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 up #0 Stair up #1 Stair up #2

Room 1:


This room is adecuately lit and the air has a mild burnt smell. Near the southeastern corner you find some rotten cheese.
There's a stone door to the north.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

Male Gnome Wiz1: CR 1 (ECL 1); HD 1d4; hp 8; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 2, Will 3; STR: 12 (1), DEX: 15 (2), CON: 18 (4), INT: 16 (3), WIS: 12 (1), CHA: 12 (1)
Feats: Martial Weapon Proficiency
Skills: Appraise 5, Bluff 2, Diplomacy 2, Escape Artist 3, Hide 4, Intimidate 2, Jump 2, Listen 2, Ride 3, Sense Motive 3, Spot 2, Survival 3, Swim 2, Use Rope 4, Spellcraft 4

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
40 pp
0 cp
0 sp
0 gp

Room 2:


This room is adecuately lit and the air has a strong putrid smell.
There's a wooden door to the south.
There's an iron door to the west.

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

Room 3:


This room is shrouded in magical darkness and the air is stale.
There's a stone door to the west.
There's an iron door to the south.

Traps (1)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

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
Masterwork studded leather {worth 175 gp}
No items
60 gp
0 cp
0 sp
0 pp

Room 4:


This room is barely lit. The air has a strong reek smell. You hear the faint sound of burning torches, but can't quite place where it comes from.
There are 2 wooden doors to the north.

Traps (1)

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

Male Halfling Drd1: CR 1 (ECL 1); HD 1d8; hp 11; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 3, Will 3; STR: 11 (0), DEX: 17 (3), CON: 16 (3), INT: 12 (1), WIS: 12 (1), CHA: 12 (1)
Feats: Endurance
Skills: Balance 4, Diplomacy 2, Disguise 2, Escape Artist 5, Gather Information 2, Heal 2, Hide 4, Jump 1, Listen 2, Move Silently 6, Spot 3, Survival 2, Swim 1, Use Rope 4, Handle Animal 2, Spellcraft 2

Special Qualities: Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Masterwork Crossbow, heavy {worth 350 gp}
No items
120 gp
0 cp
0 sp
0 pp

Room 5:


This room is lightless.
There's a wooden door to the south.
There's an iron door to the south.
There's a wooden door to the west.

Monsters (1)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

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

Room 6:


This room is lightless and your nostrils are flooded by a reek stench.
There's a wooden door to the south.
There's an iron 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 7:


This room is barely lit. Close to the northeastern corner there's a patch of fungus.
There's a wooden door to the south.

NPCs (1)

Gagguth Male Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref -1, Will 4; STR: 20 (5), DEX: 8 (-1), CON: 12 (1), INT: 10 (0), WIS: 14 (2), CHA: 9 (-1)
Feats: Self-Sufficient
Skills: Balance 0, Concentration 2, Diplomacy 0, Disguise 0, Forgery 1, Heal 4, Listen 3, Survival 4, Use Rope 1

Special Qualities: Darkvision: 60ft; Light sensitivity; Summon familiar

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

Treasure

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

Room 8:


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

NPCs (1)

Male Half-elf Brd1: CR 1 (ECL 1); HD 1d6; hp 9; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 5; STR: 11 (0), DEX: 8 (-1), CON: 17 (3), INT: 13 (1), WIS: 17 (3), CHA: 14 (2)
Feats: Combat Reflexes
Skills: Balance 0, Disguise 3, Forgery 3, Gather Information 3, Hide 0, Intimidate 3, Jump 1, Listen 4, Search 2, Sense Motive 4, Spot 4, Use Rope 0, Decipher Script 3, Spellcraft 2, Tumble 0, Use Magic Device 5

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

Room 9:


This room is lightless. Your nostrils are flooded by a damp smell. Echoes of a campfire can be heard in the distance. In the western wall you find several paper scraps laying on the floor.
There's a wooden door to the east.
There's a wooden door to the north.

NPCs (1)

Owaak Female Orc Brd1: CR 1 (ECL 1); HD 1d6; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort -1, Ref 2, Will 0; STR: 18 (4), DEX: 10 (0), CON: 9 (-1), INT: 12 (1), WIS: 7 (-2), CHA: 9 (-1)
Feats: Agile
Skills: Appraise 2, Balance 2, Climb 5, Diplomacy 0, Disguise 1, Escape Artist 2, Gather Information 0, Heal 0, Intimidate 0, Listen 1, Search 2, Survival -1, Decipher Script 2, Spellcraft 2, Tumble 1

Special Qualities: Darkvision: 60ft; Light sensitivity; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

Suggested armor: none

Treasure

a string of small pink pearls (necklace) {worth 2000 gp}
No mundane items
No items
70 gp
0 cp
0 sp
0 pp

Room 10:


This room is barely lit.
There's a wooden door to the west.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

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

Room 11:


This room is well lit and your nostrils are flooded by a minty smell. A distant sound of a campfire can be heard.
There's a stone door to the west.
There's a wooden door to the west.

NPCs (1)

Female Dwarf Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 1; STR: 9 (-1), DEX: 15 (2), CON: 13 (1), INT: 12 (1), WIS: 13 (1), CHA: 6 (-2)
Feats: Affinity, Deceitful
Skills: Balance 4, Concentration 2, Diplomacy 0, Disguise 0, Escape Artist 4, Forgery 3, Jump 0, Move Silently 3, Ride 4, Survival 2, Swim 0, Handle Animal 0

Special Qualities: Darkvision: 60ft

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

Treasure

gold and topaz bottle stopper cork {worth 1000 gp}
No mundane items
No items
110 gp
0 cp
0 sp
0 pp

Room 12:


This room is lit by a single torch and the air is dense. Echoes of tip toes can be heard in the distance.
There's a stone door to the north.
There's a wooden door to the west.

NPCs (1)

Male Duergar Ftr1: CR 2 (ECL 2); HD 1d10; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 5, Ref 1, Will -1; STR: 16 (3), DEX: 12 (1), CON: 16 (3), INT: 15 (2), WIS: 8 (-1), CHA: 6 (-2)
Feats: Armor Proficiency (light), Combat Expertise
Skills: Balance 2, Bluff -1, Diplomacy -1, Escape Artist 3, Forgery 3, Gather Information -1, Heal 0, Hide 2, Jump 4, Ride 2, Search 3, Sense Motive 0, Spot 0, Survival 0, Swim 4

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
Thieves' tools, masterwork {worth 50 gp}
No items
10 pp
0 cp
0 sp
0 gp

Room 13:


This room is well lit and the air has a vile stench.
There's a stone door to the east.
There's a wooden door to the east.
There's a wooden door to the south.

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
Masterwork Crossbow, light {worth 335 gp}
No items
20 pp
0 cp
0 sp
0 gp

Room 14:


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

Monsters (1)

Animal:Horse, Light: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +2 melee; Dmg: Hoof 1d4+1; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 13, 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
700 sp
0 cp
0 gp
0 pp

Room 15:


This room is magically lit and the air has a damp stench.
There's a wooden door to the west.
There's a stone door to the south.
There's a wooden door to the east.

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 16:


This room is shrouded in magical darkness. A distant sound of flowing water can be heard. Near the center of the room there's a violet stain on the floor.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Female Human Mnk1: CR 1 (ECL 1); HD 1d8; hp 12; Init 0; AC 13 (touch 10, flat-footed 13, misc 3); Atk +0; SR 0; AL TN; SV Fort 3, Ref 2, Will 5; STR: 12 (1), DEX: 11 (0), CON: 13 (1), INT: 16 (3), WIS: 16 (3), CHA: 12 (1)
Feats: Track, Toughness, Improved Shield Bash
Skills: Balance 1, Bluff 3, Climb 3, Concentration 4, Diplomacy 3, Disguise 2, Escape Artist 1, Gather Information 4, Hide 1, Intimidate 2, Jump 3, Listen 4, Move Silently 3, Ride 2, Sense Motive 4, Spot 4, Swim 2, Use Rope 1, Tumble 3

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

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

Treasure

No goods
Breastplate {worth 200 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 17:


This room is magically lit.
There are 2 wooden doors to the west.

Traps (1)

Wall Blade Trap: CR 1; mechanical; trigger: touch; reset: automatic; Search DC 22; Disable Device DC 22; Cost: 2,500 gp; hidden switch bypass (25), Atk +10 melee (2d4/x4, scythe).

NPCs (1)

Woddriirn Female Drow Rgr1: CR 2 (ECL 3); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 5, Ref 2, Will 3; STR: 17 (3), DEX: 14 (2), CON: 13 (1), INT: 11 (0), WIS: 17 (3), CHA: 12 (1)
Feats: Great Fortitude
Skills: Appraise 2, Bluff 2, Climb 4, Concentration 2, Diplomacy 2, Escape Artist 3, Heal 5, Hide 3, Intimidate 3, Listen 4, Sense Motive 5, Spot 4

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

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