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 down #2 Stair up #0 Stair up #1

Room 1:


This room is lightless.
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)

Eglansedryn Male Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 7; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 4, Will 4; STR: 11 (0), DEX: 19 (4), CON: 8 (-1), INT: 14 (2), WIS: 14 (2), CHA: 10 (0)
Feats: Great Fortitude
Skills: Diplomacy 2, Gather Information 1, Intimidate 1, Listen 3, Move Silently 6, Search 3, Sense Motive 3, Spot 5, Survival 4, Swim 1, Use Rope 5

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

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

Treasure

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

Room 2:


This room is lit by a single torch. The air is rare. A distant sound of clanging swords can be heard.
There's a wooden door to the north.
There's a stone door to the north.
There's a stone door to the west.

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

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

Room 3:


This room is lightless and the air has a sweaty smell.
There's an iron door to the east.

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)

Female Githzerai Sor1: CR 2 (ECL 3); HD 1d4; hp 4; Init +5; AC 15 (touch 15, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 5, Will 7; STR: 16 (3), DEX: 20 (5), CON: 10 (0), INT: 14 (2), WIS: 17 (3), CHA: 12 (1)
Feats: Iron Will
Skills: Climb 4, Concentration 2, Forgery 3, Gather Information 2, Heal 4, Hide 7, Jump 6, Listen 4, Search 3, Sense Motive 4, Swim 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Summon familiar

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

Treasure

No goods
Alchemist's fire (3 flasks, 20 gp each) {worth 60 gp}
No items
1000 cp
0 sp
0 gp
0 pp

Room 4:


This room is very dark. Near the center of the room there's a broken belt buckle. You spot a comb a few feet from you.
There's a wooden door to the east.

NPCs (1)

Male Halfling Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init -1; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref -1, Will 3; STR: 12 (1), DEX: 8 (-1), CON: 14 (2), INT: 9 (-1), WIS: 13 (1), CHA: 9 (-1)
Feats: Alertness
Skills: Diplomacy 1, Listen 3, Search 0, Spot 3

Special Qualities: Summon familiar

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

Treasure

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

Room 5:


This room is adecuately lit. In the southern wall there's some rotten cheese.
There's a wooden door to the east.
There's a wooden door to the north.
There's a stone door to the south.

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
2000 cp
0 sp
0 gp
0 pp

Room 6:


This room is very dark and the air has a mild funny smell. In the northern wall you see some mold forming a strange pattern.
There's a wooden door to the east.
There's a wooden door to the north.
There's a stone door to the north.

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
140 gp
0 cp
0 sp
0 pp

Room 7:


This room is adecuately lit. Near the southern wall you see a blue stain on the floor. Close to you there's a quill pen case.
There's a wooden door to the north.

Monsters (1)

Gnome:Svirfneblin: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+1 size, +4 chain shirt, +1 small shield); Atk: Short sword +2 melee; or light crossbow +2 ranged; Dmg: Short sword 1d6-1; or light crossbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral good; SV Fort 5 Ref 2 Will 2; STR 8, DEX 12, CON 12, INT 10, WIS 12, CHA 6;
Feats: Weapon Focus (short sword)
Skills: Hide +2*, Listen +4, Spot +2
Special Qualities: Svirfneblin traits, non-detection, speak with animals;

Treasure

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

Room 8:


This room is shrouded in magical darkness. The air is rare.
There's a wooden door to the east.
There's a wooden door to the west.

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
600 sp
0 cp
0 gp
0 pp

Room 9:


This room is barely lit. Near the center of the room you see a moldy parchment.
There's a wooden door to the south.
There's an iron door to the south.

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
60 gp
0 cp
0 sp
0 pp

Room 10:


This room is well lit and the air has a mild rotten smell. Close to the western wall you find a blue stain on the floor.

NPCs (1)

Female Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 6, Ref -1, Will 1; STR: 14 (2), DEX: 8 (-1), CON: 18 (4), INT: 15 (2), WIS: 9 (-1), CHA: 10 (0)
Feats: Stealthy
Skills: Appraise 3, Bluff 1, Concentration 6, Diplomacy 1, Disguise 1, Escape Artist 0, Forgery 3, Gather Information 1, Heal 1, Hide 1, Jump 3, Move Silently 1, Search 5, Sense Motive 1, Spot 1, Survival 0, Swim 3, Spellcraft 4

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

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

Treasure

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

Room 11:


This room is completely dark. The air is shallow.
There's a wooden door to the east.
There's a wooden door to the north.

Traps (1)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

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

star ruby {worth 800 gp}
No mundane items
No items
120 gp
0 cp
0 sp
0 pp

Room 12:


This room is lightless. The air has a smoky stench.
There are 2 wooden doors to the west.
There's an iron door to the north.

Traps (1)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

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 13:


This room is well lit and the air has a mild foul smell.
There's a stone door to the west.
There's a wooden door to the south.

NPCs (1)

Male Githyanki Mnk1: CR 2 (ECL 3); HD 1d8; hp 9; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 1, Will 0; STR: 12 (1), DEX: 9 (-1), CON: 13 (1), INT: 12 (1), WIS: 6 (-2), CHA: 15 (2)
Feats: Diligent, Armor Proficiency (light)
Skills: Appraise 3, Balance 1, Bluff 3, Climb 3, Concentration 2, Diplomacy 3, Forgery 2, Gather Information 4, Heal -1, Intimidate 4, Move Silently 1, Spot -1, Swim 2, Use Rope 1, Tumble 0, Decipher Script 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 14:


This room is completely dark.
There are 2 wooden doors to the south.

NPCs (1)

Female Githzerai Ftr1: CR 2 (ECL 3); HD 1d10; hp 11; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 3, Will 2; STR: 15 (2), DEX: 16 (3), CON: 13 (1), INT: 10 (0), WIS: 15 (2), CHA: 15 (2)
Feats: Two-Weapon Fighting, Quick Draw
Skills: Balance 4, Climb 3, Concentration 2, Hide 4, Search 1, Sense Motive 3, Spot 3, Use Rope 4

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

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

Treasure

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

Room 15:


This room is well lit. Near the eastern wall you find a piece of rotten rope.
There's a stone door to the east.

NPCs (1)

Crorth Male Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 1, Will 2; STR: 19 (4), DEX: 12 (1), CON: 11 (0), INT: 11 (0), WIS: 10 (0), CHA: 7 (-2)
Feats: Run
Skills: Appraise 1, Diplomacy -1, Forgery 1, Hide 2, Intimidate -1, Spot 1, Survival 1, Swim 5

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 16:


This room is magically lit.
There are 2 wooden doors to the west.
There's a stone door to the east.

Traps (2)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

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).

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
60 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