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

Room 1:


This room is lightless.
There are 2 wooden doors to the east.
There's a stone door to the south.

NPCs (1)

Male Githzerai Rgr1: CR 2 (ECL 3); HD 1d10; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 2, Ref 3, Will 2; STR: 11 (0), DEX: 16 (3), CON: 10 (0), INT: 12 (1), WIS: 14 (2), CHA: 12 (1)
Feats: Acrobatic
Skills: Balance 4, Bluff 2, Climb 2, Concentration 1, Disguise 3, Escape Artist 4, Forgery 2, Gather Information 4, Heal 3, Jump 2, Ride 4, Search 2, Sense Motive 3, Spot 4, Survival 3, Handle Animal 2, Tumble 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 1st favored enemy; Track; Wild empathy

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

Treasure

old masterpiece painting {worth 1400 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 2:


This room is completely dark. You are surrounded by a smoky smell. You hear the sound of screeching metal in the distance.
There's a wooden door to the north.
There's an iron door to the west.

NPCs (1)

Female Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 13; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 4, Ref -1, Will 4; STR: 10 (0), DEX: 9 (-1), CON: 15 (2), INT: 13 (1), WIS: 14 (2), CHA: 13 (1)
Feats: Toughness
Skills: Appraise 2, Balance 0, Bluff 3, Climb 2, Concentration 4, Escape Artist 1, Gather Information 3, Heal 3, Intimidate 2, Listen 4, Ride 0, Spot 3, Swim 1, Handle Animal 2

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

Room 3:


This room is completely dark.
There are 2 wooden doors 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)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

Gold dragon comb with red garnet eye {worth 1000 gp}
No mundane items
No items
90 gp
0 cp
0 sp
0 pp

Room 4:


This room is very dark and your nostrils are flooded by a strange stench. A distant sound of a slammed door can be heard.
There are 2 wooden doors to the west.

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
0 cp
0 sp
0 gp
0 pp

Room 5:


This room is adecuately lit. You are surrounded by a foul smell.
There are 2 wooden doors to the south.
There's a wooden door to the east.

NPCs (1)

Female Duergar Bbn1: CR 2 (ECL 2); HD 1d12; hp 15; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 5, Ref 2, Will 2; STR: 13 (1), DEX: 14 (2), CON: 17 (3), INT: 10 (0), WIS: 14 (2), CHA: 7 (-2)
Feats: Weapon Finesse
Skills: Bluff -1, Concentration 4, Diplomacy -1, Disguise 0, Escape Artist 3, Forgery 2, Gather Information -1, Hide 4, Ride 4, Sense Motive 3, Survival 3, Handle Animal -1

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

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

Treasure

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

Room 6:


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

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: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
Breastplate {worth 200 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 7:


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

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

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

No goods
Half-plate {worth 600 gp}
No items
600 sp
0 cp
0 gp
0 pp

Room 8:


This room is well lit and the air is shallow. Near the northeastern corner there's a tattered cloak.
There's a wooden door to the south.

Traps (1)

Wall Blade Trap: CR 1; mechanical; trigger: touch; reset: automatic; Search DC 22; Disable Device DC 22; Cost: 2,500 gp; hidden switch bypass (25), Atk +10 melee (2d4/x4, scythe).

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

coral {worth 720 gp}
No mundane items
No items
700 sp
0 cp
0 gp
0 pp

Room 9:


This room is magically lit. A distant sound of tip toes can be heard. You spot a book a few feet from you.
There's an iron door to the north.
There's a wooden door to the west.
There's an iron door to the west.

NPCs (1)

Drisnitra Male Drow Wiz1: CR 2 (ECL 3); HD 1d4; hp 7; Init +6; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 3, Ref 2, Will 1; STR: 15 (2), DEX: 14 (2), CON: 16 (3), INT: 18 (4), WIS: 8 (-1), CHA: 17 (3)
Feats: Improved Initiative
Skills: Appraise 6, Balance 3, Bluff 4, Climb 5, Concentration 4, Disguise 4, Forgery 5, Heal 0, Listen 1, Move Silently 4, Ride 3, Search 6, Sense Motive 0, Spot 0, Survival 0, Swim 3, Spellcraft 6

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

old masterpiece painting {worth 1900 gp}
No mundane items
No items
90 gp
0 cp
0 sp
0 pp

Room 10:


This room is very dark. In the distance you seem to perceive the sound of a campfire.
There's a stone door to the north.

Monsters (1)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

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

Room 11:


This room is lightless. Your nostrils are flooded by a smoky stench. Near the eastern wall you find a piece of cloth.
There's a wooden door to the west.

NPCs (1)

Female Githzerai Wiz1: 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 5; STR: 13 (1), DEX: 19 (4), CON: 12 (1), INT: 8 (-1), WIS: 16 (3), CHA: 16 (3)
Feats: Two-Weapon Fighting
Skills: Appraise 0, Bluff 4, Climb 2, Jump 2

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

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

Treasure

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

Room 12:


This room is lit by a single torch and the air has a mild minty smell.
There's a wooden door to the east.

NPCs (1)

Female Githzerai Mnk1: CR 2 (ECL 3); HD 1d8; hp 8; Init +10; AC 18 (touch 16, flat-footed 12, misc 2); Atk +0; SR 6; AL NE; SV Fort 2, Ref 8, Will 4; STR: 11 (0), DEX: 22 (6), CON: 10 (0), INT: 10 (0), WIS: 15 (2), CHA: 13 (1)
Feats: Deft Hands, Improved Initiative
Skills: Appraise 2, Balance 7, Climb 2, Diplomacy 2, Disguise 2, Forgery 1, Hide 7, Listen 3, Ride 8, Search 1, Survival 3, Swim 2, Use Rope 8, Sleight Of Hand 8

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 13:


This room is well lit and you are surrounded by a distinctive smell.
There are 2 wooden doors to the east.
There's a stone door to the north.

NPCs (1)

Quarkiiraaste Male Drow Mnk1: CR 2 (ECL 3); HD 1d8; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 4, Will 2; STR: 13 (1), DEX: 15 (2), CON: 9 (-1), INT: 17 (3), WIS: 11 (0), CHA: 13 (1)
Feats: Dodge, Two-Weapon Fighting
Skills: Appraise 5, Bluff 3, Climb 4, Concentration 1, Disguise 2, Gather Information 3, Hide 3, Intimidate 3, Jump 4, Listen 1, Move Silently 4, Ride 4, Search 4, Spot 1, Swim 2, Use Rope 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
40 pp
0 cp
0 sp
0 gp

Room 14:


This room is well lit. You hear the sound of battle in the distance. You spot a mask a few feet from you.
There's a wooden door to the north.

NPCs (1)

Male Duergar Mnk1: CR 2 (ECL 2); HD 1d8; hp 12; Init +4; AC 18 (touch 14, flat-footed 14, misc 4); Atk +0; SR 0; AL LE; SV Fort 6, Ref 6, Will 6; STR: 9 (-1), DEX: 18 (4), CON: 18 (4), INT: 13 (1), WIS: 18 (4), CHA: 10 (0)
Feats: Two-Weapon Fighting, Track
Skills: Appraise 2, Concentration 5, Disguise 2, Heal 5, Hide 6, Intimidate 1, Jump 1, Listen 6, Move Silently 6, Search 2, Spot 5, Survival 5, Swim 1, Tumble 5

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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 15:


This room is adecuately lit. The air has a nasty smell. In the center of the room you find a broken belt buckle.
There's an iron door 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

black pearl {worth 800 gp}
No mundane items
Resist energy (type) 10 (potion) {worth 300 gp}
200 sp
0 cp
0 gp
0 pp

Room 16:


This room is lightless. In the distance you seem to perceive the sound of rattling chains. Near the western wall you find a small mouse looking your way.
There's a wooden door to the north.

NPCs (1)

Male Githyanki Pal1: CR 2 (ECL 3); HD 1d10; hp 14; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 6, Ref 3, Will 0; STR: 11 (0), DEX: 16 (3), CON: 18 (4), INT: 15 (2), WIS: 10 (0), CHA: 9 (-1)
Feats: Persuasive
Skills: Balance 4, Bluff 1, Concentration 5, Disguise 0, Escape Artist 5, Intimidate 1, Jump 3, Move Silently 4, Ride 4, Search 4, Spot 1, Swim 1, Handle Animal 0

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

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

Room 17:


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

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
0 cp
0 sp
0 pp

Room 18:


This room is lightless and the air has a yeasty stench. You hear the faint sound of footsteps, but can't quite place where it comes from.
There's an iron door to the south.
There's a stone door to the north.

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
Everburning torch {worth 110 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 19:


This room is well lit. Echoes of a gust of wind can be heard in the distance.
There's a wooden door to the east.
There's a stone door to the east.
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)

Female Githyanki Brd1: CR 2 (ECL 3); HD 1d6; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 5, Will 4; STR: 13 (1), DEX: 16 (3), CON: 14 (2), INT: 14 (2), WIS: 14 (2), CHA: 9 (-1)
Feats: Armor Proficiency (light)
Skills: Balance 5, Climb 2, Disguise 0, Escape Artist 4, Forgery 4, Gather Information 0, Jump 2, Move Silently 4, Search 5, Sense Motive 5, Spot 3, Survival 3, Use Rope 4, Decipher Script 6, Tumble 4

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

Room 20:


This room is lightless. The air has an indescribable stench.
There's a wooden door to the west.

NPCs (1)

Male Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 0, Will 1; STR: 11 (0), DEX: 11 (0), CON: 13 (1), INT: 12 (1), WIS: 12 (1), CHA: 12 (1)
Feats: Negotiator
Skills: Appraise 2, Bluff 2, Diplomacy 3, Disguise 2, Escape Artist 1, Forgery 2, Ride 1, Search 2, Sense Motive 3, Spot 2, Survival 2, Use Rope 2, Handle Animal 2

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

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

Treasure

No goods
No mundane items
No items
3000 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