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

Room 1:


This room is well lit. The air has a moldy stench. In the southwestern corner you see a scorch mark on the ceiling.
There's a wooden door to the east.

NPCs (1)

Mingwarththanc Male Elf Rog1: CR 1 (ECL 1); HD 1d6; hp 5; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 3, Will 1; STR: 14 (2), DEX: 13 (1), CON: 8 (-1), INT: 11 (0), WIS: 12 (1), CHA: 15 (2)
Feats: Mounted Combat
Skills: Balance 2, Climb 3, Concentration 0, Diplomacy 3, Disguise 4, Forgery 1, Gather Information 3, Heal 2, Hide 2, Intimidate 4, Jump 4, Move Silently 2, Ride 2, Search 4, Spot 3, Survival 4, Use Rope 2, Disable Device 1, Open Lock 2, Decipher Script 1, Sleight Of Hand 3, Tumble 2

Special Qualities: Immunities: sleep; Low-light vision; 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
90 gp

Room 2:


This room is lightless. Near the northwestern corner there's a nearly-extinguished campfire.
There's a stone door to the south.
There's a wooden door to the west.

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
140 gp

Room 3:


This room is very dark. Near the western wall there's a small mouse looking your way. You spot a rug a few feet from you.
There's a wooden door to the south.

NPCs (1)

Male Ogre Bbn1: CR 4 (ECL 7); HD 4d8+1d12; hp 14; Init -3; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 4, Ref -3, Will -1; STR: 14 (2), DEX: 4 (-3), CON: 15 (2), INT: 9 (-1), WIS: 8 (-1), CHA: 3 (-4)
Feats: Athletic, Diligent, Improved Shield Bash
Skills: Appraise 1, Bluff -3, Climb 4, Diplomacy -3, Disguise -3, Forgery 0, Intimidate -3, Jump 3, Move Silently -2, Search 2, Sense Motive 0, Spot 0, Swim 4, Decipher Script 1

Special Qualities: Darkvision: 60ft; 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
Protection from (alignment) (potion) {worth 50 gp}
90 gp

Room 4:


This room is very dark and the air has a foul stench. Close to you there's a bell.
There's an iron door to the east.
There's a stone door to the east.

NPCs (1)

Male Human Rog1: CR 1 (ECL 1); HD 1d6; hp 9; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 0, Will 2; STR: 13 (1), DEX: 6 (-2), CON: 16 (3), INT: 12 (1), WIS: 14 (2), CHA: 13 (1)
Feats: Blind-Fight, Magical Aptitude
Skills: Appraise 3, Balance 0, Bluff 2, Climb 3, Diplomacy 4, Forgery 3, Gather Information 4, Hide -1, Intimidate 2, Move Silently 0, Ride 0, Search 2, Spot 5, Survival 4, Swim 3, Use Rope -1, Disable Device 3, Open Lock 0, Decipher Script 4, Sleight Of Hand 0, Use Magic Device 4, Spellcraft 3

Special Qualities: Trap finding; Sneak attack +1d6

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

Treasure

No goods
Darkwood Shield {worth 257 gp}
No items
No coins

Room 5:


This room is well lit and the air is shallow.
There's a wooden door to the west.
There's a wooden 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

Azurite {worth 32 gp}
Mirror, small steel {worth 10 gp}
No items
4000 cp

Room 6:


This room is lightless.
There's an iron door to the west.
There's a wooden door to the west.

Traps (1)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

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

Treasure

No goods
Half-plate {worth 600 gp}
No items
400 sp

Room 7:


This room is shrouded in magical darkness and the air has a funny smell. You hear the faint sound of falling debris, but can't quite place where it comes from.
There's a wooden door to the west.

NPCs (1)

Female Githzerai Sor1: CR 2 (ECL 3); HD 1d4; hp 2; Init +5; AC 15 (touch 15, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort -2, Ref 5, Will 6; STR: 13 (1), DEX: 20 (5), CON: 7 (-2), INT: 12 (1), WIS: 18 (4), CHA: 5 (-3)
Feats: Persuasive
Skills: Appraise 2, Balance 6, Bluff 0, Concentration 0, Forgery 2, Gather Information -2, Heal 5, Intimidate -1, Jump 2, Ride 6, Survival 5, Swim 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
300 sp

Room 8:


This room is lit by a single torch. Near the western wall you find a broken tile on the floor.
There's a wooden door to the east.

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
120 gp

Room 9:


This room is magically lit and your nostrils are flooded by an acrid stench. In the northern wall you find a tiny piece of chalk.
There's a wooden door to the east.
There's a stone door to the south.
There's a wooden door to the north.

NPCs (1)

EdhelLothan Male Elf Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref -1, Will 0; STR: 10 (0), DEX: 9 (-1), CON: 10 (0), INT: 17 (3), WIS: 7 (-2), CHA: 12 (1)
Feats: Stealthy
Skills: Balance 2, Concentration 1, Diplomacy 2, Disguise 4, Gather Information 2, Hide 3, Jump 2, Listen -1, Move Silently 3, Search 4, Spot 0, Swim 4, Handle Animal 2, Spellcraft 7

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

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

Treasure

No goods
No mundane items
No items
300 sp

Room 10:


This room is magically lit. The air has a biting smell. Close to you there's a hair pin.
There's a stone door to the south.
There's a wooden door to the south.
There's an iron door to the east.

NPCs (1)

Male Ogre Mage Wiz1: CR 9 (ECL 13); HD 5d8+1d4; hp 8; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 4, Ref 0, Will 6; STR: 24 (7), DEX: 11 (0), CON: 18 (4), INT: 16 (3), WIS: 18 (4), CHA: 15 (2)
Feats: Diligent, Nimble Fingers, Endurance
Skills: Appraise 5, Balance 2, Bluff 4, Climb 11, Concentration 5, Diplomacy 6, Disguise 6, Escape Artist 1, Forgery 4, Gather Information 4, Heal 6, Hide 1, Intimidate 5, Jump 8, Listen 8, Move Silently 3, Ride 4, Search 5, Sense Motive 5, Spot 6, Survival 8, Swim 11, Use Rope 3, Spellcraft 6, Decipher Script 5, Disable Device 5, 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); 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
700 sp

Room 11:


This room is adecuately lit. You spot a pendant a few feet from you.

Monsters (1)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
No mundane items
No items
60 gp

Room 12:


This room is barely lit and the air has a fresh stench. In the northeastern corner there's a needle.
There's a stone door to the north.
There's a wooden door to the west.

NPCs (1)

Male Githzerai Mnk1: CR 2 (ECL 3); HD 1d8; hp 9; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 6, Will 2; STR: 16 (3), DEX: 18 (4), CON: 12 (1), INT: 5 (-3), WIS: 11 (0), CHA: 12 (1)
Feats: Run, Combat Reflexes
Skills: Balance 5, Heal 2, Swim 4

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: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
110 gp

Room 13:


This room is barely lit and your nostrils are flooded by a bitter smell.
There are 2 wooden doors to the west.

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.

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
No items
No coins

Room 14:


This room is barely lit. Close to the southwestern corner you find a blue stain on the floor. You spot a book a few feet from you.
There are 2 wooden doors to the west.

NPCs (1)

Female Githyanki Rog1: CR 2 (ECL 3); HD 1d6; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort -1, Ref 2, Will 2; STR: 11 (0), DEX: 10 (0), CON: 9 (-1), INT: 14 (2), WIS: 15 (2), CHA: 13 (1)
Feats: Nimble Fingers
Skills: Appraise 3, Bluff 3, Climb 1, Diplomacy 2, Disguise 2, Escape Artist 2, Forgery 3, Gather Information 2, Heal 3, Intimidate 3, Jump 1, Listen 5, Move Silently 1, Ride 4, Search 4, Sense Motive 4, Spot 3, Swim 1, Use Rope 3, Disable Device 6, Open Lock 4, Decipher Script 3, Sleight Of Hand 1, Tumble 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
No coins

Room 15:


This room is very dark. Your nostrils are flooded by a foul smell. In the northwestern corner you see a scorch mark on the floor.
There's a wooden door to the north.
There's an iron door to the west.

NPCs (1)

Female Ogre Bbn1: CR 4 (ECL 7); HD 4d8+1d12; hp 15; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 5, Ref 0, Will 3; STR: 21 (5), DEX: 10 (0), CON: 16 (3), INT: 11 (0), WIS: 16 (3), CHA: 8 (-1)
Feats: Improved Shield Bash, Negotiator, Stealthy
Skills: Bluff 0, Climb 8, Diplomacy 3, Gather Information 0, Hide 3, Intimidate 0, Move Silently 2, Ride 3, Sense Motive 6, Spot 4, Swim 6, Use Rope 1

Special Qualities: Darkvision: 60ft; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
No items
No coins

Room 16:


This room is magically lit. Near the northern wall you see several paper scraps laying on the floor.
There's a wooden door to the north.
There's a wooden door to the west.

Traps (1)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

NPCs (1)

Shaggagi Female Orc Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 4, Ref 2, Will 0; STR: 20 (5), DEX: 14 (2), CON: 14 (2), INT: 9 (-1), WIS: 7 (-2), CHA: 10 (0)
Feats: Combat Reflexes
Skills: Balance 3, Concentration 3, Diplomacy 1, Spellcraft 0

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

Suggested armor: Leather armor (+2AC, 10gp, Max Dex bonus: 6, Spell failure: 10%)

Treasure

No goods
No mundane items
No items
600 sp

Room 17:


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

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)

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
Masterwork studded leather {worth 175 gp}
No items
500 sp

Room 18:


This room is barely lit. In the eastern wall you see a water puddle.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Male Half-elf Drd1: CR 1 (ECL 1); HD 1d8; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref 2, Will 1; STR: 12 (1), DEX: 14 (2), CON: 16 (3), INT: 11 (0), WIS: 8 (-1), CHA: 16 (3)
Feats: Negotiator
Skills: Bluff 4, Concentration 4, Diplomacy 5, Forgery 1, Jump 2, Listen 0, Move Silently 5, Ride 4, Search 2, Sense Motive 1, Survival 0, Use Rope 3, Handle Animal 4, Spellcraft 1

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

Suggested armor: Leather armor (+2AC, 10gp, Max Dex bonus: 6, Spell failure: 10%)

Treasure

No goods
No mundane items
No items
500 sp

Room 19:


This room is lightless. The air has a strong nasty smell. Near the northwestern corner you see a tiny piece of chalk.
There's a wooden door to the west.

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
30 gp

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