Level 1 Dungeon (17 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 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is barely lit. Your nostrils are flooded by a rancid stench. A faint sound of a gust of wind can be heard from here.
There's a wooden door to the east.

Monsters (1)

Dwarf:Derro: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dagger +1 melee; or repeating light crossbow+1 ranged; Dmg: Dagger 1d4; crossbow 1d6 and poison; Special Atk: ; AL Usually chaotic evil; SV Fort 3 Ref 0 Will 0; STR 9, DEX 14, CON 13, INT 10, WIS 10, CHA 6;
Feats: Blind-Fight
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Special Qualities: Darkvision, derro traits, SR 18, sunlight vulnerability;

Treasure

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

Room 2:


This room is lit by a single torch and your nostrils are flooded by a moldy stench. You hear the sound of a campfire in the distance. Close to you there's a quill pen case.
There's a stone door to the north.
There's a wooden door to the east.

NPCs (1)

Fimil Male Dwarf Rog1: CR 1 (ECL 1); HD 1d6; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 0; STR: 14 (2), DEX: 12 (1), CON: 16 (3), INT: 11 (0), WIS: 7 (-2), CHA: 14 (2)
Feats: Iron Will
Skills: Appraise 1, Balance 4, Climb 3, Concentration 4, Diplomacy 3, Disguise 3, Escape Artist 3, Forgery 1, Gather Information 3, Hide 2, Intimidate 5, Jump 3, Listen -1, Ride 3, Sense Motive -1, Survival -1, Swim 3, Use Rope 2, Open Lock 4, Decipher Script 4, Use Magic Device 3

Special Qualities: Darkvision: 60ft; 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
0 cp
0 sp
0 gp
0 pp

Room 3:


This room is magically lit. Close to the northeastern corner there's a few small dead spiders.
There's a wooden door to the west.

NPCs (1)

Needatha Female Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 2, Ref 1, Will 1; STR: 15 (2), DEX: 12 (1), CON: 14 (2), INT: 11 (0), WIS: 9 (-1), CHA: 10 (0)
Feats: Acrobatic
Skills: Appraise 1, Disguise 1, Gather Information 1, Hide 2, Jump 4, Listen 1, Move Silently 2, Use Rope 2, Tumble 3

Special Qualities: Darkvision: 60ft; Light sensitivity; Summon familiar

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

Treasure

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

Room 4:


This room is shrouded in magical darkness. Close to the western wall there's a red stain on the floor.
There's an iron door to the north.
There's a wooden door to the south.

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

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

Room 5:


This room is shrouded in magical darkness.
There's a wooden door to the east.
There's a wooden door to the north.

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

black pearl {worth 800 gp}
Alchemist's fire (2 flasks, 20 gp each) {worth 40 gp}
No items
600 sp
0 cp
0 gp
0 pp

Room 6:


This room is well lit and you are surrounded by an acrid smell. Close to the center of the room you see a nearly-extinguished campfire. Lying on the floor you see a bowl.
There's an iron door to the west.

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)

Male Duergar Rog1: CR 2 (ECL 2); HD 1d6; hp 7; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 1, Ref 1, Will 5; STR: 11 (0), DEX: 9 (-1), CON: 12 (1), INT: 10 (0), WIS: 16 (3), CHA: 8 (-1)
Feats: Iron Will
Skills: Balance 0, Bluff 0, Concentration 5, Diplomacy 1, Disguise 0, Forgery 2, Gather Information 1, Hide 0, Intimidate 0, Move Silently 3, Search 2, Sense Motive 4, Spot 5, Swim 3, Open Lock 1, Use Magic Device 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
Scroll: Rope Trick (Sor/Wis2), Bear's Endurance (Sor/Wis2), See Invisibility (Sor/Wis2) (150 gp each) {worth 450 gp}
70 gp
0 cp
0 sp
0 pp

Room 7:


This room is magically lit. Your nostrils are flooded by a vile stench.
There's an iron door to the south.
There's a stone door to the east.

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)

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

Room 8:


This room is well lit. The air has a strong sulphur smell.
There's a wooden door to the east.

Monsters (1)

Elemental:Water Elemental, Small: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral; SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

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

Room 9:


This room is shrouded in magical darkness. Close to the center of the room you find a piece of cloth.
There's an iron door to the north.
There's a wooden door to the south.

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
Masterwork Shortbow, composite (+0 Str bonus) {worth 375 gp}
No items
300 sp
0 cp
0 gp
0 pp

Room 10:


This room is lightless. You hear the faint sound of growling, but can't quite place where it comes from. In the southeastern corner there's a few pieces of stained glass (made to resemble gems).
There's a stone door to the east.

NPCs (1)

Charayneymma Male Drow Mnk1: CR 2 (ECL 3); HD 1d8; hp 11; Init +1; AC 13 (touch 11, flat-footed 12, misc 2); Atk +0; SR 12; AL NE; SV Fort 5, Ref 3, Will 4; STR: 17 (3), DEX: 12 (1), CON: 16 (3), INT: 12 (1), WIS: 15 (2), CHA: 12 (1)
Feats: Improved Shield Bash, Martial Weapon Proficiency
Skills: Climb 4, Concentration 4, Diplomacy 2, Escape Artist 3, Gather Information 2, Heal 3, Hide 2, Intimidate 2, Listen 4, Ride 2, Search 4, Spot 4, Survival 4, Swim 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 11:


This room is very dark. The air has a yeasty smell.
There are 2 stone doors to the west.

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)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

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

Room 12:


This room is lightless. A distant sound of a bell can be heard. Close to the southern wall you see a pentagram drawn on the floor.
There's a wooden door to the south.

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)

Crorth Male Orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref 4, Will 4; STR: 18 (4), DEX: 14 (2), CON: 8 (-1), INT: 11 (0), WIS: 11 (0), CHA: 12 (1)
Feats: Improved Shield Bash, Iron Will
Skills: Appraise 2, Gather Information 2, Heal 1, Hide 3, Intimidate 2, Listen 1, Move Silently 5, Ride 3, Sense Motive 1, Swim 6, Use Rope 3, Tumble 3

Special Qualities: Darkvision: 60ft; Light sensitivity; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

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

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 13:


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

NPCs (1)

Male Duergar Sor1: CR 2 (ECL 2); HD 1d4; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 2, Ref 0, Will 2; STR: 15 (2), DEX: 11 (0), CON: 15 (2), INT: 13 (1), WIS: 10 (0), CHA: 10 (0)
Feats: Combat Expertise
Skills: Appraise 4, Concentration 3, Diplomacy 1, Disguise 1, Forgery 2, Jump 3, Ride 1, Search 2, Sense Motive 1, Survival 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Summon familiar

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

Treasure

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

Room 14:


This room is lightless. The air has a mild bitter smell.
There's a wooden door to the south.
There's a stone door to the north.

NPCs (1)

Female Halfling Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will 4; STR: 13 (1), DEX: 17 (3), CON: 12 (1), INT: 12 (1), WIS: 14 (2), CHA: 13 (1)
Feats: Endurance
Skills: Appraise 2, Diplomacy 2, Heal 3, Hide 4, Listen 6, Move Silently 4, Search 2, Sense Motive 3, Spot 3

Special Qualities: Summon familiar; Scribe scroll

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

Treasure

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

Room 15:


This room is lightless. The air has a damp stench. In the distance you seem to perceive the sound of a flute. Near the northwestern corner there's some violet lichen.
There's a wooden door to the west.

Traps (1)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

NPCs (1)

Thraun Male Dwarf Sor1: CR 1 (ECL 1); HD 1d4; hp 7; Init +5; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 3; STR: 14 (2), DEX: 13 (1), CON: 16 (3), INT: 12 (1), WIS: 13 (1), CHA: 3 (-4)
Feats: Improved Initiative
Skills: Bluff -2, Climb 3, Concentration 4, Escape Artist 2, Forgery 2, Listen 3, Search 2, Swim 4, Spellcraft 2

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

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

Room 16:


This room is shrouded in magical darkness. You are surrounded by a distinctive smell.

Monsters (1)

Dwarf:Derro: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dagger +1 melee; or repeating light crossbow+1 ranged; Dmg: Dagger 1d4; crossbow 1d6 and poison; Special Atk: ; AL Usually chaotic evil; SV Fort 3 Ref 0 Will 0; STR 9, DEX 14, CON 13, INT 10, WIS 10, CHA 6;
Feats: Blind-Fight
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Special Qualities: Darkvision, derro traits, SR 18, sunlight vulnerability;

Treasure

No goods
Masterwork Siangham {worth 303 gp}
No items
100 sp
0 cp
0 gp
0 pp

Room 17:


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

NPCs (1)

Male Ogre Mage Pal1: CR 9 (ECL 13); HD 5d8+1d10; hp 18; Init +3; AC 17 (touch 12, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 7, Ref 3, Will 4; STR: 17 (3), DEX: 17 (3), CON: 21 (5), INT: 21 (5), WIS: 18 (4), CHA: 17 (3)
Feats: Blind-Fight, Toughness, Deft Hands
Skills: Appraise 7, Balance 7, Bluff 7, Climb 7, Concentration 7, Diplomacy 7, Disguise 7, Escape Artist 6, Forgery 7, Gather Information 7, Heal 7, Hide 7, Intimidate 7, Jump 7, Listen 7, Move Silently 7, Ride 5, Search 9, Sense Motive 7, Spot 6, Survival 8, Swim 7, Use Rope 5, Handle Animal 7, Sleight Of Hand 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

finely wrought small gold bracelet {worth 30 gp}
No mundane items
No items
6000 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