Level 1 Dungeon (17 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is barely lit. Close to the southeastern corner you find a white stain on the floor.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Female Ogre Mage Rgr1: CR 9 (ECL 13); HD 5d8+1d10; hp 15; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 7, Ref 1, Will 4; STR: 22 (6), DEX: 13 (1), CON: 20 (5), INT: 16 (3), WIS: 18 (4), CHA: 18 (4)
Feats: Persuasive, Negotiator, Nimble Fingers
Skills: Appraise 4, Balance 3, Bluff 6, Climb 10, Concentration 7, Diplomacy 6, Disguise 6, Escape Artist 4, Forgery 6, Gather Information 8, Heal 6, Hide 5, Intimidate 6, Jump 10, Listen 8, Move Silently 5, Ride 5, Search 7, Sense Motive 6, Spot 7, Survival 8, Swim 9, Use Rope 2, Handle Animal 8, Disable Device 5, Open Lock 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); 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 2:


This room is lit by an unknown glow and the air is hazey. Near the southern wall you see a dead mouse.
There's a wooden door to the west.

NPCs (1)

Thoth Male Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 4, Ref -1, Will 4; STR: 14 (2), DEX: 8 (-1), CON: 15 (2), INT: 11 (0), WIS: 14 (2), CHA: 11 (0)
Feats: Iron Will
Skills: Escape Artist 0, Gather Information 1, Listen 3, Move Silently 0, Sense Motive 3, Survival 3, Swim 4

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
Masterwork Crossbow, heavy {worth 350 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 3:


This room is magically lit. For an instant you hear the sound of rattling chains, but then it stops.
There's a stone door to the west.
There are 2 wooden doors to the west.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, 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
0 cp
0 sp
0 gp
0 pp

Room 4:


This room is barely lit and the air is foggy. Near the eastern wall you see a white feather.
There are 2 wooden doors 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
150 gp
0 cp
0 sp
0 pp

Room 5:


This room is lit by a single torch. The air is thin. In the western wall you see a small ball of yarn.
There's a wooden door to the west.
There's a wooden door to the south.
There's a wooden door to the north.

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

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

Room 6:


This room is adecuately lit. Close to the northwestern corner you find a few small dead spiders.
There are 2 wooden doors to the west.

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
700 sp
0 cp
0 gp
0 pp

Room 7:


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

NPCs (1)

Male Gnome Rog1: CR 1 (ECL 1); HD 1d6; hp 9; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 5, Will 2; STR: 14 (2), DEX: 16 (3), CON: 16 (3), INT: 10 (0), WIS: 14 (2), CHA: 13 (1)
Feats: Endurance
Skills: Balance 4, Bluff 3, Concentration 4, Disguise 3, Forgery 1, Gather Information 2, Hide 4, Jump 4, Listen 3, Move Silently 4, Ride 5, Search 3, Sense Motive 3, Spot 4, Swim 4, Use Rope 4, Disable Device 1, Open Lock 4, Decipher Script 2, Tumble 5, Use Magic Device 3

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Trap finding; Sneak attack +1d6

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

Treasure

brass mug with jade inlays {worth 600 gp}
No mundane items
No items
100 gp
0 cp
0 sp
0 pp

Room 8:


This room is barely lit. The air is rare. Near the northwestern corner there's a few pieces of parchment.
There's an iron door to the west.

NPCs (1)

afae'G'eldvyll Male Drow Ftr1: CR 2 (ECL 3); HD 1d10; hp 12; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 4, Ref 0, Will 2; STR: 10 (0), DEX: 10 (0), CON: 14 (2), INT: 16 (3), WIS: 15 (2), CHA: 15 (2)
Feats: Blind-Fight, Deft Hands
Skills: Appraise 5, Balance 2, Bluff 3, Diplomacy 3, Gather Information 4, Hide 2, Intimidate 3, Jump 1, Move Silently 1, Ride 4, Search 5, Swim 1, Use Rope 2, Sleight Of Hand 2

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

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

Treasure

Rhodochrosite {worth 48 gp}
Masterwork Crossbow, heavy {worth 350 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 9:


This room is lightless. You hear the faint sound of falling debris, but can't quite place where it comes from.
There's a wooden door to the south.
There's an iron door to the north.

Traps (2)

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).

Rolling Rock Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 22; Cost: 1,400 gp; Atk +10 melee (2d6, rock).

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

Room 10:


This room is barely lit.
There's an iron door to the east.

NPCs (1)

Male Human Brd1: CR 1 (ECL 1); HD 1d6; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will 4; STR: 18 (4), DEX: 13 (1), CON: 13 (1), INT: 16 (3), WIS: 14 (2), CHA: 8 (-1)
Feats: Deceitful, Blind-Fight
Skills: Balance 2, Bluff 1, Concentration 2, Diplomacy 0, Disguise 1, Escape Artist 2, Forgery 5, Gather Information 1, Heal 4, Hide 2, Intimidate 0, Listen 3, Move Silently 4, Ride 2, Search 5, Sense Motive 3, Spot 4, Survival 5, Swim 5, Use Rope 2, Decipher Script 6, Use Magic Device 0

Special Qualities: Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
Darkwood Buckler {worth 205 gp}
No items
800 sp
0 cp
0 gp
0 pp

Room 11:


This room is lit by an unknown glow. Near the northwestern corner there's a piece of broken mirror.
There's a wooden door to the east.

Traps (1)

Swinging Block Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 20; Disable Device DC 20; Cost: 500 gp; Atk +5 melee (4d6, stone block).

NPCs (1)

Male Halfling Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 0, Will 1; STR: 12 (1), DEX: 10 (0), CON: 11 (0), INT: 11 (0), WIS: 12 (1), CHA: 17 (3)
Feats: Weapon Finesse, Endurance
Skills: Appraise 1, Bluff 5, Listen 3, Search 2, Handle Animal 4

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

Treasure

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

Room 12:


This room is well lit and the air is thin. You spot an earring a few feet from you.
There's a wooden door to the north.
There's a wooden door to the south.
There's an iron door to the west.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

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

Room 13:


This room is well lit. The air has a funny stench. In the distance you seem to perceive the sound of whispers. In the northwestern corner there's a small pile of ash.
There's a wooden door to the east.

NPCs (1)

Male Githyanki Bbn1: CR 2 (ECL 3); HD 1d12; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 1, Will 1; STR: 11 (0), DEX: 12 (1), CON: 12 (1), INT: 9 (-1), WIS: 12 (1), CHA: 14 (2)
Feats: Endurance
Skills: Balance 2, Bluff 4, Diplomacy 3, Gather Information 3, Heal 2, Jump 1, Listen 2, Search 0, Sense Motive 2, Spot 2, Use Rope 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

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

Room 14:


This room is shrouded in magical darkness.
There's a wooden door to the north.

NPCs (1)

Neerolggos Female Drow Pal1: CR 2 (ECL 3); HD 1d10; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 1, Ref 3, Will 1; STR: 14 (2), DEX: 13 (1), CON: 9 (-1), INT: 13 (1), WIS: 12 (1), CHA: 18 (4)
Feats: Lightning Reflexes
Skills: Climb 3, Diplomacy 5, Jump 3, Listen 2, Move Silently 2, Search 2, Sense Motive 2, Spot 3, Survival 2, Swim 3, Handle Animal 5

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Half-plate (+7AC, 600gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

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

Room 15:


This room is lightless. The air has a mild earthy smell. In the eastern wall there's a nearly-extinguished campfire.
There's an iron door to the east.
There's an iron door to the west.
There's a wooden door to the south.

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
0 cp
0 sp
0 gp
0 pp

Room 16:


This room is lightless and your nostrils are flooded by an acrid stench. In the distance you seem to perceive the sound of scurrying mice. In the northern wall you see a tiny piece of chalk.
There's a stone door to the west.
There's a wooden door to the west.

NPCs (1)

Gromok Male Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 3, Ref 2, Will 2; STR: 19 (4), DEX: 11 (0), CON: 13 (1), INT: 12 (1), WIS: 14 (2), CHA: 10 (0)
Feats: Lightning Reflexes
Skills: Appraise 2, Climb 6, Gather Information 1, Heal 3, Ride 1, Sense Motive 3, Spot 3, Swim 7, Use Rope 1

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
0 cp
0 sp
0 pp

Room 17:


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

NPCs (1)

Male Gnome Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init -1; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 2; STR: 9 (-1), DEX: 9 (-1), CON: 12 (1), INT: 10 (0), WIS: 11 (0), CHA: 13 (1)
Feats: Self-Sufficient, Track
Skills: Balance 1, Bluff 2, Climb 0, Disguise 2, Escape Artist 0, Forgery 1, Heal 2, Hide 0, Intimidate 3, Jump 0, Move Silently 1, Sense Motive 1, Survival 2, Swim 0, Tumble 0

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
5000 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