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 Stair up #3

Room 1:


This room is completely dark. You hear the faint sound of flowing water, but can't quite place where it comes from. In the southeastern corner there's a broken tile on the floor.
There's an iron door to the east.

Monsters (1)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

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

Room 2:


This room is lit by a single torch.
There's a stone door to the south.

Monsters (1)

Animal:Camel: CR 1; HD 3d8+6 (19); Init +3 (Dex); AC 13 (-1 size, +3 Dex, +1 natural); Atk: Bite +5 melee; Dmg: Bite 1d4+6; Special Atk: ; AL Always neutral; SV Fort 5 Ref 6 Will 1; STR 18, DEX 16, CON 14, INT 1, WIS 11, CHA 4;
Feats:
Skills: Listen +5, Spot +5
Special Qualities: Scent;

Treasure

No goods
Masterwork Greatsword {worth 350 gp}
No items
20 pp
0 cp
0 sp
0 gp

Room 3:


This room is lightless. The air has a funny smell. Near the southwestern corner you find a few rags.
There's a wooden door to the south.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

No goods
Masterwork Longbow, composite (+3 Str bonus) {worth 700 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 4:


This room is completely dark. In the western wall you find a tiny piece of chalk.
There's a wooden door to the north.

NPCs (1)

Male Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 7; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 1, Ref 3, Will 3; STR: 13 (1), DEX: 17 (3), CON: 8 (-1), INT: 14 (2), WIS: 13 (1), CHA: 8 (-1)
Feats: Persuasive
Skills: Balance 5, Bluff 1, Climb 2, Concentration 1, Diplomacy 2, Gather Information 0, Intimidate 1, Jump 3, Listen 3, Move Silently 5, Search 4, Spot 2, Survival 3, Use Rope 5, Handle Animal 0, Spellcraft 3

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Banded mail {worth 250 gp}
No items
160 gp
0 cp
0 sp
0 pp

Room 5:


This room is well lit and your nostrils are flooded by an unpleasant smell.
There's a stone door to the south.
There's a stone door to the west.

NPCs (1)

Female Half-elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +3; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref -1, Will -1; STR: 18 (4), DEX: 9 (-1), CON: 15 (2), INT: 11 (0), WIS: 8 (-1), CHA: 11 (0)
Feats: Improved Initiative, Nimble Fingers
Skills: Balance 0, Climb 5, Forgery 1, Heal 0, Hide 0, Jump 5, Listen 0, Ride 0, Disable Device 2, Open Lock 1

Special Qualities: Low-light vision; Immunities: sleep

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 6:


This room is barely lit. In the eastern wall you see a rusty dagger hilt.
There's a wooden door to the west.
There's a stone door to the north.

NPCs (1)

Male Ogre Mage Rgr1: CR 9 (ECL 13); HD 5d8+1d10; hp 18; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 7, Ref 2, Will 0; STR: 24 (7), DEX: 14 (2), CON: 20 (5), INT: 18 (4), WIS: 11 (0), CHA: 21 (5)
Feats: Toughness, Deft Hands, Point Blank Shot
Skills: Appraise 8, Balance 6, Bluff 8, Climb 11, Concentration 9, Diplomacy 8, Disguise 9, Escape Artist 5, Forgery 5, Gather Information 8, Heal 2, Hide 6, Intimidate 9, Jump 11, Listen 2, Move Silently 5, Ride 6, Search 7, Sense Motive 2, Spot 2, Survival 4, Swim 11, Use Rope 4, Handle Animal 9, Sleight Of Hand 4

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: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

black velvet mask with numerous citrines {worth 160 gp}
No mundane items
No items
20 pp
0 cp
0 sp
0 gp

Room 7:


This room is shrouded in magical darkness and your nostrils are flooded by a sweaty smell.
There's a stone door to the north.
There's a stone door to the east.

NPCs (1)

Alaunlocharda Male Drow Pal1: CR 2 (ECL 3); HD 1d10; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort -2, Ref 1, Will 1; STR: 8 (-1), DEX: 12 (1), CON: 3 (-4), INT: 13 (1), WIS: 13 (1), CHA: 14 (2)
Feats: Deft Hands
Skills: Appraise 4, Balance 4, Bluff 3, Disguise 3, Hide 2, Jump 0, Listen 2, Survival 2, Use Rope 3, Sleight Of Hand 3

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: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

No goods
Masterwork Sickle {worth 306 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 8:


This room is barely lit and the air has a biting smell. Echoes of a groan can be heard in the distance. Near the western wall you see a small pile of ash.
There are 2 wooden doors to the north.
There's a wooden door to the south.

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

NPCs (1)

Male Halfling Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 6, Will 1; STR: 13 (1), DEX: 18 (4), CON: 11 (0), INT: 9 (-1), WIS: 12 (1), CHA: 14 (2)
Feats: Lightning Reflexes, Two-Weapon Fighting
Skills: Bluff 3, Ride 5, Sense Motive 2, Handle Animal 3

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

Treasure

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

Room 9:


This room is lightless. The air has a strong floury smell.
There's a wooden door to the north.
There's an iron 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)

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

Embroidered and bejeweled glove {worth 4000 gp}
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 10:


This room is completely dark.
There's a stone door to the west.

NPCs (1)

Female Half-orc Pal1: CR 1 (ECL 1); HD 1d10; hp 14; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 1; STR: 20 (5), DEX: 15 (2), CON: 13 (1), INT: 15 (2), WIS: 13 (1), CHA: 14 (2)
Feats: Toughness
Skills: Balance 3, Diplomacy 6, Gather Information 3, Jump 6, Listen 2, Move Silently 3, Sense Motive 3, Spot 3, Survival 3, Use Rope 3

Special Qualities: Darkvision: 60ft; 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
Magnifying glass {worth 100 gp}
No items
120 gp
0 cp
0 sp
0 pp

Room 11:


This room is very dark and your nostrils are flooded by a putrid stench. In the eastern wall you find the remains of an eyepatch.
There's a wooden door to the north.

NPCs (1)

Female Halfling Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 4; STR: 9 (-1), DEX: 15 (2), CON: 13 (1), INT: 10 (0), WIS: 15 (2), CHA: 8 (-1)
Feats: Nimble Fingers
Skills: Appraise 2, Forgery 2, Heal 3, Search 1, Sense Motive 3, Use Rope 3, Disable Device 2, Open Lock 4

Special Qualities: Summon familiar

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

Treasure

No goods
Hourglass {worth 25 gp}
No items
500 sp
0 cp
0 gp
0 pp

Room 12:


This room is lightless. You hear the faint sound of footsteps, but can't quite place where it comes from.
There's a wooden door to the west.
There's a stone door to the south.

NPCs (1)

Male Githzerai Rog1: CR 2 (ECL 3); HD 1d6; hp 9; Init +6; AC 16 (touch 16, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 8, Will 3; STR: 16 (3), DEX: 22 (6), CON: 11 (0), INT: 15 (2), WIS: 17 (3), CHA: 13 (1)
Feats: Toughness
Skills: Appraise 3, Balance 9, Climb 5, Diplomacy 2, Disguise 5, Escape Artist 7, Forgery 4, Gather Information 4, Heal 5, Hide 7, Intimidate 3, Listen 6, Move Silently 7, Ride 7, Sense Motive 5, Survival 5, Swim 4, Use Rope 8, Open Lock 7, Decipher Script 3, Sleight Of Hand 9, Use Magic Device 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Trap finding; Sneak attack +1d6

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

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 damp smell. You spot a fishing rod a few feet from you.
There's a wooden door to the north.

NPCs (1)

Male Gnome Brd1: CR 1 (ECL 1); HD 1d6; hp 10; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 6, Ref 2, Will 4; STR: 9 (-1), DEX: 11 (0), CON: 19 (4), INT: 13 (1), WIS: 14 (2), CHA: 13 (1)
Feats: Great Fortitude
Skills: Bluff 3, Climb 0, Concentration 5, Diplomacy 4, Escape Artist 1, Forgery 3, Gather Information 2, Heal 3, Hide 1, Intimidate 2, Jump 0, Spot 3, Swim 0, Decipher Script 2, Tumble 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
Scroll: Fog Cloud (Sor/Wis2) (150 gp) {worth 150 gp}
30 pp
0 cp
0 sp
0 gp

Room 14:


This room is completely dark.
There's a wooden door to the west.

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

Room 15:


This room is barely lit. The air is hazey. For an instant you hear the sound of a campfire, but then it stops.
There's a wooden door to the north.

Monsters (1)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

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

Room 16:


This room is well lit. In the southwestern corner there's a few rags.
There are 2 wooden doors to the south.
There's a wooden door to the east.

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

Carved harp of exotic wood with ivory inlay and zircon gems {worth 800 gp}
No mundane items
No items
70 gp
0 cp
0 sp
0 pp

Room 17:


This room is lightless and the air has a flowery smell.
There's an iron 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)

Shi'nvakiira Male Drow Rgr1: CR 2 (ECL 3); HD 1d10; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 5, Ref 1, Will 2; STR: 13 (1), DEX: 12 (1), CON: 16 (3), INT: 13 (1), WIS: 15 (2), CHA: 15 (2)
Feats: Combat Reflexes
Skills: Appraise 2, Balance 4, Bluff 4, Escape Artist 3, Gather Information 3, Heal 3, Hide 3, Move Silently 3, Ride 3, Sense Motive 3, Survival 3, Swim 2, Handle Animal 3

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

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
No mundane items
No items
80 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