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 up #0 Stair up #1 Stair up #2

Room 1:


This room is adecuately lit. The air is humid. In the center of the room there's an illegible engraving on the floor.
There's a wooden door to the north.

NPCs (1)

Iimdiazyne Male Drow Brd1: CR 2 (ECL 3); HD 1d6; hp 7; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 5, Will 1; STR: 8 (-1), DEX: 16 (3), CON: 13 (1), INT: 17 (3), WIS: 8 (-1), CHA: 9 (-1)
Feats: Dodge
Skills: Balance 5, Climb 2, Diplomacy 0, Disguise 0, Escape Artist 4, Forgery 4, Heal 0, Hide 4, Listen 1, Move Silently 4, Ride 4, Search 5, Swim 1, Use Rope 4, Decipher Script 4, Spellcraft 7, Tumble 4, Use Magic Device 1

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 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
No coins

Room 2:


This room is completely dark. In the eastern wall there's a water puddle.

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
No coins

Room 3:


This room is barely lit.
There are 2 wooden doors to the east.
There's a wooden door to the north.

NPCs (1)

Female Githyanki Pal1: CR 2 (ECL 3); HD 1d10; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 2, Ref 2, Will 1; STR: 14 (2), DEX: 14 (2), CON: 10 (0), INT: 7 (-2), WIS: 12 (1), CHA: 17 (3)
Feats: Investigator
Skills: Gather Information 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

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

Room 4:


This room is lightless.
There's a wooden door to the east.
There's a wooden door to the south.
There's a wooden door to the north.

NPCs (1)

Male Human Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 1, Will 5; STR: 12 (1), DEX: 12 (1), CON: 10 (0), INT: 7 (-2), WIS: 17 (3), CHA: 14 (2)
Feats: Self-Sufficient, Stealthy
Skills: Concentration 1, Heal 5, Hide 3, Move Silently 3, Search -1, Spot 4, Survival 5, Spellcraft -1

Special Qualities: Summon familiar

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

Treasure

deep blue spinel {worth 1200 gp}
Full plate {worth 1500 gp}
No items
3000 cp

Room 5:


This room is shrouded in magical darkness. Your nostrils are flooded by a strange smell. In the southern wall you see a violet stain on the floor.
There's a wooden door to the east.

NPCs (1)

Female Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 4; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref -1, Will 3; STR: 9 (-1), DEX: 9 (-1), CON: 11 (0), INT: 15 (2), WIS: 12 (1), CHA: 14 (2)
Feats: Mounted Combat
Skills: Balance 0, Bluff 3, Concentration 2, Diplomacy 4, Disguise 3, Forgery 5, Gather Information 3, Heal 2, Ride 2, Swim 0

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
700 sp

Room 6:


This room is lit by a single torch. In the distance you seem to perceive the sound of rusty hinges.

Traps (1)

Poison Dart Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 18; Cost: 700 gp; Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis).

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

Alexandrite {worth 300 gp}
No mundane items
No items
500 sp

Room 7:


This room is well lit and your nostrils are flooded by a bitter stench.

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)

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

pink pearl {worth 60 gp}
Half-plate {worth 600 gp}
No items
90 gp

Room 8:


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

Traps (1)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

Male Ogre Mage Pal1: CR 9 (ECL 13); HD 5d8+1d10; hp 13; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 5, Ref 0, Will 3; STR: 21 (5), DEX: 10 (0), CON: 17 (3), INT: 20 (5), WIS: 16 (3), CHA: 17 (3)
Feats: Quick Draw, Mounted Combat, Alertness
Skills: Appraise 8, Balance 4, Bluff 7, Climb 6, Concentration 6, Diplomacy 7, Disguise 7, Escape Artist 4, Forgery 9, Gather Information 7, Heal 7, Hide 4, Intimidate 7, Jump 9, Listen 8, Move Silently 4, Ride 4, Search 7, Spot 9, Survival 5, Swim 9, Use Rope 4, Handle Animal 5

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); Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

Large well-done wool tapestry {worth 200 gp}
No mundane items
No items
60 gp

Room 9:


This room is well lit and the air is shallow.
There's a stone door to the north.
There's an iron door to the north.

NPCs (1)

Female Dwarf Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init -2; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref -2, Will 1; STR: 9 (-1), DEX: 7 (-2), CON: 15 (2), INT: 15 (2), WIS: 12 (1), CHA: 10 (0)
Feats: Nimble Fingers
Skills: Appraise 3, Balance 1, Bluff 1, Concentration 3, Escape Artist 1, Forgery 3, Heal 2, Listen 3, Move Silently 0, Search 3, Sense Motive 4, Survival 2, Swim 0, Use Rope 0, Handle Animal 1, Disable Device 4, Open Lock 0

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
No items
500 sp

Room 10:


This room is magically lit. The air is stale. You hear the faint sound of screeching metal, but can't quite place where it comes from.
There's an iron door to the south.
There's a wooden door 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
5000 cp

Room 11:


This room is well lit.
There's a stone door to the south.

NPCs (1)

Owaev Female Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 2, Ref 0, Will 1; STR: 19 (4), DEX: 10 (0), CON: 10 (0), INT: 12 (1), WIS: 13 (1), CHA: 10 (0)
Feats: Improved Unarmed Strike
Skills: Appraise 2, Balance 2, Concentration 1, Diplomacy 1, Disguise 2, Heal 3, Listen 2, Sense Motive 2, Survival 2

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

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

Treasure

golden pearl {worth 2560 gp}
Masterwork Sickle {worth 306 gp}
No items
10 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