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 adecuately lit. Your nostrils are flooded by a floury smell. You hear the sound of growling in the distance. In the northwestern corner there's a blood smudge on the floor.
There's a wooden door to the south.

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
Masterwork studded leather {worth 175 gp}
No items
100 gp

Room 2:


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

NPCs (1)

Female Duergar Brd1: CR 2 (ECL 2); HD 1d6; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 4, Ref 3, Will 2; STR: 15 (2), DEX: 13 (1), CON: 18 (4), INT: 12 (1), WIS: 10 (0), CHA: 8 (-1)
Feats: Diligent
Skills: Appraise 5, Balance 2, Climb 4, Concentration 5, Diplomacy 0, Disguise 0, Escape Artist 3, Gather Information 0, Intimidate 0, Jump 3, Move Silently 2, Ride 2, Sense Motive 1, Spot 1, Use Rope 2, Decipher Script 3, Tumble 2, Use Magic Device 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

Large well-done wool tapestry {worth 500 gp}
Half-plate {worth 600 gp}
No items
50 gp

Room 3:


This room is well lit. Your nostrils are flooded by a sulphur stench. In the northeastern corner there's a black marble.
There's a wooden door to the south.

NPCs (1)

Male Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 1, Will 2; STR: 12 (1), DEX: 13 (1), CON: 17 (3), INT: 13 (1), WIS: 11 (0), CHA: 10 (0)
Feats: Run
Skills: Appraise 2, Climb 3, Disguise 1, Forgery 2, Gather Information 2, Hide 2, Jump 3, Move Silently 2, Sense Motive 1

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
No coins

Room 4:


This room is shrouded in magical darkness. Near the southwestern corner you see a nearly-extinguished campfire.
There's a stone door to the east.

NPCs (1)

Male Ogre Pal1: CR 4 (ECL 7); HD 4d8+1d10; hp 15; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 7, Ref 1, Will 0; STR: 26 (8), DEX: 8 (-1), CON: 21 (5), INT: 8 (-1), WIS: 11 (0), CHA: 4 (-3)
Feats: Diligent, Stealthy, Lightning Reflexes
Skills: Appraise 1, Heal 1, Hide 1, Move Silently 2, Sense Motive 1, Use Rope 0, Decipher Script 1

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

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

Treasure

No goods
No mundane items
No items
70 gp

Room 5:


This room is magically lit and the air has a strong strange smell. Close to you there's a rug.
There's a stone door to the south.
There's a wooden door to the east.

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
No mundane items
No items
No coins

Room 6:


This room is very dark. Close to the southeastern corner you find a yellow stain on the floor. Lying on the floor you see a belt buckle.
There's a wooden door to the south.

NPCs (1)

Female Half-elf Clr1: CR 1 (ECL 1); HD 1d8; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 3; STR: 13 (1), DEX: 12 (1), CON: 12 (1), INT: 15 (2), WIS: 12 (1), CHA: 10 (0)
Feats: Blind-Fight
Skills: Appraise 4, Balance 3, Diplomacy 1, Disguise 1, Forgery 3, Gather Information 1, Hide 3, Jump 2, Listen 2, Move Silently 2, Sense Motive 2, Spot 3

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

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

Treasure

No goods
Holy water (3 flasks, 25 gp each) {worth 75 gp}
No items
700 sp

Room 7:


This room is lightless. Lying on the floor you see a golden tooth.
There are 2 wooden doors to the north.
There's a stone door to the east.

NPCs (1)

Male Githzerai Pal1: CR 2 (ECL 3); HD 1d10; hp 11; Init +6; AC 16 (touch 16, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 6, Will 4; STR: 7 (-2), DEX: 23 (6), CON: 13 (1), INT: 11 (0), WIS: 18 (4), CHA: 13 (1)
Feats: Deceitful
Skills: Balance 8, Concentration 2, Disguise 3, Escape Artist 8, Forgery 2, Jump -1, Listen 5, Use Rope 7

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

Treasure

No goods
Half-plate {worth 600 gp}
No items
400 sp

Room 8:


This room is lit by a single torch. The air has a smoky smell. In the distance you seem to perceive the sound of a groan.
There's a wooden door to the west.

NPCs (1)

Female Ogre Mage Clr1: CR 9 (ECL 13); HD 6d8; hp 11; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 5, Ref 2, Will 5; STR: 23 (6), DEX: 15 (2), CON: 16 (3), INT: 16 (3), WIS: 16 (3), CHA: 19 (4)
Feats: Track, Run, Mounted Combat
Skills: Appraise 7, Balance 4, Bluff 5, Climb 9, Concentration 6, Diplomacy 5, Disguise 5, Forgery 7, Gather Information 8, Heal 7, Hide 5, Intimidate 7, Jump 8, Listen 6, Move Silently 4, Ride 5, Search 6, Sense Motive 7, Spot 4, Survival 7, Swim 8, Use Rope 3, Spellcraft 5

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); Turn or rebuke undead

Suggested armor: none

Treasure

No goods
Everburning torch {worth 110 gp}
No items
No coins

Room 9:


This room is barely lit. The air has a strong rotten smell.
There are 2 wooden doors to the west.

NPCs (1)

Female Halfling Wiz1: CR 1 (ECL 1); HD 1d4; hp 6; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 1, Will 3; STR: 11 (0), DEX: 12 (1), CON: 15 (2), INT: 9 (-1), WIS: 13 (1), CHA: 12 (1)
Feats: Nimble Fingers
Skills: Heal 2, Jump 1, Listen 2, Swim 1, Disable Device 1, Open Lock 3

Special Qualities: Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
No items
150 gp

Room 10:


This room is well lit. The air has a putrid stench.
There are 2 wooden doors to the west.
There's a stone door to the north.

Monsters (1)

Dryad: CR 1; HD 2d6 (7); Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (+2 Dex); Atk: Dagger +1 melee; Dmg: Dagger 1d4; Special Atk: Spell-like abilities; AL Always chaotic good; SV Fort 0 Ref 5 Will 5; STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18;
Feats: Alertness, Dodge, Improved Initiative
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7
Special Qualities: Symbiosis;

Treasure

silver chalice with lapis lazuli gems {worth 100 gp}
No mundane items
No items
300 sp

Room 11:


This room is lightless and the air has a strong fruity smell.

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

brass mug with jade inlays {worth 400 gp}
Magnifying glass {worth 100 gp}
No items
300 sp

Room 12:


This room is shrouded in magical darkness and the air has a moldy stench. Close to the southern wall you see a piece of cloth.
There's a stone door to the south.
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
Masterwork Crossbow, heavy {worth 350 gp}
No items
60 gp

Room 13:


This room is adecuately lit.
There's a wooden door to the east.
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
800 sp

Room 14:


This room is barely lit. The air has a woody smell.
There's a stone door to the north.
There's a wooden door to the north.

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 Ogre Mage Wiz1: CR 9 (ECL 13); HD 5d8+1d4; hp 11; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 7, Ref 1, Will 6; STR: 25 (7), DEX: 13 (1), CON: 24 (7), INT: 12 (1), WIS: 18 (4), CHA: 14 (2)
Feats: Alertness, Deft Hands, Shield Proficiency
Skills: Appraise 2, Balance 2, Bluff 4, Climb 9, Concentration 10, Diplomacy 3, Escape Artist 2, Forgery 2, Gather Information 3, Hide 2, Intimidate 3, Listen 8, Move Silently 2, Ride 5, Search 3, Spot 9, Survival 5, Swim 10, Use Rope 4, Spellcraft 5, Sleight Of Hand 3

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); Summon familiar; Scribe scroll

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

Treasure

No goods
No mundane items
No items
600 sp

Room 15:


This room is barely lit. Close to the southern wall you find a few rags.
There's a wooden door to the south.

NPCs (1)

Male Half-orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref -1, Will 1; STR: 12 (1), DEX: 8 (-1), CON: 11 (0), INT: 10 (0), WIS: 13 (1), CHA: 15 (2)
Feats: Track
Skills: Appraise 1, Balance 0, Diplomacy 3, Escape Artist 0, Forgery 2, Hide 0, Intimidate 3, Jump 2, Move Silently 0, Sense Motive 2, Spot 2, Swim 4, Use Rope 0

Special Qualities: Darkvision: 60ft; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
Banded mail {worth 250 gp}
No items
100 sp

Room 16:


This room is adecuately lit. In the distance you seem to perceive the sound of a groan. Near the southwestern corner you find a black marble.

Monsters (1)

Elf:Drow: CR 1; HD 1d8-1 (3); Init +1 (Dex); AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk: Longsword +1 melee; or longbow +2 ranged; Dmg: Longsword 1d8; or longbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral evil; SV Fort 1 Ref 1 Will 0; STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 9;
Feats: Weapon Focus (longbow)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Special Qualities: Darkvision, SR 11, elven traits, light blindness;

Treasure

No goods
No mundane items
No items
2000 cp

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