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 Stair up #1

Room 1:


This room is very dark. You hear the sound of a campfire in the distance.
There's a wooden door to the north.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Male Githzerai Pal1: CR 2 (ECL 3); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 3, Will 2; STR: 14 (2), DEX: 13 (1), CON: 13 (1), INT: 11 (0), WIS: 14 (2), CHA: 13 (1)
Feats: Lightning Reflexes
Skills: Balance 2, Bluff 2, Disguise 2, Hide 2, Sense Motive 3, Spot 3, Swim 3, Handle Animal 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

Eye agate {worth 72 gp}
Banded mail {worth 250 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 2:


This room is well lit and the air has a vile smell. Near the western wall you find a dozen broken vials.
There's a stone door to the east.
There's a wooden door to the south.

NPCs (1)

Nîn'ebain Female Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 1; STR: 11 (0), DEX: 16 (3), CON: 11 (0), INT: 14 (2), WIS: 9 (-1), CHA: 13 (1)
Feats: Negotiator
Skills: Appraise 3, Climb 3, Concentration 1, Diplomacy 3, Escape Artist 4, Hide 4, Jump 1, Ride 4, Search 3, Sense Motive 1, Survival 0, Spellcraft 3

Special Qualities: Immunities: sleep; Low-light vision; Turn or rebuke undead

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

Treasure

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

Room 3:


This room is adecuately lit. In the northern wall there's a white feather.
There's a wooden door to the south.
There's an iron door to the south.
There's a stone door to the west.

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
400 sp
0 cp
0 gp
0 pp

Room 4:


This room is lightless. In the northeastern corner there's a crystal eye.
There's an iron door to the east.

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)

Ghoul:Ghoul: CR 1; HD 2d12 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; 2 claws +0 melee; Dmg: Bite 1d6+1 and paralysis; claw 1d3 and paralysis; Special Atk: Paralysis, create spawn; AL Always chaotic evil; SV Fort 0 Ref 2 Will 5; STR 13, DEX 15, CON , INT 13, WIS 14, CHA 16;
Feats: Multiattack, Weapon Finesse (bite)
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
Special Qualities: Undead, +2 turn resistance;

Treasure

No goods
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 5:


This room is magically lit. Close to the northwestern corner you find a broken ceramic bowl.
There's a stone door to the west.

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
50 gp
0 cp
0 sp
0 pp

Room 6:


This room is barely lit. The air is stale. In the western wall you find a piece of broken mirror.
There's a wooden door to the west.

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

No goods
Full plate {worth 1500 gp}
No items
700 sp
0 cp
0 gp
0 pp

Room 7:


This room is very dark. Close to the southern wall you find a few rags.
There's a stone door to the west.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Female Halfling Mnk1: CR 1 (ECL 1); HD 1d8; hp 8; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 5, Will 1; STR: 12 (1), DEX: 16 (3), CON: 11 (0), INT: 15 (2), WIS: 8 (-1), CHA: 10 (0)
Feats: Deft Hands, Point Blank Shot
Skills: Balance 5, Bluff 2, Concentration 1, Diplomacy 1, Escape Artist 6, Forgery 3, Heal 1, Jump 4, Listen 1, Move Silently 4, Search 3, Spot 0, Survival 0, Swim 2, Use Rope 5, Tumble 4, Sleight Of Hand 5

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

Suggested armor: none

Treasure

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

Room 8:


This room is lightless and the air is rare. In the southern wall you find a black marble.
There's an iron door to the west.
There's a wooden door to the west.

Traps (1)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares).

Monsters (1)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

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

Room 9:


This room is lit by a single torch and your nostrils are flooded by a moldy stench. Lying on the floor you see a chess piece.
There's a stone door to the north.

NPCs (1)

Female Ogre Pal1: CR 4 (ECL 7); HD 4d8+1d10; hp 12; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 4, Ref 2, Will 1; STR: 27 (8), DEX: 10 (0), CON: 14 (2), INT: 3 (-4), WIS: 12 (1), CHA: 7 (-2)
Feats: Track, Lightning Reflexes, Power Attack
Skills:

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

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

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

Room 10:


This room is lit by a single torch.
There are 2 wooden doors to the south.
There's a wooden door to the east.

NPCs (1)

Female Gnome Ftr1: 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: 7 (-2), DEX: 11 (0), CON: 12 (1), INT: 14 (2), WIS: 9 (-1), CHA: 13 (1)
Feats: Stealthy, Shield Proficiency
Skills: Appraise 3, Bluff 3, Concentration 2, Disguise 2, Heal 1, Hide 2, Jump -1, Move Silently 2, Search 3, Sense Motive 0, Spot 1, Survival 1, Use Rope 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation

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

Treasure

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

Room 11:


This room is very dark. Close to the northern wall you see a pile of bones.
There's a wooden door to the south.

NPCs (1)

Male Githzerai Wiz1: CR 2 (ECL 3); HD 1d4; hp 4; Init +5; AC 15 (touch 15, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 5, Will 2; STR: 10 (0), DEX: 21 (5), CON: 11 (0), INT: 11 (0), WIS: 10 (0), CHA: 10 (0)
Feats: Dodge
Skills: Disguise 1, Heal 1, Move Silently 6, Search 1, Sense Motive 2, Survival 1, Use Rope 6

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 completely dark. Your nostrils are flooded by a nasty stench.
There's a wooden door to the south.
There's a wooden 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
No mundane items
No items
80 gp
0 cp
0 sp
0 pp

Room 13:


This room is lightless. In the northwestern corner you see two small rag dolls.
There's an iron door to the east.
There's a wooden door to the west.

NPCs (1)

Female Duergar Wiz1: CR 2 (ECL 2); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 1, Ref 2, Will 5; STR: 15 (2), DEX: 14 (2), CON: 13 (1), INT: 15 (2), WIS: 16 (3), CHA: 10 (0)
Feats: Alertness
Skills: Appraise 3, Bluff 1, Concentration 3, Escape Artist 5, Forgery 3, Gather Information 1, Jump 4, Listen 5, Move Silently 3, Search 4, Spot 5, Use Rope 3

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

Suggested armor: none

Treasure

No goods
Masterwork Light wooden shield {worth 153 gp}
No items
500 sp
0 cp
0 gp
0 pp

Room 14:


This room is adecuately lit and the air has a putrid smell. Echoes of a slammed door can be heard in the distance.
There's a wooden door to the east.

NPCs (1)

Female Half-elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 0; STR: 13 (1), DEX: 15 (2), CON: 15 (2), INT: 16 (3), WIS: 11 (0), CHA: 15 (2)
Feats: Improved Shield Bash, Combat Expertise
Skills: Appraise 4, Balance 3, Bluff 3, Climb 2, Concentration 3, Escape Artist 3, Intimidate 3, Jump 2, Move Silently 4, Ride 3, Search 6, Sense Motive 1, Spot 1, Swim 4, Use Rope 3

Special Qualities: Low-light vision; Immunities: sleep

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

Treasure

No goods
Masterwork Scimitar {worth 315 gp}
No items
160 gp
0 cp
0 sp
0 pp

Room 15:


This room is well lit and the air has a mild biting smell.
There are 2 iron doors to the north.
There's a wooden door to the north.

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
500 sp
0 cp
0 gp
0 pp

Room 16:


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

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

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

Room 17:


This room is barely lit. Your nostrils are flooded by a rancid stench.
There's a wooden door to the north.
There's a wooden door to the west.

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
5000 cp
0 sp
0 gp
0 pp

Room 18:


This room is lit by a single torch. In the southwestern corner you find a few rags.
There's a wooden door to the west.

Monsters (1)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

Treasure

No goods
Full plate {worth 1500 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 19:


This room is lightless. You hear the sound of growling in the distance. Near the northeastern corner there's a blood smudge on the floor.
There's a wooden door to the south.
There's a stone door to the north.

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

Tiger eye turquoise {worth 18 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 20:


This room is lightless and the air has a burnt stench. Close to the eastern wall you find a moldy parchment.
There's a wooden door to the south.
There's a stone door to the south.
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).

NPCs (1)

Female Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 10; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 4, Ref 4, Will 4; STR: 16 (3), DEX: 18 (4), CON: 14 (2), INT: 13 (1), WIS: 14 (2), CHA: 8 (-1)
Feats: Investigator
Skills: Appraise 2, Bluff 0, Climb 4, Diplomacy 0, Disguise 0, Escape Artist 5, Forgery 5, Gather Information 1, Hide 5, Intimidate 0, Jump 4, Search 3, Sense Motive 4, Survival 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

aquamarine {worth 900 gp}
No mundane items
No items
800 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