery 2, Heal 2, Intimidate 0, Move Silently 3, Search 2, Sense Motive 1, Spot 1, Survival 4, Use Rope 3

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
90 gp

Room 13:


This room is barely lit. In the northeastern corner you find several paper scraps laying on the floor.
There are 2 wooden doors to the north.
There's a wooden door to the east.

Traps (2)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

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.

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
4000 cp

Room 14:


This room is barely lit.
There are 2 stone doors to the west.

NPCs (1)

Shamaka Female Orc Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 3, Ref 2, Will -2; STR: 17 (3), DEX: 14 (2), CON: 12 (1), INT: 11 (0), WIS: 6 (-2), CHA: 10 (0)
Feats: Endurance
Skills: Balance 5, Bluff 1, Climb 4, Diplomacy 1, Forgery 2, Hide 3, Intimidate 1, Jump 5, Move Silently 3, Sense Motive -1, Swim 4, Use Rope 3

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
600 sp

Room 15:


This room is shrouded in magical darkness. Near the western wall you see a white stain on the floor.

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
40 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