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

Room 1:


This room is barely lit. The air has a strong rancid smell. In the western wall you find a loose floor tile.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Male Half-elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 14; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 6, Ref 2, Will -1; STR: 14 (2), DEX: 14 (2), CON: 18 (4), INT: 15 (2), WIS: 9 (-1), CHA: 9 (-1)
Feats: Combat Expertise, Stealthy
Skills: Bluff 0, Climb 3, Heal 0, Hide 4, Jump 3, Listen 0, Move Silently 4, Search 4, Sense Motive 2, Handle Animal 2

Special Qualities: Low-light vision; Immunities: sleep

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

Treasure

Jeweled gold crown {worth 8000 gp}
No mundane items
No items
600 sp
0 cp
0 gp
0 pp

Room 2:


This room is barely lit and the air has a mild earthy smell. You hear the sound of growling in the distance. Close to the southwestern corner you find some rice spread on the floor.
There's a wooden door to the west.

NPCs (1)

Female Githzerai Brd1: CR 2 (ECL 3); HD 1d6; hp 7; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 6, Will 3; STR: 10 (0), DEX: 18 (4), CON: 12 (1), INT: 8 (-1), WIS: 12 (1), CHA: 13 (1)
Feats: Blind-Fight
Skills: Balance 5, Escape Artist 5, Forgery 1, Gather Information 2, Heal 2, Intimidate 2, Move Silently 5, Search 0, Spot 2, Survival 2, Use Rope 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 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
2000 cp
0 sp
0 gp
0 pp

Room 3:


This room is lightless. You are surrounded by a flowery smell. Echoes of falling debris can be heard in the distance.
There's a wooden door to the west.

Traps (2)

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).

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)

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
50 gp
0 cp
0 sp
0 pp

Room 4:


This room is barely lit and the air has a rancid smell. For an instant you hear the sound of whispers, but then it stops. Close to the southeastern corner there's a narrow crack on the floor. Lying on the floor you see a chess piece.
There's a wooden door to the north.
There's a wooden door to the west.
There's a wooden door to the east.

Monsters (1)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

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

Room 5:


This room is lightless and the air has a strong acrid smell. Near the northern wall you see a nearly-extinguished campfire.
There's a stone door to the east.
There's a wooden door to the west.

Monsters (1)

Animal:Squid: CR 1; HD 3d8 (13); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: 10 arms +4 melee, bite -1 melee; Dmg: Arms 0, bite 1d6+1; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 2; STR 14, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Ink cloud, jet;

Treasure

No goods
Masterwork Mace, heavy {worth 312 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 6:


This room is adecuately lit. Your nostrils are flooded by a minty smell.
There's a wooden door to the south.
There's a stone door to the east.

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
Darkwood Shield {worth 257 gp}
No items
300 sp
0 cp
0 gp
0 pp

Room 7:


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

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
100 gp
0 cp
0 sp
0 pp

Room 8:


This room is shrouded in magical darkness. You hear the faint sound of rattling chains, but can't quite place where it comes from. Close to the southeastern corner you see some rotten cheese.
There's a stone door to the south.
There are 2 wooden doors to the east.

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

Room 9:


This room is well lit. The air has a strong fruity smell. Near the southeastern corner you find some bread crumbs.
There's a wooden door to the west.
There's a stone door to the south.
There's a wooden door to the east.

NPCs (1)

Female Halfling Sor1: CR 1 (ECL 1); HD 1d4; hp 3; Init -1; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort -1, Ref -1, Will 3; STR: 12 (1), DEX: 8 (-1), CON: 8 (-1), INT: 13 (1), WIS: 13 (1), CHA: 6 (-2)
Feats: Martial Weapon Proficiency
Skills: Appraise 2, Balance 0, Climb 2, Disguise -1, Heal 2, Listen 3, Ride 0, Swim 3, Spellcraft 3

Special Qualities: Summon familiar

Suggested armor: none

Treasure

No goods
Lock, simple {worth 20 gp}
No items
400 sp
0 cp
0 gp
0 pp

Room 10:


This room is lightless. The air has a strong minty smell.
There's a stone door to the east.
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
700 sp
0 cp
0 gp
0 pp

Room 11:


This room is lightless and the air has a reek stench.
There's a wooden door to the west.
There's a stone door to the south.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, 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
50 gp
0 cp
0 sp
0 pp

Room 12:


This room is barely lit. The air has a yeasty stench.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Female Half-orc Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init +5; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 1, Will 3; STR: 10 (0), DEX: 13 (1), CON: 14 (2), INT: 9 (-1), WIS: 13 (1), CHA: 9 (-1)
Feats: Improved Initiative
Skills: Forgery 0, Hide 2, Intimidate 0, Move Silently 2

Special Qualities: Darkvision: 60ft; Summon familiar

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 13:


This room is adecuately lit. In the distance you seem to perceive the sound of burning torches.
There's an iron door to the east.
There's a wooden door to the east.

Monsters (1)

Pseudodragon: CR 1; HD 2d12+2 (15); Init +0; AC 18 (+2 size, +6 natural); Atk: Sting +4 melee, bite -1 melee; Dmg: Sting 1d3 and poison, bite 1; Special Atk: Poison; AL Always neutral good; SV Fort 4 Ref 3 Will 4; STR 11, DEX 11, CON 13, INT 10, WIS 12, CHA 10;
Feats: Alertness
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5
Special Qualities: See invisibility, telepathy, immunities, SR 19;

Treasure

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

Room 14:


This room is well lit. Your nostrils are flooded by a rotten smell. In the northeastern corner you find a black marble.
There's a stone door to the south.

Monsters (1)

Dragon:White Dragon, Wyrmling: CR 1; HD 3d12+3 (22); Init +0 (Dex); AC 14 (+2 size, +2 natural); Atk: Bite +5 melee, 2 Claws +0 melee; Dmg: Bite 1d, claw 1d3+0; Special Atk: Breath weapon; AL Always chaotic evil; SV Fort 4 Ref 3 Will 3; STR 11, DEX 10, CON 13, INT 6, WIS 11, CHA 6;
Feats: Any 1
Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3
Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;

Treasure

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

Room 15:


This room is lit by a single torch. Close to the eastern wall there's a piece of broken mirror.
There's a wooden door to the east.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

NPCs (1)

Deduth Male Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 4, Ref 1, Will -1; STR: 20 (5), DEX: 12 (1), CON: 14 (2), INT: 12 (1), WIS: 9 (-1), CHA: 12 (1)
Feats: Acrobatic
Skills: Climb 6, Concentration 3, Diplomacy 2, Disguise 3, Heal 0, Intimidate 2, Jump 7, Ride 2, Sense Motive 0, Spot 0, Swim 6, Use Rope 2, Tumble 3

Special Qualities: Darkvision: 60ft; Light sensitivity; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

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

Room 16:


This room is completely dark. Close to the northern wall there's a broken belt buckle.
There's a wooden door to the east.
There's an iron door to the south.
There's a wooden door to the north.

NPCs (1)

Female Ogre Mage Pal1: CR 9 (ECL 13); HD 5d8+1d10; hp 13; Init +3; AC 17 (touch 12, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 5, Ref 3, Will 2; STR: 22 (6), DEX: 17 (3), CON: 16 (3), INT: 16 (3), WIS: 14 (2), CHA: 23 (6)
Feats: Magical Aptitude, Combat Reflexes, Persuasive
Skills: Appraise 5, Balance 6, Bluff 8, Climb 9, Concentration 7, Diplomacy 10, Disguise 10, Escape Artist 7, Forgery 5, Gather Information 10, Hide 6, Intimidate 8, Jump 7, Listen 6, Move Silently 4, Ride 5, Search 7, Sense Motive 4, Spot 3, Survival 3, Use Rope 5, Handle Animal 7, Spellcraft 5, Use Magic Device 8

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

Treasure

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

Room 17:


This room is shrouded in magical darkness. Near the center of the room you see a yellow stain on the floor. Close to you there's a staff.
There's a wooden door to the south.

NPCs (1)

Female Half-orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 5, Will 2; STR: 19 (4), DEX: 16 (3), CON: 12 (1), INT: 14 (2), WIS: 11 (0), CHA: 11 (0)
Feats: Persuasive, Diligent
Skills: Appraise 4, Bluff 2, Concentration 2, Disguise 1, Escape Artist 4, Forgery 3, Gather Information 2, Hide 4, Intimidate 2, Jump 5, Move Silently 5, Ride 5, Search 5, Sense Motive 2, Use Rope 4, Tumble 6, Decipher Script 4

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

Suggested armor: none

Treasure

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

Room 18:


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

Traps (1)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

Monsters (1)

Animal:Dog, Riding: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 16 (+2 Dex, +4 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+3; Special Atk: ; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 15, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

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

Room 19:


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

Monsters (1)

Animal:Shark, Medium-Size: CR 1; HD 3d8+3 (16); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d6+1; Special Atk: ; AL Always neutral; SV Fort 4 Ref 5 Will 2; STR 13, DEX 15, CON 13, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Listen +7, Spot +7
Special Qualities: Keen scent;

Treasure

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

Room 20:


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

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
300 sp
0 cp
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