Level 1 Dungeon (20 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 Room #20 Stair down #0 Stair down #1 Stair up #0

Room 1:


This room is very dark.
There's a wooden door to the north.

NPCs (1)

Female Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 4, Ref -1, Will 5; STR: 15 (2), DEX: 9 (-1), CON: 15 (2), INT: 8 (-1), WIS: 16 (3), CHA: 10 (0)
Feats: Run
Skills: Appraise 1, Balance 0, Heal 5, Move Silently 1, Search 0, Sense Motive 4, Spot 5, Swim 3

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
No mundane items
No items
500 sp

Room 2:


This room is lit by a single torch. In the center of the room you see a blood smudge on the floor.
There are 2 wooden doors to the south.
There's a stone 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).

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
800 sp

Room 3:


This room is completely dark and the air has a strong sweaty smell.
There are 2 wooden doors to the east.

NPCs (1)

Female Human Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref -1, Will 0; STR: 12 (1), DEX: 9 (-1), CON: 11 (0), INT: 10 (0), WIS: 10 (0), CHA: 10 (0)
Feats: Investigator, Deft Hands, Persuasive
Skills: Appraise 1, Balance 0, Bluff 2, Concentration 1, Escape Artist 0, Forgery 1, Gather Information 2, Heal 1, Hide 0, Intimidate 3, Jump 2, Move Silently 0, Spot 1, Use Rope 2, Sleight Of Hand 1

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

Treasure

No goods
No mundane items
No items
5000 cp

Room 4:


This room is lightless and the air has a vile smell.
There's a wooden door to the west.

Monsters (1)

Animal:Snake, Medium-Size Viper: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
80 gp

Room 5:


This room is lightless. The air has a strong smoky smell. Near the southern wall you find a small mouse looking your way.
There's an iron door to the east.

Monsters (1)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
No mundane items
No items
110 gp

Room 6:


This room is completely dark.
There's a stone door to the west.
There's a wooden door to the west.

Traps (1)

Poison Needle Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 22; Disable Device DC 20; Cost: 1,300 gp; Atk +8 ranged (1 plus greenblood oil poison).

NPCs (1)

Male Half-orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref -1, Will 1; STR: 13 (1), DEX: 8 (-1), CON: 10 (0), INT: 14 (2), WIS: 12 (1), CHA: 13 (1)
Feats: Magical Aptitude
Skills: Climb 2, Concentration 2, Diplomacy 3, Escape Artist 1, Forgery 3, Gather Information 2, Heal 4, Intimidate 4, Jump 2, Listen 2, Move Silently 1, Sense Motive 2, Spot 2, Swim 3, Use Rope 0, Spellcraft 4, Use Magic Device 3

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

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

Treasure

No goods
No mundane items
No items
3000 cp

Room 7:


This room is lightless. Close to you there's a flute.
There's a stone door to the south.

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

Room 8:


This room is lightless and your nostrils are flooded by a fruity smell. Close to the western wall you find a few small dead spiders.
There's a wooden door to the west.

NPCs (1)

Female Half-elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref -1, Will -1; STR: 11 (0), DEX: 8 (-1), CON: 10 (0), INT: 13 (1), WIS: 8 (-1), CHA: 17 (3)
Feats: Investigator
Skills: Appraise 2, Balance 0, Climb 1, Diplomacy 5, Disguise 4, Gather Information 6, Heal 0, Intimidate 7, Jump 3, Listen 1, Move Silently 0, Search 3

Special Qualities: Low-light vision; Immunities: sleep; 1st favored enemy; Track; Wild empathy

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
No mundane items
No items
6000 cp

Room 9:


This room is barely lit and the air has a fruity stench.

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)

Animal:Horse, Heavy: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee; Dmg: Hoof 1d6+2; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 15, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

Treasure

fire opal pendant on a fine gold chain {worth 1200 gp}
No mundane items
No items
130 gp

Room 10:


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

NPCs (1)

Female Gnome Rog1: CR 1 (ECL 1); HD 1d6; hp 8; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 4; STR: 15 (2), DEX: 10 (0), CON: 14 (2), INT: 10 (0), WIS: 18 (4), CHA: 11 (0)
Feats: Stealthy
Skills: Climb 4, Diplomacy 3, Disguise 1, Escape Artist 1, Forgery 2, Gather Information 2, Heal 5, Hide 4, Listen 5, Move Silently 2, Search 3, Sense Motive 8, Spot 6, Swim 3, Use Rope 1, Disable Device 1, Open Lock 1, Decipher Script 4

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
5000 cp

Room 11:


This room is adecuately lit.
There's an iron door to the west.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

No goods
No mundane items
No items
400 sp

Room 12:


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

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)

Male Human Rgr1: 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 7, Ref -1, Will 1; STR: 9 (-1), DEX: 8 (-1), CON: 17 (3), INT: 7 (-2), WIS: 13 (1), CHA: 15 (2)
Feats: Great Fortitude, Improved Unarmed Strike
Skills: Bluff 3, Concentration 4, Escape Artist 0, Forgery -1, Gather Information 4, Hide 0, Ride 0, Search -1, Sense Motive 2, Spot 2, Handle Animal 3

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

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

Treasure

No goods
No mundane items
Barkskin +2 (potion) {worth 300 gp}
No coins

Room 13:


This room is completely dark. Close to the western wall you see some violet lichen.
There's a wooden door to the west.
There's a wooden door to the north.

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
60 gp

Room 14:


This room is lightless. Your nostrils are flooded by an acrid stench. Near the northwestern corner you see some pieces of smashed wood.
There's a wooden door to the west.
There's a stone door to the east.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

No goods
No mundane items
No items
No coins

Room 15:


This room is completely dark. Near the center of the room you find a loose floor tile.
There are 2 wooden doors to the west.

Monsters (1)

Elemental:Fire Elemental, Small: CR 1; HD 2d8 (9); Init +5 (+1 Dex, +4 Improved Initiative); AC 15 (+1 size, +1 Dex, +3 natural); Atk: Slam +3 melee; Dmg: Slam 1d4 and 1d4 fire; Special Atk: Burn; AL Usually neutral; SV Fort 0 Ref 4 Will 0; STR 10, DEX 13, CON 10, INT 4, WIS 11, CHA 11;
Feats: Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental, fire subtype;

Treasure

fire opal {worth 1600 gp}
No mundane items
No items
No coins

Room 16:


This room is well lit. Close to the northeastern corner you see a dozen broken vials.
There's a stone door to the west.
There's an iron door to the east.

NPCs (1)

Male Githyanki Sor1: CR 2 (ECL 3); HD 1d4; hp 5; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 4, Will 3; STR: 13 (1), DEX: 18 (4), CON: 12 (1), INT: 10 (0), WIS: 13 (1), CHA: 15 (2)
Feats: Improved Unarmed Strike
Skills: Escape Artist 5, Gather Information 3, Jump 3, Listen 2, Move Silently 6, Swim 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Summon familiar

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

Treasure

No goods
No mundane items
No items
5000 cp

Room 17:


This room is very dark. Near the eastern wall there's some pieces of smashed wood.
There's a wooden door to the east.

NPCs (1)

Female Githyanki Mnk1: CR 2 (ECL 3); HD 1d8; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 6, Ref 7, Will 0; STR: 7 (-2), DEX: 16 (3), CON: 19 (4), INT: 12 (1), WIS: 6 (-2), CHA: 18 (4)
Feats: Improved Unarmed Strike, Lightning Reflexes
Skills: Appraise 2, Balance 4, Bluff 5, Concentration 5, Diplomacy 6, Disguise 5, Gather Information 6, Heal -1, Intimidate 5, Jump -1, Listen -1, Search 2, Spot -1, Survival -1, Swim -1, Tumble 6

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
Tanglefoot bags (2 bags, 50 gp each) {worth 100 gp}
No items
No coins

Room 18:


This room is lightless. In the southern wall you see a blood smudge on the floor.
There are 2 wooden doors to the east.

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
3000 cp

Room 19:


This room is lightless. You hear the faint sound of rusty hinges, but can't quite place where it comes from. In the center of the room you find a pentagram drawn on the floor. You spot a statuette a few feet from you.
There are 2 wooden doors to the south.
There's a stone door to the west.

Traps (1)

Poison Needle Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 22; Disable Device DC 20; Cost: 1,300 gp; Atk +8 ranged (1 plus greenblood oil poison).

NPCs (1)

Female Halfling Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +3; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 0, Ref 1, Will 1; STR: 9 (-1), DEX: 9 (-1), CON: 10 (0), INT: 12 (1), WIS: 8 (-1), CHA: 15 (2)
Feats: Improved Initiative
Skills: Balance 0, Diplomacy 3, Disguise 6, Escape Artist 0, Gather Information 3, Hide 0, Intimidate 3, Jump 1, Move Silently 0, Sense Motive 1, Spot 0, Use Rope 0, Decipher Script 2, Tumble 0, Use Magic Device 3

Special Qualities: 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
60 gp

Room 20:


This room is lightless. You spot a staff a few feet from you.
There are 2 wooden doors to the south.

NPCs (1)

Female Halfling Drd1: CR 1 (ECL 1); HD 1d8; hp 6; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 0, Ref 4, Will 4; STR: 11 (0), DEX: 18 (4), CON: 6 (-2), INT: 11 (0), WIS: 14 (2), CHA: 12 (1)
Feats: Alertness
Skills: Appraise 1, Balance 5, Climb 1, Disguise 3, Gather Information 2, Hide 5, Jump 3, Listen 6, Search 1, Sense Motive 3, Spot 4, Survival 3, Spellcraft 1

Special Qualities: Animal companion; Nature sense; Wild empathy

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
No mundane items
No items
No coins

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