Level 1 Dungeon (15 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 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

Room 1:


This room is well lit. Near the eastern wall you see a blood smudge on the floor.
There's a wooden 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)

Female Dwarf Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 4; STR: 13 (1), DEX: 13 (1), CON: 13 (1), INT: 14 (2), WIS: 18 (4), CHA: 10 (0)
Feats: Persuasive
Skills: Bluff 2, Climb 3, Concentration 3, Diplomacy 2, Heal 5, Intimidate 2, Jump 2, Listen 7, Ride 2, Use Rope 2, Handle Animal 2

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

Suggested armor: Full plate (+8AC, 1500gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

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

Room 2:


This room is lightless and the air has a funny smell. A faint sound of a slammed door can be heard from here. Close to the southern wall there's a black marble.
There's a wooden door to the east.
There are 2 wooden doors to the west.

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.

Monsters (1)

Sprite:Grig: CR 1; HD 1/2 d6+1 (2); Init +4 (Dex); AC 18 (+2 size, +4 Dex, +2 natural); Atk: Dagger +6 melee; or composite shortbow +6 ranged; Dmg: Dagger 1d4-3; or composite shortbow 1d4; Special Atk: Spell-like abilities, fiddle; AL Always neutral good; SV Fort 1 Ref 6 Will 3; STR 5, DEX 18, CON 13, INT 10, WIS 13, CHA 14;
Feats: Dodge, Weapon Finesse (dagger)
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4
Special Qualities: SR 17;

Treasure

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

Room 3:


This room is barely lit and the air is rare. Near the northern wall you find a small pile of ash. Lying on the floor you see a tray.

NPCs (1)

Male Ogre Mage Rgr1: CR 9 (ECL 13); HD 5d8+1d10; hp 15; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 7, Ref 2, Will 5; STR: 24 (7), DEX: 11 (0), CON: 20 (5), INT: 18 (4), WIS: 20 (5), CHA: 19 (4)
Feats: Martial Weapon Proficiency, Lightning Reflexes, Magical Aptitude
Skills: Appraise 8, Balance 3, Bluff 6, Climb 9, Concentration 8, Diplomacy 8, Disguise 6, Escape Artist 4, Forgery 8, Gather Information 8, Heal 9, Hide 4, Intimidate 7, Jump 9, Listen 9, Move Silently 4, Ride 4, Search 7, Sense Motive 8, Spot 6, Survival 9, Swim 8, Use Rope 4, Handle Animal 8, Spellcraft 6, Use Magic Device 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); 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
Masterwork Heavy steel shield {worth 170 gp}
No items
3000 cp
0 sp
0 gp
0 pp

Room 4:


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

NPCs (1)

Bamil Male Dwarf Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref -1, Will 2; STR: 14 (2), DEX: 9 (-1), CON: 12 (1), INT: 11 (0), WIS: 10 (0), CHA: 4 (-3)
Feats: Mounted Combat
Skills: Appraise 1, Bluff -2, Climb 3, Forgery 1, Gather Information -1, Heal 1, Intimidate -2, Ride 1, Search 3, Spot 1, Swim 3, Use Rope 0

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

Room 5:


This room is barely lit. Your nostrils are flooded by a fruity stench. In the western wall there's a pentagram drawn on the floor.
There's a wooden door to the north.
There's a wooden door to the south.

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
700 sp
0 cp
0 gp
0 pp

Room 6:


This room is lit by a single torch. Near the southeastern corner there's a small pile of rocks.
There's a stone door to the west.
There's an iron door to the south.

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).

NPCs (1)

Female Half-elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 11; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref -1, Will 3; STR: 10 (0), DEX: 8 (-1), CON: 9 (-1), INT: 10 (0), WIS: 16 (3), CHA: 13 (1)
Feats: Combat Reflexes
Skills: Bluff 2, Climb 1, Concentration 0, Escape Artist 0, Forgery 1, Hide 0, Intimidate 3, Jump 2, Move Silently 1, Survival 4, Swim 1, Use Rope 1

Special Qualities: Low-light vision; Immunities: sleep; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

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

Room 7:


This room is well lit and the air has a strong yeasty smell.
There's an iron door to the east.

NPCs (1)

Funlin Male Dwarf Ftr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 1, Will -1; STR: 17 (3), DEX: 13 (1), CON: 14 (2), INT: 12 (1), WIS: 9 (-1), CHA: 7 (-2)
Feats: Athletic, Shield Proficiency
Skills: Appraise 2, Balance 2, Climb 5, Concentration 3, Diplomacy -1, Disguise -1, Forgery 2, Gather Information -1, Move Silently 2, Sense Motive 0, Survival 1, Swim 5

Special Qualities: Darkvision: 60ft

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

Treasure

No goods
Lock, superior {worth 150 gp}
No items
60 gp
0 cp
0 sp
0 pp

Room 8:


This room is barely lit and the air is foggy.
There's a stone door to the west.

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
Lock, average {worth 40 gp}
No items
200 sp
0 cp
0 gp
0 pp

Room 9:


This room is well lit. Your nostrils are flooded by a strange stench. Close to the northern wall you see a patch of fungus.
There's a wooden door to the east.
There's a wooden door to the north.

NPCs (1)

Male Githzerai Rog1: CR 2 (ECL 3); HD 1d6; hp 8; Init +5; AC 15 (touch 15, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 7, Will 0; STR: 9 (-1), DEX: 20 (5), CON: 15 (2), INT: 7 (-2), WIS: 11 (0), CHA: 14 (2)
Feats: Martial Weapon Proficiency
Skills: Appraise 1, Balance 6, Bluff 3, Concentration 3, Diplomacy 3, Escape Artist 6, Forgery -1, Heal 1, Hide 6, Intimidate 3, Jump 0, Listen 1, Search -1, Spot 1, Survival 2, Use Rope 6, Disable Device -1, Decipher Script -1, Sleight Of Hand 8

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Trap finding; Sneak attack +1d6

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

Treasure

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

Room 10:


This room is lightless. In the southeastern corner you find a broken ceramic bowl.
There's a wooden door to the south.

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
No items
40 gp
0 cp
0 sp
0 pp

Room 11:


This room is lit by a single torch. The air has an earthy stench. Near the northeastern corner you see a few ants.
There's a wooden door to the west.
There's a stone door to the west.

NPCs (1)

Male Human Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will -1; STR: 7 (-2), DEX: 15 (2), CON: 12 (1), INT: 16 (3), WIS: 8 (-1), CHA: 13 (1)
Feats: Shield Proficiency, Agile
Skills: Balance 4, Bluff 3, Climb -1, Concentration 3, Diplomacy 2, Disguise 2, Escape Artist 4, Forgery 4, Gather Information 2, Heal 1, Intimidate 2, Listen 1, Move Silently 3, Ride 4, Search 5, Sense Motive 3, Swim 0, Use Rope 4, Handle Animal 2

Special Qualities: Fast movement; Illiteracy; Rage: 1/day

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

Treasure

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

Room 12:


This room is adecuately lit. Your nostrils are flooded by a stagnant smell.
There are 2 wooden doors to the south.

NPCs (1)

Uilain Male Elf Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 6, Will 0; STR: 12 (1), DEX: 18 (4), CON: 11 (0), INT: 14 (2), WIS: 7 (-2), CHA: 11 (0)
Feats: Magical Aptitude
Skills: Appraise 3, Balance 6, Bluff 3, Climb 2, Concentration 1, Diplomacy 1, Forgery 4, Gather Information 1, Hide 5, Intimidate 1, Jump 2, Move Silently 6, Ride 5, Search 4, Sense Motive -1, Swim 2, Spellcraft 4, Use Magic Device 2

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

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 completely dark and your nostrils are flooded by a burnt smell.
There's a stone door to the west.

Traps (2)

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.

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)

Female Githyanki Brd1: CR 2 (ECL 3); HD 1d6; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 4, Will -1; STR: 18 (4), DEX: 15 (2), CON: 16 (3), INT: 8 (-1), WIS: 5 (-3), CHA: 12 (1)
Feats: Point Blank Shot
Skills: Concentration 4, Diplomacy 2, Hide 5, Jump 5, Listen -1, Ride 3, Sense Motive -2, Swim 5, Tumble 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

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

Room 14:


This room is lit by a single torch. In the southwestern corner there's a small salt circle spread on the floor.
There's a stone door to the east.

NPCs (1)

Male Half-orc Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 5; STR: 16 (3), DEX: 14 (2), CON: 12 (1), INT: 12 (1), WIS: 16 (3), CHA: 13 (1)
Feats: Nimble Fingers
Skills: Balance 4, Climb 4, Escape Artist 3, Heal 5, Intimidate 2, Jump 4, Ride 3, Search 2, Survival 5, Disable Device 3, Open Lock 4

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

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

Room 15:


This room is lightless and your nostrils are flooded by a fruity stench. Near the northwestern corner you see a blood smudge on the floor.
There's a wooden door to the east.

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

No goods
Breastplate {worth 200 gp}
No items
70 gp
0 cp
0 sp
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