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 up #0

Room 1:


This room is barely lit and the air has a moldy stench. Near the northeastern corner there's a red stain on the floor.
There are 2 wooden doors to the north.
There's a stone door to the north.

NPCs (1)

Male Ogre Mage Mnk1: CR 9 (ECL 13); HD 6d8; hp 13; Init +3; AC 23 (touch 12, flat-footed 20, natural 5, misc 6, size -1); Atk +0; SR 19; AL CE; SV Fort 7, Ref 5, Will 8; STR: 19 (4), DEX: 17 (3), CON: 20 (5), INT: 17 (3), WIS: 22 (6), CHA: 18 (4)
Feats: Track, Shield Proficiency, Martial Weapon Proficiency, Affinity
Skills: Appraise 6, Balance 7, Bluff 6, Climb 7, Concentration 9, Diplomacy 7, Escape Artist 7, Forgery 7, Gather Information 5, Hide 7, Intimidate 8, Jump 7, Listen 10, Move Silently 7, Ride 5, Search 7, Sense Motive 8, Spot 8, Survival 10, Swim 6, Use Rope 5, Tumble 5, Handle Animal 6

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

Suggested armor: none

Treasure

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

Room 2:


This room is magically lit. The air is foggy. In the northwestern corner there's a burnt torch.
There's a wooden door to the west.
There's a stone door to the west.

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)

Female Dwarf Mnk1: CR 1 (ECL 1); HD 1d8; hp 11; Init +1; AC 14 (touch 11, flat-footed 13, misc 3); Atk +0; SR 0; AL TN; SV Fort 5, Ref 3, Will 5; STR: 16 (3), DEX: 12 (1), CON: 16 (3), INT: 14 (2), WIS: 16 (3), CHA: 11 (0)
Feats: Point Blank Shot, Combat Reflexes
Skills: Balance 2, Climb 4, Concentration 4, Diplomacy 1, Disguise 1, Forgery 4, Gather Information 1, Hide 3, Jump 5, Listen 5, Move Silently 5, Ride 2, Search 4, Sense Motive 4, Spot 4, Survival 4

Special Qualities: Darkvision: 60ft; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

black pearl {worth 600 gp}
No mundane items
No items
100 gp
0 cp
0 sp
0 pp

Room 3:


This room is completely dark. The air has a distinctive smell. Close to the northern wall there's a red stain on the floor.
There are 2 wooden doors to the west.
There's a wooden door to the east.

NPCs (1)

Eruiand Male Elf Mnk1: CR 1 (ECL 1); HD 1d8; hp 12; Init +3; AC 15 (touch 13, flat-footed 12, misc 2); Atk +0; SR 0; AL TN; SV Fort 3, Ref 5, Will 4; STR: 12 (1), DEX: 16 (3), CON: 13 (1), INT: 13 (1), WIS: 14 (2), CHA: 13 (1)
Feats: Combat Expertise, Toughness
Skills: Balance 4, Climb 2, Concentration 2, Diplomacy 2, Escape Artist 4, Gather Information 2, Hide 4, Intimidate 2, Jump 2, Listen 4, Move Silently 4, Ride 5, Sense Motive 3, Spot 4, Survival 3, Use Rope 5

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

Suggested armor: none

Treasure

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

Room 4:


This room is adecuately lit and the air is hazey. A faint sound of falling debris can be heard from here. Near the northern wall there's a nearly-extinguished campfire. Close to you there's a boot heel.
There's a wooden door to the east.
There's a stone door to the south.

Monsters (1)

Elemental:Fire Elemental, Small: CR 1; HD 2d8 (9); Init +5 (+1 Dex, +4 Improved Initiative); AC 15 (+1 size, +1 Dex, +3 natural); Atk: Slam +3 melee; Dmg: Slam 1d4 and 1d4 fire; Special Atk: Burn; AL Usually neutral; SV Fort 0 Ref 4 Will 0; STR 10, DEX 13, CON 10, INT 4, WIS 11, CHA 11;
Feats: Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental, fire subtype;

Treasure

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

Room 5:


This room is magically lit. Close to the northwestern corner there's a scorch mark on the ceiling.
There's a stone door to the south.
There's a wooden door to the south.

NPCs (1)

Female Half-orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 1, Will 0; STR: 18 (4), DEX: 12 (1), CON: 10 (0), INT: 16 (3), WIS: 11 (0), CHA: 7 (-2)
Feats: Quick Draw
Skills: Appraise 5, Balance 2, Bluff -1, Climb 5, Diplomacy -1, Forgery 4, Gather Information -1, Heal 1, Hide 2, Intimidate -1, Jump 6, Listen 1, Move Silently 3, Ride 2, Search 7, Spot 1, Swim 7, Use Rope 3, Handle Animal -1

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

Room 6:


This room is lightless.
There are 2 stone doors to the west.
There's an iron door to the east.

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
Half-plate {worth 600 gp}
No items
800 sp
0 cp
0 gp
0 pp

Room 7:


This room is lightless.
There's a wooden door to the west.
There's a wooden door to the north.

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
0 cp
0 sp
0 gp
0 pp

Room 8:


This room is very dark. Your nostrils are flooded by a floury stench. In the distance you seem to perceive the sound of screeching metal. In the northeastern corner there's a burnt torch.
There's a wooden door to the north.

NPCs (1)

Female Ogre Brd1: CR 4 (ECL 7); HD 4d8+1d6; hp 8; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 2, Ref 4, Will 0; STR: 26 (8), DEX: 15 (2), CON: 15 (2), INT: 4 (-3), WIS: 6 (-2), CHA: 6 (-2)
Feats: Combat Reflexes, Two-Weapon Fighting, Persuasive
Skills: Bluff 0, Climb 9, Concentration 3, Intimidate 0, Listen -1, Spellcraft -2

Special Qualities: Darkvision: 60ft; 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
No mundane items
No items
80 gp
0 cp
0 sp
0 pp

Room 9:


This room is very dark. In the southwestern corner you find a small salt circle spread on the floor.
There are 2 wooden doors to the west.
There's a stone door to the south.

NPCs (1)

Male Ogre Wiz1: CR 4 (ECL 7); HD 4d8+1d4; hp 11; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 4, Ref 1, Will 4; STR: 25 (7), DEX: 13 (1), CON: 19 (4), INT: 7 (-2), WIS: 15 (2), CHA: 8 (-1)
Feats: Shield Proficiency, Toughness, Magical Aptitude
Skills: Spellcraft 0, Use Magic Device 1

Special Qualities: Darkvision: 60ft; Summon familiar; Scribe scroll

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

Treasure

No goods
Masterwork Longbow, composite (+4 Str bonus) {worth 800 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 10:


This room is well lit.
There's a stone door to the east.
There's a wooden door to the south.
There's a wooden door to the west.

Monsters (1)

Elemental:Water Elemental, Small: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral; SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, 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
500 sp
0 cp
0 gp
0 pp

Room 11:


This room is well lit and your nostrils are flooded by a floury stench.
There's a wooden door to the west.
There's a wooden door to the south.

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

No goods
Masterwork Dagger {worth 302 gp}
No items
100 sp
0 cp
0 gp
0 pp

Room 12:


This room is shrouded in magical darkness and the air has a mild flowery smell. In the distance you seem to perceive the sound of burning torches.
There's a wooden door to the south.

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)

Female Duergar Sor1: CR 2 (ECL 2); HD 1d4; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 2, Ref 1, Will 2; STR: 15 (2), DEX: 12 (1), CON: 15 (2), INT: 12 (1), WIS: 10 (0), CHA: 13 (1)
Feats: Persuasive
Skills: Balance 2, Bluff 3, Concentration 3, Diplomacy 2, Disguise 2, Forgery 2, Intimidate 3, Listen 2, Ride 2, Spot 1, Use Rope 2, Spellcraft 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Summon familiar

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

Treasure

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

Room 13:


This room is very dark. The air is shallow. In the northeastern corner you see a rusty dagger hilt.
There's a wooden door to the east.
There's a stone door to the east.
There's a wooden door to the north.

Monsters (1)

Fungus:Shrieker: CR 1; HD 2d8+2 (11); Init -5 (Int); AC 13 (+3 natural); Atk: ; Dmg: ; Special Atk: Shriek; AL Always neutral; SV Fort 4 Ref Will -4; STR , DEX , CON 13, INT 1, WIS 2, CHA 1;
Feats:
Skills:
Special Qualities: Plant;

Treasure

No goods
Thunderstones (4 stones, 30 gp each) {worth 120 gp}
No items
150 gp
0 cp
0 sp
0 pp

Room 14:


This room is well lit.
There are 2 wooden doors to the south.
There's a stone door to the south.

NPCs (1)

Xuntyrr Female Drow Sor1: CR 2 (ECL 3); HD 1d4; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 3, Ref 2, Will 3; STR: 13 (1), DEX: 14 (2), CON: 17 (3), INT: 11 (0), WIS: 12 (1), CHA: 9 (-1)
Feats: Deft Hands
Skills: Bluff 0, Disguise 0, Escape Artist 3, Gather Information 0, Heal 2, Move Silently 3, Spot 2, Survival 2, Use Rope 4, Sleight Of Hand 4

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

Suggested armor: none

Treasure

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

Room 15:


This room is very dark.
There are 2 wooden doors to the east.
There's a wooden door to the south.

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)

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
20 pp
0 cp
0 sp
0 gp

Room 16:


This room is barely lit. In the southeastern corner you find a blue stain on the floor.
There's a wooden door to the south.

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).

Monsters (1)

Animal:Snake, Medium-Size Viper: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
500 sp
0 cp
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