Level 1 Dungeon (11 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Room #10 Room #11 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1

Room 1:


This room is lightless.
There's a wooden door to the west.
There's a stone door to the east.

NPCs (1)

Female Githzerai Bbn1: CR 2 (ECL 3); HD 1d12; hp 14; Init +5; AC 15 (touch 15, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 4, Ref 5, Will 2; STR: 7 (-2), DEX: 21 (5), CON: 14 (2), INT: 4 (-3), WIS: 15 (2), CHA: 15 (2)
Feats: Diligent
Skills: Appraise -1, Climb 0, Disguise 3, Use Rope 6, Decipher Script -1

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

Room 2:


This room is very dark. A distant sound of conversation can be heard.
There's a wooden door to the south.

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).

NPCs (1)

Male Duergar Ftr1: CR 2 (ECL 2); HD 1d10; hp 11; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 3, Ref -1, Will -2; STR: 8 (-1), DEX: 9 (-1), CON: 13 (1), INT: 13 (1), WIS: 7 (-2), CHA: 6 (-2)
Feats: Agile, Improved Shield Bash
Skills: Appraise 2, Balance 1, Bluff -1, Climb 1, Escape Artist 1, Forgery 2, Gather Information -1, Hide 0, Intimidate 0, Search 2, Spot -1

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

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

Treasure

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

Room 3:


This room is adecuately lit. The air has a strong bitter smell. Near the eastern wall you find a piece of rotten rope.
There are 2 wooden doors to the north.
There's an iron door to the north.

NPCs (1)

Female Half-orc Brd1: CR 1 (ECL 1); HD 1d6; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 4, Will 0; STR: 16 (3), DEX: 15 (2), CON: 13 (1), INT: 13 (1), WIS: 7 (-2), CHA: 7 (-2)
Feats: Two-Weapon Fighting
Skills: Balance 5, Climb 5, Diplomacy -1, Escape Artist 3, Gather Information 0, Intimidate 0, Jump 4, Move Silently 4, Decipher Script 3, Spellcraft 3, Use Magic Device 0

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

Room 4:


This room is barely lit. Near the northeastern corner you see a few pieces of parchment.
There's a wooden door to the north.

NPCs (1)

Female Ogre Mage Drd1: CR 9 (ECL 13); HD 6d8; hp 13; Init +4; AC 18 (touch 13, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 7, Ref 4, Will 4; STR: 25 (7), DEX: 18 (4), CON: 21 (5), INT: 9 (-1), WIS: 15 (2), CHA: 20 (5)
Feats: Mounted Combat, Nimble Fingers, Improved Shield Bash
Skills: Appraise 1, Balance 6, Bluff 7, Climb 8, Concentration 7, Heal 3, Jump 9, Listen 3, Move Silently 5, Ride 5, Search 0, Spot 4, Use Rope 5, Handle Animal 6, Disable Device 1, Open Lock 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); Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 5:


This room is lit by a single torch and the air is foggy. Close to the southern wall you find a few small dead spiders. You spot a sickle a few feet from you.
There's a stone door to the south.

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)

Ghoul:Lacedon: 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

silver-plated steel longsword with jet jewel in hilt {worth 600 gp}
No mundane items
No items
40 pp
0 cp
0 sp
0 gp

Room 6:


This room is adecuately lit. In the distance you seem to perceive the sound of screaming. Close to the western wall you find a few rags.
There's a wooden door to the east.

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)

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

No goods
Masterwork Longsword {worth 315 gp}
No items
120 gp
0 cp
0 sp
0 pp

Room 7:


This room is lightless.
There's a wooden door to the east.

Monsters (1)

Vermin:Monstrous Spider, Medium-Size: CR 1; HD 2d8+2 (11); Init +3 (Dex); AC 14 (+3 Dex, +1 natural); Atk: Bite +4 melee; Dmg: Bite 1d6 and poison; Special Atk: Poison, web; AL Always neutral; SV Fort 4 Ref 3 Will 0; STR 11, DEX 17, CON 12, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +12, Hide +10, Jump +0*, Spot +7*
Special Qualities: Vermin;

Treasure

No goods
Spyglass {worth 1000 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 8:


This room is adecuately lit. You are surrounded by a distinctive smell. A faint sound of a slammed door can be heard from here. Near the southwestern corner you see a piece of cloth.
There's a wooden door to the east.

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

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

Room 9:


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

NPCs (1)

Male Human Rog1: CR 1 (ECL 1); HD 1d6; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 3; STR: 14 (2), DEX: 12 (1), CON: 14 (2), INT: 12 (1), WIS: 17 (3), CHA: 13 (1)
Feats: Point Blank Shot, Nimble Fingers
Skills: Appraise 2, Balance 2, Climb 3, Concentration 4, Diplomacy 3, Disguise 3, Forgery 2, Heal 5, Hide 3, Intimidate 3, Jump 4, Move Silently 3, Ride 2, Search 4, Survival 5, Swim 5, Use Rope 3, Disable Device 3, Open Lock 3, Decipher Script 2, Sleight Of Hand 3, Use Magic Device 3

Special Qualities: Trap finding; Sneak attack +1d6

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

Treasure

Large well-done wool tapestry {worth 300 gp}
No mundane items
No items
80 gp
0 cp
0 sp
0 pp

Room 10:


This room is lightless.
There's a stone door to the south.

Monsters (1)

Grimlock: CR 1; HD 2d8+2 (11); Init +1 (Dex); AC 15 (+1 Dex, +4 natural); Atk: Battleaxe +4 melee; Dmg: Battleaxe 1d8+3; Special Atk: Blindsight; AL Always neutral evil; SV Fort 1 Ref 4 Will 2; STR 15, DEX 13, CON 13, INT 10, WIS 8, CHA 6;
Feats: Alertness
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Special Qualities: Immunities, scent;

Treasure

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

Room 11:


This room is lightless. The air is rare.

NPCs (1)

Male Duergar Wiz1: CR 2 (ECL 2); HD 1d4; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 1, Ref 0, Will 4; STR: 9 (-1), DEX: 10 (0), CON: 12 (1), INT: 11 (0), WIS: 14 (2), CHA: 11 (0)
Feats: Point Blank Shot
Skills: Disguise 1, Escape Artist 1, Gather Information 1, Heal 3, Intimidate 1, Swim 0, Spellcraft 2

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
120 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