Level 1 Dungeon (16 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 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


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

MeniƓn Male Elf Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 3, Will 0; STR: 7 (-2), DEX: 16 (3), CON: 12 (1), INT: 17 (3), WIS: 11 (0), CHA: 10 (0)
Feats: Endurance
Skills: Balance 4, Climb -1, Disguise 1, Escape Artist 7, Forgery 4, Gather Information 1, Hide 4, Intimidate 1, Jump 0, Listen 2, Ride 4, Spot 1, Survival 1, Use Rope 4, Handle Animal 1

Special Qualities: Immunities: sleep; Low-light vision; 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
20 pp
0 cp
0 sp
0 gp

Room 2:


This room is well lit. Your nostrils are flooded by a distinctive smell. Echoes of footsteps can be heard in the distance. Close to the southeastern corner there's a water puddle.
There's a stone door to the south.
There are 2 wooden doors to the south.

NPCs (1)

Micarhriirdan Female Drow Drd1: CR 2 (ECL 3); HD 1d8; hp 7; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 0, Will 4; STR: 13 (1), DEX: 10 (0), CON: 9 (-1), INT: 16 (3), WIS: 15 (2), CHA: 14 (2)
Feats: Deft Hands
Skills: Appraise 6, Bluff 3, Climb 2, Concentration 0, Diplomacy 3, Disguise 4, Forgery 5, Hide 1, Intimidate 3, Jump 3, Listen 5, Move Silently 2, Sense Motive 4, Spot 3, Survival 3, Swim 2, Use Rope 2, Handle Animal 3, Sleight Of Hand 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 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
100 sp
0 cp
0 gp
0 pp

Room 3:


This room is adecuately lit and the air has a mild woody smell.
There's a wooden door to the west.

NPCs (1)

Male Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 4, Ref 1, Will 3; STR: 14 (2), DEX: 13 (1), CON: 14 (2), INT: 8 (-1), WIS: 12 (1), CHA: 10 (0)
Feats: Diligent
Skills: Appraise 1, Climb 3, Concentration 3, Escape Artist 2, Forgery 0, Gather Information 3, Heal 2, Use Rope 2, Handle Animal 1, Decipher Script 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Half-plate {worth 600 gp}
No items
6000 cp
0 sp
0 gp
0 pp

Room 4:


This room is lit by a single torch and the air has a strong sweaty smell. Near the northern wall you find a white feather.
There's a wooden door to the north.
There's a wooden door to the south.

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)

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
100 gp
0 cp
0 sp
0 pp

Room 5:


This room is adecuately lit. The air is dense. Close to the northwestern corner there's several paper scraps laying on the floor.
There's a wooden door to the west.
There's a wooden door to the north.

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)

Male Half-orc Rog1: CR 1 (ECL 1); HD 1d6; hp 9; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 5, Will 4; STR: 15 (2), DEX: 16 (3), CON: 16 (3), INT: 9 (-1), WIS: 14 (2), CHA: 8 (-1)
Feats: Iron Will
Skills: Appraise 1, Concentration 5, Diplomacy 0, Forgery 1, Gather Information 0, Heal 3, Intimidate 0, Jump 4, Listen 4, Search 0, Sense Motive 3, Spot 3, Survival 3, Open Lock 4, Decipher Script 2, Sleight Of Hand 5, Use Magic Device 3

Special Qualities: Darkvision: 60ft; Trap finding; Sneak attack +1d6

Suggested armor: none

Treasure

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

Room 6:


This room is lit by a single torch and the air is shallow.
There's a wooden door to the south.
There's an iron door to the east.

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

No goods
Lock, good {worth 80 gp}
No items
140 gp
0 cp
0 sp
0 pp

Room 7:


This room is barely lit. Close to the western wall there's some pieces of smashed wood.
There are 2 wooden doors to the east.

NPCs (1)

Female Half-orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 14; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 0, Will 0; STR: 13 (1), DEX: 11 (0), CON: 13 (1), INT: 11 (0), WIS: 11 (0), CHA: 13 (1)
Feats: Affinity, Toughness
Skills: Appraise 1, Bluff 2, Diplomacy 2, Heal 1, Jump 2, Move Silently 1, Ride 2, Spot 2, Handle Animal 3

Special Qualities: Darkvision: 60ft

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

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

Room 8:


This room is adecuately lit and the air has a mild fruity smell.
There's a wooden door to the west.

Traps (1)

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).

NPCs (1)

Female Ogre Brd1: CR 4 (ECL 7); HD 4d8+1d6; hp 10; Init +5; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 4, Ref 3, Will 0; STR: 24 (7), DEX: 13 (1), CON: 18 (4), INT: 4 (-3), WIS: 6 (-2), CHA: 4 (-3)
Feats: Point Blank Shot, Martial Weapon Proficiency, Improved Initiative
Skills: Appraise -2, Forgery -2, Tumble 3

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

Room 9:


This room is well lit and the air has a mild floury smell. In the northwestern corner you see a piece of rotten rope.
There's a stone door to the west.
There's a wooden door to the south.

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
80 gp
0 cp
0 sp
0 pp

Room 10:


This room is well lit. Close to the northern wall there's a few pieces of parchment.

NPCs (1)

Male Human Wiz1: 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 3; STR: 11 (0), DEX: 14 (2), CON: 12 (1), INT: 10 (0), WIS: 12 (1), CHA: 11 (0)
Feats: Agile, Diligent
Skills: Appraise 2, Balance 4, Escape Artist 4, Forgery 1, Hide 3, Listen 3, Move Silently 3, Ride 4, Sense Motive 2, Spellcraft 1, Decipher Script 2

Special Qualities: Summon familiar; Scribe scroll

Suggested armor: none

Treasure

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

Room 11:


This room is barely lit. In the northern wall you see a needle.
There's a wooden door to the west.
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

solid gold idol (10 lb.) {worth 600 gp}
No mundane items
No items
100 gp
0 cp
0 sp
0 pp

Room 12:


This room is barely lit and your nostrils are flooded by a minty smell. You spot a bell a few feet from you.
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
0 cp
0 sp
0 gp
0 pp

Room 13:


This room is completely dark. Your nostrils are flooded by a floury stench. In the distance you seem to perceive the sound of screeching metal. Near the western wall you find some pieces of smashed wood.
There are 2 wooden doors to the west.
There's a wooden door to the south.

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
300 sp
0 cp
0 gp
0 pp

Room 14:


This room is very dark.
There are 2 wooden doors to the west.
There's an iron door to the west.

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
10 pp
0 cp
0 sp
0 gp

Room 15:


This room is lightless and you are surrounded by a noxious smell. In the eastern wall you find a water puddle.
There are 2 wooden doors to the west.
There's a stone door to the east.

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

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

Room 16:


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

Monsters (1)

Fungus:Shrieker: CR 1; HD 2d8+2 (11); Init -5 (Int); AC 13 (+3 natural); Atk: ; Dmg: ; Special Atk: Shriek; AL Always neutral; SV Fort 4 Ref Will -4; STR , DEX , CON 13, INT 1, WIS 2, CHA 1;
Feats:
Skills:
Special Qualities: Plant;

Treasure

No goods
Masterwork Hammer, light {worth 301 gp}
No items
0 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