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 down #4 Stair up #0 Stair up #1 Stair up #2 Stair up #3 Stair up #4

Room 1:


This room is lightless. Near the northern wall there's some mold forming a strange pattern.
There's an iron door to the south.

NPCs (1)

Female Ogre Mage Sor1: CR 9 (ECL 13); HD 5d8+1d4; hp 6; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 2, Ref 3, Will 7; STR: 23 (6), DEX: 12 (1), CON: 15 (2), INT: 16 (3), WIS: 21 (5), CHA: 22 (6)
Feats: Lightning Reflexes, Shield Proficiency, Point Blank Shot
Skills: Appraise 6, Balance 3, Bluff 10, Climb 7, Concentration 4, Diplomacy 10, Disguise 9, Escape Artist 5, Forgery 7, Gather Information 10, Heal 6, Hide 5, Intimidate 7, Jump 10, Listen 9, Move Silently 2, Ride 5, Swim 9, Use Rope 5, Spellcraft 6

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

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

Treasure

Golden circlet with four aquamarines {worth 6000 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 2:


This room is well lit and the air is thin. You hear the sound of whispers in the distance. Close to the southwestern corner you find a small ball of yarn.
There's a wooden door to the west.

NPCs (1)

Female Gnome Brd1: CR 1 (ECL 1); HD 1d6; hp 10; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 4; STR: 8 (-1), DEX: 13 (1), CON: 18 (4), INT: 16 (3), WIS: 15 (2), CHA: 12 (1)
Feats: Stealthy
Skills: Appraise 6, Balance 2, Diplomacy 2, Disguise 3, Escape Artist 2, Forgery 4, Gather Information 2, Heal 5, Hide 3, Intimidate 2, Move Silently 3, Spot 4, Survival 5, Swim 1, Use Rope 2, Decipher Script 4, Tumble 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

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

Room 3:


This room is very dark. In the northwestern corner there's a broken tile on the floor.
There's a wooden door to the south.

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

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

Room 4:


This room is adecuately lit. Close to the southeastern corner you see a white feather.
There's a stone door to the east.

NPCs (1)

Female Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 11; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 5, Ref 0, Will 0; STR: 13 (1), DEX: 11 (0), CON: 16 (3), INT: 10 (0), WIS: 7 (-2), CHA: 10 (0)
Feats: Athletic
Skills: Bluff 1, Climb 3, Concentration 5, Disguise 2, Escape Artist 1, Heal -1, Hide 1, Move Silently 1, Ride 3, Spot -1, Swim 3, Spellcraft 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Masterwork Crossbow, light {worth 335 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 5:


This room is barely lit. A faint sound of clinging coins can be heard from here. Near the northwestern corner you see a needle.
There's a stone door to the east.

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

No goods
No mundane items
Levitate (potion or oil) {worth 300 gp}
400 sp
0 cp
0 gp
0 pp

Room 6:


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

Monsters (1)

Animal:Mule: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +4 melee; Dmg: Hoof 1d4+3; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 1; STR 16, DEX 13, CON 17, INT 2, WIS 11, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: ;

Treasure

No goods
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 7:


This room is barely lit. Your nostrils are flooded by a noxious smell.
There's a wooden door to the south.
There are 2 wooden doors to the west.

NPCs (1)

Helecîr Female Elf Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 2, Will 5; STR: 9 (-1), DEX: 14 (2), CON: 10 (0), INT: 11 (0), WIS: 17 (3), CHA: 13 (1)
Feats: Endurance
Skills: Heal 5, Hide 3, Intimidate 3, Ride 3, Search 1, Survival 4

Special Qualities: Immunities: sleep; Low-light vision; Summon familiar

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

Treasure

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

Room 8:


This room is lightless. The air has a mild burnt smell.
There are 2 wooden doors to the north.
There's a wooden door to the west.

NPCs (1)

Female Human Rgr1: CR 1 (ECL 1); HD 1d10; hp 13; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 5, Ref 2, Will 1; STR: 18 (4), DEX: 15 (2), CON: 16 (3), INT: 8 (-1), WIS: 12 (1), CHA: 12 (1)
Feats: Negotiator, Weapon Finesse
Skills: Appraise 0, Climb 5, Concentration 5, Diplomacy 3, Forgery 0, Gather Information 2, Heal 2, Hide 3, Jump 5, Sense Motive 3, Spot 3, Swim 6, Handle Animal 2

Special Qualities: 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
Antitoxin (3 doses, 50 gp each) {worth 150 gp}
No items
110 gp
0 cp
0 sp
0 pp

Room 9:


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

NPCs (1)

Male Githyanki Mnk1: CR 2 (ECL 3); HD 1d8; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 4, Will 2; STR: 17 (3), DEX: 15 (2), CON: 13 (1), INT: 15 (2), WIS: 11 (0), CHA: 6 (-2)
Feats: Deft Hands, Toughness
Skills: Appraise 4, Balance 3, Bluff -1, Climb 6, Diplomacy -1, Disguise 0, Escape Artist 4, Forgery 3, Intimidate -1, Move Silently 3, Search 3, Spot 2, Use Rope 4, Tumble 6, Sleight Of Hand 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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
0 cp
0 sp
0 pp

Room 10:


This room is very dark. The air has a mild stagnant smell. In the western wall you see a wooden amulet.
There are 2 wooden doors 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
60 gp
0 cp
0 sp
0 pp

Room 11:


This room is lit by a single torch.
There's a wooden door to the west.
There's a stone door to the west.

Monsters (1)

Vermin:Monstrous Scorpion, Medium-Size: CR 1; HD 2d8+4 (13); Init +0; AC 14 (+4 natural); Atk: 2 claws +2 melee, sting -3 melee; Dmg: Claw 1d4+1, sting 1d4 and poison; Special Atk: Improved grab, squeeze, poison; AL Always neutral; SV Fort 5 Ref 0 Will 0; STR 13, DEX 10, CON 14, INT , WIS 10, CHA 2;
Feats:
Skills: Climb +8, Hide +8, Spot +7
Special Qualities: Vermin;

Treasure

a string of small pink pearls (necklace) {worth 6000 gp}
No mundane items
No items
50 gp
0 cp
0 sp
0 pp

Room 12:


This room is completely dark.
There's a wooden door 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
200 sp
0 cp
0 gp
0 pp

Room 13:


This room is barely lit. Your nostrils are flooded by a fruity stench. Close to the eastern wall you see two small rag dolls.
There's a wooden door to the west.
There's a stone door to the south.

NPCs (1)

Male Duergar Brd1: CR 2 (ECL 2); HD 1d6; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 2, Ref 3, Will 4; STR: 12 (1), DEX: 13 (1), CON: 14 (2), INT: 14 (2), WIS: 15 (2), CHA: 14 (2)
Feats: Persuasive
Skills: Bluff 4, Concentration 4, Diplomacy 3, Escape Artist 3, Forgery 4, Heal 3, Intimidate 4, Jump 3, Listen 3, Move Silently 3, Search 4, Spot 3, Survival 4, Use Rope 2, Decipher Script 4, Spellcraft 3

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
100 gp
0 cp
0 sp
0 pp

Room 14:


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

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)

Erein'wain Male Elf Brd1: 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 3; STR: 12 (1), DEX: 13 (1), CON: 9 (-1), INT: 13 (1), WIS: 13 (1), CHA: 12 (1)
Feats: Point Blank Shot
Skills: Bluff 3, Climb 2, Diplomacy 3, Disguise 3, Gather Information 2, Heal 3, Hide 2, Jump 2, Move Silently 2, Ride 3, Spot 2, Swim 3, Tumble 3

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

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

Treasure

No goods
Full plate {worth 1500 gp}
No items
5000 cp
0 sp
0 gp
0 pp

Room 15:


This room is barely lit. The air is stale. Echoes of tip toes can be heard in the distance. Near the southeastern corner you see a yellow stain on the floor.
There's a wooden door to the north.
There's a wooden door to the east.

NPCs (1)

Female Half-elf Ftr1: 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 2, Ref -1, Will 2; STR: 15 (2), DEX: 8 (-1), CON: 11 (0), INT: 10 (0), WIS: 14 (2), CHA: 14 (2)
Feats: Toughness, Diligent
Skills: Appraise 2, Escape Artist 0, Heal 3, Jump 3, Search 1, Spot 3, Swim 4, Decipher Script 2

Special Qualities: Low-light vision; Immunities: sleep

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

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

Room 16:


This room is well lit and your nostrils are flooded by a woody smell.
There are 2 stone doors to the north.
There's a wooden door to the north.

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 Githzerai Ftr1: CR 2 (ECL 3); HD 1d10; hp 7; Init +5; AC 15 (touch 15, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort -1, Ref 5, Will 0; STR: 12 (1), DEX: 21 (5), CON: 5 (-3), INT: 12 (1), WIS: 11 (0), CHA: 11 (0)
Feats: Stealthy, Self-Sufficient
Skills: Concentration -2, Forgery 2, Gather Information 1, Heal 2, Hide 7, Jump 2, Listen 1, Move Silently 7, Ride 6, Survival 2, Swim 2, Handle Animal 1

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

Suggested armor: Breast plate (+5AC, 200gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

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

Room 17:


This room is barely lit. Near the eastern wall you see a blood smudge on the floor.
There's an iron door to the west.

NPCs (1)

Female Ogre Brd1: CR 4 (ECL 7); HD 4d8+1d6; hp 10; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 4, Ref 3, Will 5; STR: 20 (5), DEX: 12 (1), CON: 18 (4), INT: 6 (-2), WIS: 12 (1), CHA: 5 (-3)
Feats: Armor Proficiency (light), Iron Will, Athletic
Skills: Appraise -1, Bluff -2, Climb 7, Concentration 5, Gather Information -2, Ride 2, Swim 7, Spellcraft -1, Tumble 2

Special Qualities: Darkvision: 60ft; 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
Masterwork Hammer, gnome hooked {worth 620 gp}
No items
160 gp
0 cp
0 sp
0 pp

Room 18:


This room is barely lit and your nostrils are flooded by a putrid stench. For an instant you hear the sound of conversation, but then it stops. Close to the northwestern corner you find a broken hourglass. Close to you there's a cornet.
There's a wooden door to the west.
There's a stone door to the west.

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

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

Room 19:


This room is lit by a single torch. You hear the sound of a bell in the distance.
There's a wooden door to the south.

Monsters (1)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

No goods
No mundane items
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