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 lit by a single torch. Near the southeastern corner you find a broken tile on the floor.
There's a wooden door to the north.
There's a stone door to the north.

NPCs (1)

Quevvyll Female Drow Clr1: CR 2 (ECL 3); HD 1d8; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref 2, Will 3; STR: 13 (1), DEX: 14 (2), CON: 11 (0), INT: 15 (2), WIS: 13 (1), CHA: 13 (1)
Feats: Deft Hands
Skills: Appraise 3, Balance 4, Climb 2, Diplomacy 2, Disguise 2, Forgery 3, Jump 2, Move Silently 4, Ride 4, Search 3, Survival 2, Use Rope 6, Sleight Of Hand 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Turn or rebuke undead

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

Treasure

No goods
Smokesticks (3 sticks, 20 gp each) {worth 60 gp}
No items
400 sp

Room 2:


This room is very dark. You are surrounded by a vile smell. Close to the eastern wall there's a violet stain on the floor.
There's a wooden door to the west.
There's an iron door to the north.
There's a stone door to the east.

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
Magnifying glass {worth 100 gp}
No items
No coins

Room 3:


This room is well lit. You spot a rusty dagger a few feet from you.
There's a wooden door to the north.
There's a wooden door 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
No mundane items
No items
600 sp

Room 4:


This room is well lit. A distant sound of burning torches can be heard.
There's an iron door to the west.
There's a wooden door to the west.
There's a stone door to the south.

NPCs (1)

Male Gnome Rog1: CR 1 (ECL 1); HD 1d6; hp 8; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 4, Will 0; STR: 14 (2), DEX: 14 (2), CON: 15 (2), INT: 14 (2), WIS: 11 (0), CHA: 13 (1)
Feats: Point Blank Shot
Skills: Appraise 3, Bluff 3, Climb 3, Concentration 4, Diplomacy 4, Disguise 2, Escape Artist 4, Forgery 3, Gather Information 2, Hide 3, Intimidate 3, Jump 3, Listen 2, Move Silently 3, Ride 5, Sense Motive 2, Survival 2, Use Rope 3, Disable Device 5, Open Lock 3, Decipher Script 4, Sleight Of Hand 3, Tumble 4, Use Magic Device 3

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
No coins

Room 5:


This room is completely dark.
There are 3 wooden doors to the east.

NPCs (1)

Male Duergar Bbn1: CR 2 (ECL 2); HD 1d12; hp 16; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 6, Ref 1, Will 2; STR: 9 (-1), DEX: 12 (1), CON: 18 (4), INT: 9 (-1), WIS: 14 (2), CHA: 10 (0)
Feats: Armor Proficiency (light)
Skills: Balance 2, Diplomacy 1, Gather Information 2, Move Silently 3, Search 0, Sense Motive 4, Survival 3, Swim 0, Handle Animal 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
No items
50 gp

Room 6:


This room is very dark. The air is foggy.
There's a wooden door to the east.
There's a wooden door to the north.

Monsters (1)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
110 gp

Room 7:


This room is lightless. You hear the sound of battle in the distance.
There's an iron door to the west.
There are 2 wooden doors to the west.

NPCs (1)

Male Ogre Mage Ftr1: CR 9 (ECL 13); HD 5d8+1d10; hp 13; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 5, Ref 4, Will 2; STR: 18 (4), DEX: 14 (2), CON: 16 (3), INT: 18 (4), WIS: 14 (2), CHA: 13 (1)
Feats: Improved Unarmed Strike, Martial Weapon Proficiency, Lightning Reflexes, Athletic
Skills: Appraise 6, Balance 4, Bluff 5, Climb 6, Concentration 7, Diplomacy 3, Disguise 3, Escape Artist 5, Forgery 8, Gather Information 5, Heal 3, Hide 5, Intimidate 3, Jump 8, Listen 6, Move Silently 5, Ride 3, Search 7, Sense Motive 5, Spot 6, Survival 5, Swim 6, Use Rope 6, 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)

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

Treasure

No goods
No mundane items
No items
200 sp

Room 8:


This room is very dark. Echoes of a slammed door can be heard in the distance. Close to the southern wall there's a red stain on the floor.
There's a wooden door to the east.

NPCs (1)

Male Half-elf Drd1: CR 1 (ECL 1); HD 1d8; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 0, Will 1; STR: 10 (0), DEX: 10 (0), CON: 14 (2), INT: 13 (1), WIS: 9 (-1), CHA: 12 (1)
Feats: Acrobatic
Skills: Balance 1, Concentration 3, Diplomacy 3, Disguise 4, Escape Artist 1, Heal 0, Jump 2, Move Silently 1, Ride 2, Search 2, Sense Motive 0, Spot 1, Swim 1, Use Rope 2, Handle Animal 2, Tumble 2

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

Room 9:


This room is very dark. In the northwestern corner you see a tiny piece of chalk.

Monsters (1)

Vermin:Monstrous Spider, Medium-Size: CR 1; HD 2d8+2 (11); Init +3 (Dex); AC 14 (+3 Dex, +1 natural); Atk: Bite +4 melee; Dmg: Bite 1d6 and poison; Special Atk: Poison, web; AL Always neutral; SV Fort 4 Ref 3 Will 0; STR 11, DEX 17, CON 12, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +12, Hide +10, Jump +0*, Spot +7*
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
No coins

Room 10:


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

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)

Female Duergar Bbn1: CR 2 (ECL 2); HD 1d12; hp 10; Init +5; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 0, Ref 1, Will -1; STR: 12 (1), DEX: 13 (1), CON: 7 (-2), INT: 10 (0), WIS: 8 (-1), CHA: 6 (-2)
Feats: Improved Initiative
Skills: Appraise 1, Bluff 0, Concentration -1, Disguise -1, Forgery 2, Heal 1, Hide 2, Listen 0, Move Silently 2, Ride 2, Spot 0, Use Rope 2, Handle Animal -1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
No items
80 gp

Room 11:


This room is lit by a single torch. Near the eastern wall you see a dead mouse.
There's a wooden door to the west.
There's a stone door to the north.
There's a wooden door to the north.

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)

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
Holy water (4 flasks, 25 gp each) {worth 100 gp}
No items
700 sp

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