Level 1 Dungeon (10 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Room #10 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is lightless.
There are 2 wooden doors to the west.

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
5000 cp
0 sp
0 gp
0 pp

Room 2:


This room is lightless. The air has a mild yeasty smell. In the distance you seem to perceive the sound of yawning.
There's a stone door to the north.
There's a wooden door to the west.
There's a stone 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)

Female Gnome Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 3, Will -2; STR: 8 (-1), DEX: 16 (3), CON: 13 (1), INT: 17 (3), WIS: 6 (-2), CHA: 13 (1)
Feats: Mounted Combat
Skills: Appraise 5, Bluff 2, Concentration 3, Diplomacy 2, Disguise 2, Escape Artist 6, Hide 5, Jump 1, Listen 0, Move Silently 6, Ride 4, Sense Motive -1, Spot 0, Survival -1, Swim 0, Use Rope 5, Handle Animal 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
Rope, silk (50 ft.) {worth 10 gp}
No items
2000 cp
0 sp
0 gp
0 pp

Room 3:


This room is lightless. You spot a comb a few feet from you.
There's a wooden door to the west.

NPCs (1)

Female Duergar Rgr1: CR 2 (ECL 2); HD 1d10; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 5, Ref 1, Will -1; STR: 17 (3), DEX: 13 (1), CON: 17 (3), INT: 16 (3), WIS: 8 (-1), CHA: 10 (0)
Feats: Affinity
Skills: Appraise 4, Bluff 1, Climb 7, Concentration 4, Diplomacy 2, Escape Artist 5, Forgery 4, Hide 3, Jump 6, Ride 3, Search 5, Sense Motive 1, Swim 4, Use Rope 2, Handle Animal 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
No mundane items
No items
140 gp
0 cp
0 sp
0 pp

Room 4:


This room is well lit. You hear the faint sound of conversation, but can't quite place where it comes from.
There's a stone door to the north.
There's a wooden door to the west.

NPCs (1)

Female Githyanki Brd1: CR 2 (ECL 3); HD 1d6; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 4, Ref 2, Will 2; STR: 9 (-1), DEX: 11 (0), CON: 19 (4), INT: 11 (0), WIS: 11 (0), CHA: 15 (2)
Feats: Martial Weapon Proficiency
Skills: Appraise 3, Balance 1, Bluff 3, Climb 1, Disguise 3, Forgery 1, Heal 3, Spot 2, Survival 1, Use Rope 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 5:


This room is well lit. The air has a strong noxious smell. A faint sound of battle can be heard from here.
There's a stone door to the east.
There's a wooden door to the north.

NPCs (1)

Agar' lô Male Elf Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +5; AC 15 (touch 15, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 7, Will 2; STR: 15 (2), DEX: 20 (5), CON: 11 (0), INT: 14 (2), WIS: 10 (0), CHA: 15 (2)
Feats: Alertness
Skills: Balance 8, Bluff 3, Diplomacy 3, Escape Artist 6, Forgery 4, Gather Information 4, Jump 4, Listen 2, Search 3, Spot 2, Survival 2, Swim 3, Use Rope 6, Tumble 7, Use Magic Device 4

Special Qualities: Immunities: sleep; Low-light vision; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

Suggested armor: none

Treasure

No goods
Chain shirt {worth 100 gp}
No items
70 gp
0 cp
0 sp
0 pp

Room 6:


This room is shrouded in magical darkness. For an instant you hear the sound of battle, but then it stops.
There's a wooden door to the west.
There's a wooden door to the north.

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).

NPCs (1)

Male Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 13; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 5, Ref 1, Will 1; STR: 8 (-1), DEX: 12 (1), CON: 16 (3), INT: 11 (0), WIS: 13 (1), CHA: 9 (-1)
Feats: Athletic
Skills: Appraise 1, Climb 1, Disguise 0, Escape Artist 3, Jump 0, Listen 2, Ride 2, Swim 1, Use Rope 2

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

Suggested armor: Full plate (+8AC, 1500gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
No items
200 sp
0 cp
0 gp
0 pp

Room 7:


This room is lightless. Close to the southeastern corner you find a few pieces of parchment. You spot a fishing rod a few feet from you.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Female Half-elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 4, Will -1; STR: 14 (2), DEX: 15 (2), CON: 15 (2), INT: 12 (1), WIS: 8 (-1), CHA: 10 (0)
Feats: Lightning Reflexes
Skills: Bluff 1, Climb 3, Concentration 5, Disguise 2, Forgery 2, Gather Information 1, Jump 3, Move Silently 4, Ride 4, Search 3, Spot 0, Swim 4, Handle Animal 1

Special Qualities: Low-light vision; Immunities: sleep; 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
2000 cp
0 sp
0 gp
0 pp

Room 8:


This room is lightless. Your nostrils are flooded by a woody smell.
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)

Female Duergar Brd1: CR 2 (ECL 2); HD 1d6; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 0, Ref 2, Will 0; STR: 17 (3), DEX: 10 (0), CON: 10 (0), INT: 14 (2), WIS: 7 (-2), CHA: 10 (0)
Feats: Armor Proficiency (light)
Skills: Appraise 3, Concentration 3, Diplomacy 1, Disguise 1, Escape Artist 1, Forgery 6, Gather Information 1, Heal 0, Hide 1, Search 3, Sense Motive -1, Spot 0, Use Rope 1, Decipher Script 4, Spellcraft 4

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
500 sp
0 cp
0 gp
0 pp

Room 9:


This room is well lit and the air is foggy. You hear the sound of screeching metal in the distance. Close to the northwestern corner you find a dead mouse.
There are 3 wooden doors to the north.

NPCs (1)

Male Half-orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 2, Will 3; STR: 15 (2), DEX: 14 (2), CON: 11 (0), INT: 9 (-1), WIS: 13 (1), CHA: 12 (1)
Feats: Iron Will
Skills: Balance 4, Bluff 2, Gather Information 3, Intimidate 2, Jump 5, Survival 3, Use Rope 3

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

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

Treasure

No goods
No mundane items
No items
4000 cp
0 sp
0 gp
0 pp

Room 10:


This room is well lit. Near the eastern wall there's a small salt circle spread on the floor.
There's a wooden door to the south.
There's an iron door to the south.

NPCs (1)

Male Half-elf Drd1: CR 1 (ECL 1); HD 1d8; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 1, Will 3; STR: 14 (2), DEX: 13 (1), CON: 8 (-1), INT: 10 (0), WIS: 13 (1), CHA: 16 (3)
Feats: Blind-Fight
Skills: Balance 2, Bluff 5, Concentration 2, Heal 2, Jump 3, Move Silently 2, Search 2, Sense Motive 2, Spot 3, Swim 3, Use Rope 2

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

Suggested armor: none

Treasure

No goods
Masterwork Sword, two-bladed {worth 700 gp}
No items
0 cp
0 sp
0 gp
0 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