Level 1 Dungeon (14 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 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1

Room 1:


This room is lit by a single torch. In the center of the room you see a piece of broken mirror.
There's a stone door to the east.
There's a wooden door to the south.

NPCs (1)

Female Duergar Wiz1: CR 2 (ECL 2); HD 1d4; hp 4; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 0, Ref 3, Will 6; STR: 16 (3), DEX: 16 (3), CON: 10 (0), INT: 14 (2), WIS: 18 (4), CHA: 12 (1)
Feats: Stealthy
Skills: Balance 4, Bluff 3, Climb 4, Concentration 2, Disguise 2, Escape Artist 6, Heal 6, Hide 5, Move Silently 5, Sense Motive 6, Spot 5, Use Rope 4

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

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

Treasure

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

Room 2:


This room is shrouded in magical darkness and the air has a mild woody smell. Near the southern wall you see the remains of an eyepatch.
There's a wooden door to the west.

Traps (1)

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)

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
Masterwork Sling {worth 300 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 3:


This room is well lit and your nostrils are flooded by a woody stench. You hear the faint sound of screeching metal, but can't quite place where it comes from.
There's a wooden door to the north.
There's a stone door to the north.
There's a wooden door to the east.

NPCs (1)

Male Half-elf Brd1: CR 1 (ECL 1); HD 1d6; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will 4; STR: 9 (-1), DEX: 12 (1), CON: 13 (1), INT: 16 (3), WIS: 14 (2), CHA: 9 (-1)
Feats: Improved Unarmed Strike
Skills: Balance 3, Climb 1, Concentration 2, Disguise 3, Escape Artist 2, Heal 3, Hide 3, Intimidate 0, Jump 0, Listen 3, Move Silently 2, Ride 2, Sense Motive 3, Spot 4, Survival 3, Swim 0, Use Rope 4, Decipher Script 4, Spellcraft 4

Special Qualities: Low-light vision; Immunities: sleep; 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
Masterwork Longspear {worth 305 gp}
No items
600 sp
0 cp
0 gp
0 pp

Room 4:


This room is shrouded in magical darkness. Close to the eastern wall you see a wooden amulet. You spot a ring a few feet from you.
There's a wooden door to the west.
There's an iron door to the south.

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

Alexandrite {worth 200 gp}
Masterwork Glaive {worth 308 gp}
No items
100 sp
0 cp
0 gp
0 pp

Room 5:


This room is barely lit and the air has a mild noxious smell.
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)

Tung Male Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 2, Will 3; STR: 18 (4), DEX: 14 (2), CON: 11 (0), INT: 11 (0), WIS: 13 (1), CHA: 7 (-2)
Feats: Improved Shield Bash
Skills: Balance 3, Diplomacy -1, Gather Information -1, Hide 3, Ride 3, Sense Motive 2, Swim 5, Use Rope 3

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

Suggested armor: none

Treasure

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

Room 6:


This room is very dark. In the northeastern corner there's a rusty dagger hilt.
There's a wooden door to the north.

NPCs (1)

Male Ogre Pal1: CR 4 (ECL 7); HD 4d8+1d10; hp 15; Init -3; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 4, Ref -3, Will 1; STR: 24 (7), DEX: 5 (-3), CON: 15 (2), INT: 13 (1), WIS: 13 (1), CHA: 12 (1)
Feats: Investigator, Agile, Toughness
Skills: Appraise 2, Balance -1, Climb 9, Diplomacy 2, Escape Artist -1, Gather Information 3, Intimidate 2, Jump 8, Listen 2, Ride -2, Spot 2, Swim 8, Handle Animal 2

Special Qualities: Darkvision: 60ft; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
Smokesticks (3 sticks, 20 gp each) {worth 60 gp}
No items
150 gp
0 cp
0 sp
0 pp

Room 7:


This room is magically lit. Near the western wall there's a small ball of yarn.
There's a stone door to the east.

Traps (2)

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).

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.

NPCs (1)

Iymfryn Nullnilee Male Drow Mnk1: CR 2 (ECL 3); HD 1d8; hp 9; Init +2; AC 14 (touch 12, flat-footed 12, misc 2); Atk +0; SR 12; AL NE; SV Fort 3, Ref 4, Will 4; STR: 10 (0), DEX: 15 (2), CON: 13 (1), INT: 15 (2), WIS: 15 (2), CHA: 12 (1)
Feats: Athletic, Endurance
Skills: Appraise 5, Balance 3, Climb 2, Diplomacy 3, Forgery 3, Gather Information 2, Heal 5, Hide 3, Intimidate 2, Jump 1, Listen 3, Move Silently 4, Ride 3, Search 3, Sense Motive 3, Spot 3, Swim 2, Use Rope 4, Tumble 3

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 8:


This room is very dark and the air has a strong putrid smell. A faint sound of scurrying mice can be heard from here. In the southwestern corner you find a crystal eye. You spot a ball a few feet from you.
There's a wooden door to the east.

NPCs (1)

Male Half-orc Sor1: CR 1 (ECL 1); HD 1d4; hp 3; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 1, Will 3; STR: 13 (1), DEX: 13 (1), CON: 9 (-1), INT: 10 (0), WIS: 12 (1), CHA: 12 (1)
Feats: Affinity
Skills: Appraise 1, Balance 2, Bluff 2, Climb 2, Escape Artist 2, Listen 2, Ride 3, Spot 3, Handle Animal 3

Special Qualities: Darkvision: 60ft; Summon familiar

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

Treasure

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

Room 9:


This room is lightless.
There are 3 wooden doors to the south.

Traps (1)

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)

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

Tiger eye turquoise {worth 27 gp}
Full plate {worth 1500 gp}
No items
600 sp
0 cp
0 gp
0 pp

Room 10:


This room is barely lit. Lying on the floor you see a staff.
There's a stone door to the south.
There's a wooden door to the east.
There's a wooden door to the north.

Traps (1)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

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
500 sp
0 cp
0 gp
0 pp

Room 11:


This room is well lit. You are surrounded by a rancid smell. Close to the northern wall you see a broken hourglass.
There's a stone door to the south.
There's a wooden door to the north.
There's a stone door to the east.

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

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

Room 12:


This room is well lit and your nostrils are flooded by a burnt smell. Close to the southern wall you find a nearly-extinguished campfire.
There's an iron door to the north.

NPCs (1)

Enen Female Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 9; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 1, Ref 0, Will -1; STR: 21 (5), DEX: 11 (0), CON: 9 (-1), INT: 7 (-2), WIS: 8 (-1), CHA: 9 (-1)
Feats: Deft Hands
Skills: Use Rope 2, Sleight Of Hand 2

Special Qualities: Darkvision: 60ft; Light sensitivity; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

No goods
Holy water (4 flasks, 25 gp each) {worth 100 gp}
No items
300 sp
0 cp
0 gp
0 pp

Room 13:


This room is magically lit. You are surrounded by a smoky smell. In the southeastern corner you see a burnt torch.
There's a wooden door to the north.
There's a stone door to the east.

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
500 sp
0 cp
0 gp
0 pp

Room 14:


This room is very dark. Close to the southwestern corner there's several paper scraps laying on the floor.
There's an iron door to the south.
There's a wooden door to the south.

NPCs (1)

lay'Inssysn Male Drow Rgr1: CR 2 (ECL 3); HD 1d10; hp 11; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 3, Ref 0, Will 1; STR: 11 (0), DEX: 10 (0), CON: 13 (1), INT: 13 (1), WIS: 13 (1), CHA: 13 (1)
Feats: Weapon Finesse
Skills: Balance 1, Bluff 3, Diplomacy 5, Disguise 2, Hide 1, Intimidate 2, Jump 1, Listen 2, Move Silently 1, Ride 1, Search 2, Sense Motive 2, Spot 2, Use Rope 1, 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: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

No goods
No mundane items
Wand of Charm person {worth 750 gp}
130 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