Level 1 Dungeon (20 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 Room #18 Room #19 Room #20 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is lightless.
There's a stone door to the north.
There's a wooden 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
Antitoxin (2 doses, 50 gp each) {worth 100 gp}
No items
800 sp
0 cp
0 gp
0 pp

Room 2:


This room is lit by a single torch.
There are 2 wooden doors 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)

Ereinhend Male Elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 9; Init +5; AC 15 (touch 15, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 5, Will 2; STR: 15 (2), DEX: 20 (5), CON: 9 (-1), INT: 12 (1), WIS: 15 (2), CHA: 10 (0)
Feats: Shield Proficiency, Two-Weapon Fighting
Skills: Balance 7, Bluff 1, Diplomacy 1, Disguise 1, Forgery 2, Gather Information 1, Intimidate 1, Listen 3, Spot 3, Survival 3, Swim 3

Special Qualities: Immunities: sleep; Low-light vision

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

Treasure

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

Room 3:


This room is lightless. Close to the southwestern corner there's some mold forming a strange pattern.
There's a stone door to the north.

Traps (1)

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).

NPCs (1)

Female Half-orc Rog1: CR 1 (ECL 1); HD 1d6; hp 5; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 5, Will 0; STR: 11 (0), DEX: 17 (3), CON: 9 (-1), INT: 8 (-1), WIS: 11 (0), CHA: 13 (1)
Feats: Deceitful
Skills: Appraise 0, Bluff 3, Climb 1, Concentration 0, Diplomacy 4, Disguise 3, Escape Artist 4, Forgery 1, Heal 3, Hide 4, Jump 1, Listen 1, Move Silently 4, Ride 5, Search 0, Sense Motive 1, Use Rope 7, Open Lock 4, Decipher Script 0, Tumble 4, Use Magic Device 2

Special Qualities: Darkvision: 60ft; 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
100 gp
0 cp
0 sp
0 pp

Room 4:


This room is lightless and the air is shallow. Close to the western wall you see some rice spread on the floor. You spot an old helm a few feet from you.
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

Alexandrite {worth 600 gp}
Thunderstones (3 stones, 30 gp each) {worth 90 gp}
No items
3000 cp
0 sp
0 gp
0 pp

Room 5:


This room is adecuately lit. For an instant you hear the sound of burning torches, but then it stops. Close to the northeastern corner there's a broken belt buckle.
There's a wooden door to the south.
There's a stone door to the south.

NPCs (1)

Female Dwarf Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 4; STR: 13 (1), DEX: 14 (2), CON: 13 (1), INT: 10 (0), WIS: 15 (2), CHA: 10 (0)
Feats: Acrobatic
Skills: Climb 3, Diplomacy 1, Disguise 1, Hide 3, Jump 3, Sense Motive 3, Swim 2, Tumble 4

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

Suggested armor: none

Treasure

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

Room 6:


This room is barely lit. Your nostrils are flooded by a fresh smell. In the center of the room you see a dozen broken vials.
There's a wooden door to the north.

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

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

Room 7:


This room is adecuately lit and your nostrils are flooded by a smoky stench. Close to the center of the room you find some rice spread on the floor.
There's a wooden door to the west.
There's a wooden door to the south.
There's a wooden door to the east.

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

Room 8:


This room is very dark and the air is hazey. Near the southeastern corner there's some rotten cheese.
There's a wooden door to the north.
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)

Female Gnome Drd1: CR 1 (ECL 1); HD 1d8; hp 13; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 1, Will 5; STR: 4 (-3), DEX: 13 (1), CON: 14 (2), INT: 14 (2), WIS: 17 (3), CHA: 9 (-1)
Feats: Toughness
Skills: Bluff 0, Climb 0, Diplomacy 1, Escape Artist 2, Forgery 3, Heal 4, Intimidate 0, Jump -1, Listen 5, Ride 3, Search 3, Sense Motive 5, Spot 4, Survival 4, Use Rope 3, Spellcraft 3

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 9:


This room is lightless. Close to the eastern wall there's a dead mouse.
There's an iron door to the west.
There's a wooden door to the south.

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 Heavy wooden shield {worth 157 gp}
No items
2000 cp
0 sp
0 gp
0 pp

Room 10:


This room is completely dark. The air has a putrid stench. You hear the sound of footsteps in the distance. Close to the southeastern corner you see a broken ceramic bowl.
There are 2 wooden doors to the east.

Monsters (1)

Vermin:Monstrous Scorpion, Medium-Size: CR 1; HD 2d8+4 (13); Init +0; AC 14 (+4 natural); Atk: 2 claws +2 melee, sting -3 melee; Dmg: Claw 1d4+1, sting 1d4 and poison; Special Atk: Improved grab, squeeze, poison; AL Always neutral; SV Fort 5 Ref 0 Will 0; STR 13, DEX 10, CON 14, INT , WIS 10, CHA 2;
Feats:
Skills: Climb +8, Hide +8, Spot +7
Special Qualities: Vermin;

Treasure

No goods
No mundane items
Elixir of vision {worth 250 gp}
4000 cp
0 sp
0 gp
0 pp

Room 11:


This room is well lit and you are surrounded by a biting smell. In the southwestern corner there's some rotten cheese.
There's a stone door to the east.
There's a wooden door to the north.

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).

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
Darkwood Shield {worth 257 gp}
No items
6000 cp
0 sp
0 gp
0 pp

Room 12:


This room is very dark. Close to the center of the room there's a loose floor tile.
There's a stone door to the north.
There's a wooden door to the south.
There's a stone door to the east.

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).

Monsters (1)

Pseudodragon: CR 1; HD 2d12+2 (15); Init +0; AC 18 (+2 size, +6 natural); Atk: Sting +4 melee, bite -1 melee; Dmg: Sting 1d3 and poison, bite 1; Special Atk: Poison; AL Always neutral good; SV Fort 4 Ref 3 Will 4; STR 11, DEX 11, CON 13, INT 10, WIS 12, CHA 10;
Feats: Alertness
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5
Special Qualities: See invisibility, telepathy, immunities, SR 19;

Treasure

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

Room 13:


This room is very dark and the air is thin. You hear the faint sound of a bell, but can't quite place where it comes from.
There's a wooden door to the west.

NPCs (1)

Arn' raudael Female Elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 11; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 4, Will 0; STR: 12 (1), DEX: 19 (4), CON: 9 (-1), INT: 11 (0), WIS: 10 (0), CHA: 7 (-2)
Feats: Stealthy
Skills: Appraise 1, Bluff -1, Climb 2, Concentration 0, Diplomacy -1, Disguise 1, Forgery 2, Gather Information -1, Hide 6, Move Silently 6, Ride 5, Sense Motive 1, Spot 1

Special Qualities: Immunities: sleep; Low-light vision; Fast movement; Illiteracy; Rage: 1/day

Suggested armor: none

Treasure

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

Room 14:


This room is magically lit. You are surrounded by a fruity smell.
There are 2 wooden doors to the north.

NPCs (1)

Male Ogre Ftr1: CR 4 (ECL 7); HD 4d8+1d10; hp 17; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 6, Ref -1, Will 3; STR: 22 (6), DEX: 8 (-1), CON: 19 (4), INT: 8 (-1), WIS: 16 (3), CHA: 10 (0)
Feats: Quick Draw, Acrobatic, Diligent, Toughness
Skills: Appraise 1, Disguise 1, Escape Artist 0, Forgery 0, Jump 8, Search 0, Tumble 1, Decipher Script 1

Special Qualities: Darkvision: 60ft

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

Treasure

No goods
Lock, average {worth 40 gp}
No items
120 gp
0 cp
0 sp
0 pp

Room 15:


This room is well lit. You are surrounded by a putrid smell. In the southern wall you see a pentagram drawn on the floor.
There's a wooden door to the north.

NPCs (1)

Throgor Male Orc Drd1: CR 1 (ECL 1); HD 1d8; hp 6; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref -1, Will 3; STR: 19 (4), DEX: 9 (-1), CON: 7 (-2), INT: 13 (1), WIS: 13 (1), CHA: 13 (1)
Feats: Nimble Fingers
Skills: Appraise 2, Bluff 2, Climb 7, Concentration -1, Diplomacy 2, Escape Artist 0, Heal 2, Hide 1, Intimidate 2, Sense Motive 2, Spot 2, Survival 2, Swim 6, Use Rope 0, Spellcraft 3, Disable Device 3, Open Lock 1

Special Qualities: Darkvision: 60ft; Light sensitivity; Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 16:


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

NPCs (1)

Female Githzerai Rgr1: CR 2 (ECL 3); HD 1d10; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 4, Ref 3, Will 1; STR: 17 (3), DEX: 16 (3), CON: 15 (2), INT: 10 (0), WIS: 12 (1), CHA: 12 (1)
Feats: Endurance
Skills: Bluff 3, Diplomacy 3, Disguise 2, Forgery 2, Gather Information 2, Hide 4, Move Silently 4, Ride 4, Sense Motive 2, Survival 4, Handle Animal 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 17:


This room is well lit. In the distance you seem to perceive the sound of footsteps. In the northern wall you see a water puddle.
There's a wooden door to the north.
There's a wooden door to the east.
There's an iron door to the south.

NPCs (1)

Female Human Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 0, Will 0; STR: 12 (1), DEX: 10 (0), CON: 15 (2), INT: 6 (-2), WIS: 10 (0), CHA: 13 (1)
Feats: Persuasive, Magical Aptitude
Skills: Bluff 3, Climb 2, Intimidate 3, Move Silently 1, Handle Animal 2, Spellcraft 0, Use Magic Device 3

Special Qualities: Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

Alexandrite {worth 600 gp}
No mundane items
No items
90 gp
0 cp
0 sp
0 pp

Room 18:


This room is lightless. Close to the northwestern corner there's a piece of cloth.
There's a wooden door to the north.

NPCs (1)

Female Human Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 1, Will 0; STR: 5 (-3), DEX: 12 (1), CON: 15 (2), INT: 16 (3), WIS: 10 (0), CHA: 8 (-1)
Feats: Deceitful, Shield Proficiency
Skills: Appraise 4, Balance 3, Bluff 0, Climb 1, Diplomacy 1, Disguise 1, Forgery 5, Gather Information 0, Heal 1, Hide 2, Intimidate 3, Jump 0, Listen 3, Search 4, Spot 1, Survival 2, Swim -2, Use Rope 2, Handle Animal 0

Special Qualities: Fast movement; Illiteracy; Rage: 1/day

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

Treasure

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

Room 19:


This room is lightless. The air has a mild strange smell. Close to you there's a whistle.
There's a wooden door to the north.
There's a stone door to the east.

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)

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
0 cp
0 sp
0 gp
0 pp

Room 20:


This room is well lit and you are surrounded by a strange smell. You hear the sound of a gust of wind in the distance.
There's a wooden door to the east.
There's a stone door to the east.

NPCs (1)

Duzani Male Dwarf Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref -1, Will 4; STR: 16 (3), DEX: 8 (-1), CON: 17 (3), INT: 13 (1), WIS: 14 (2), CHA: 13 (1)
Feats: Negotiator
Skills: Balance 2, Bluff 2, Diplomacy 3, Forgery 3, Heal 3, Hide 0, Move Silently 0, Sense Motive 4, Swim 4, Spellcraft 2

Special Qualities: Darkvision: 60ft; 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
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