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 barely lit. In the southwestern corner you see several paper scraps laying on the floor.
There's an iron door to the west.
There's a wooden door to the west.

NPCs (1)

Owagi Female Orc Clr1: CR 1 (ECL 1); HD 1d8; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 2, Will 1; STR: 17 (3), DEX: 15 (2), CON: 6 (-2), INT: 3 (-4), WIS: 9 (-1), CHA: 15 (2)
Feats: Acrobatic
Skills: Jump 5, Tumble 4

Special Qualities: Darkvision: 60ft; Light sensitivity; Turn or rebuke undead

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

Treasure

No goods
No mundane items
Scroll: Mirror Image (Sor/Wis2), Arcane Lock (Sor/Wis2), Resist Energy (Sor/Wis2) (150 gp each) {worth 450 gp}
80 gp
0 cp
0 sp
0 pp

Room 2:


This room is well lit and the air has a strong yeasty smell. You spot a coffer a few feet from you.
There's a wooden door to the north.
There's an iron door to the north.

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

No goods
Darkwood Buckler {worth 205 gp}
No items
600 sp
0 cp
0 gp
0 pp

Room 3:


This room is lightless and the air is thin. Echoes of growling can be heard in the distance. Near the northeastern corner there's a small pile of rocks. You spot a pair of scissors a few feet from you.
There's a wooden door to the east.
There's an iron door to the east.

NPCs (1)

Female Duergar Pal1: CR 2 (ECL 2); HD 1d10; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 0, Ref 2, Will -1; STR: 10 (0), DEX: 15 (2), CON: 6 (-2), INT: 12 (1), WIS: 9 (-1), CHA: 7 (-2)
Feats: Acrobatic
Skills: Balance 4, Climb 1, Disguise -1, Escape Artist 3, Jump 2, Move Silently 3, Ride 5, Search 2, Sense Motive 0, Handle Animal -1, Tumble 4

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Full plate (+8AC, 1500gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

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

Room 4:


This room is completely dark. The air has a strong sulphur smell.
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).

NPCs (1)

K'dur Male Orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 2, Ref -1, Will 0; STR: 20 (5), DEX: 9 (-1), CON: 10 (0), INT: 13 (1), WIS: 11 (0), CHA: 13 (1)
Feats: Track, Persuasive
Skills: Balance 0, Bluff 3, Diplomacy 2, Disguise 3, Gather Information 2, Intimidate 3, Move Silently 0, Search 3, Sense Motive 1, Survival 1, Use Rope 0, Handle Animal 2

Special Qualities: Darkvision: 60ft; Light sensitivity

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

Treasure

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

Room 5:


This room is completely dark. The air has a strong rancid smell. A faint sound of falling debris can be heard from here.
There's an iron door to the east.
There's a stone door to the west.
There's a wooden door to the south.

NPCs (1)

Male Half-orc Ftr1: 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 2; STR: 17 (3), DEX: 11 (0), CON: 15 (2), INT: 9 (-1), WIS: 14 (2), CHA: 7 (-2)
Feats: Endurance, Power Attack
Skills: Concentration 3, Forgery 0, Hide 1, Handle Animal -1

Special Qualities: Darkvision: 60ft

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

Treasure

No goods
Masterwork Warhammer {worth 312 gp}
No items
5000 cp
0 sp
0 gp
0 pp

Room 6:


This room is adecuately lit and the air has a strong rotten smell.
There's a stone door to the west.
There's a wooden door to the west.

NPCs (1)

Female Githzerai Bbn1: CR 2 (ECL 3); HD 1d12; hp 12; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 2, Ref 4, Will 0; STR: 10 (0), DEX: 18 (4), CON: 11 (0), INT: 6 (-2), WIS: 10 (0), CHA: 13 (1)
Feats: Weapon Finesse
Skills: Appraise -1, Listen 2, Ride 5, Sense Motive 1, Survival 1, Swim 1, Use Rope 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Fast movement; Illiteracy; Rage: 1/day

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

Treasure

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

Room 7:


This room is very dark. In the southeastern corner you find a nearly-extinguished campfire. Close to you there's a bottle of perfume.
There's a stone door to the north.
There's a wooden door to the west.

Traps (1)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of 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
Darkvision (potion) {worth 300 gp}
0 cp
0 sp
0 gp
0 pp

Room 8:


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

Monsters (1)

Animal:Squid: CR 1; HD 3d8 (13); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: 10 arms +4 melee, bite -1 melee; Dmg: Arms 0, bite 1d6+1; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 2; STR 14, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Ink cloud, jet;

Treasure

No goods
Chain shirt {worth 100 gp}
No items
2000 cp
0 sp
0 gp
0 pp

Room 9:


This room is lit by a single torch. Echoes of yawning can be heard in the distance.
There's a wooden door to the north.
There are 2 wooden doors to the east.

Traps (1)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

Lebenwain Female Elf Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 1, Will 3; STR: 11 (0), DEX: 12 (1), CON: 10 (0), INT: 8 (-1), WIS: 12 (1), CHA: 12 (1)
Feats: Great Fortitude
Skills: Appraise 0, Bluff 2, Hide 2, Intimidate 2, Jump 1, Move Silently 2, Spot 3, Swim 3, Handle Animal 2

Special Qualities: Immunities: sleep; Low-light vision; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Chain shirt {worth 100 gp}
No items
100 sp
0 cp
0 gp
0 pp

Room 10:


This room is well lit. Near the southeastern corner you find a pile of bones.
There's a wooden door to the north.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

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

Room 11:


This room is lightless. You hear the faint sound of conversation, but can't quite place where it comes from. In the center of the room you see a piece of broken mirror. You spot a key a few feet from you.

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)

Female Half-elf Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 0, Will 4; STR: 14 (2), DEX: 11 (0), CON: 14 (2), INT: 12 (1), WIS: 14 (2), CHA: 13 (1)
Feats: Improved Shield Bash
Skills: Bluff 3, Gather Information 3, Jump 4, Listen 3, Move Silently 1, Sense Motive 4, Use Rope 2

Special Qualities: Low-light vision; Immunities: sleep; Summon familiar

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

Treasure

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

Room 12:


This room is completely dark. In the center of the room there's a crystal eye.
There's a wooden door to the north.

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
No mundane items
Scroll: Detect Secret Doors (Sor/Wis1), Identify (Sor/Wis1), Spider Climb (Sor/Wis1) (25 gp each) {worth 75 gp}
4000 cp
0 sp
0 gp
0 pp

Room 13:


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

NPCs (1)

ril'Zarolin Male Drow Wiz1: CR 2 (ECL 3); HD 1d4; hp 6; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref 4, Will 0; STR: 10 (0), DEX: 18 (4), CON: 14 (2), INT: 11 (0), WIS: 6 (-2), CHA: 18 (4)
Feats: Alertness
Skills: Bluff 6, Forgery 1, Heal 0, Listen 0, Search 1, Sense Motive -1, Spot 0, Survival -1

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

Suggested armor: none

Treasure

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

Room 14:


This room is very dark.
There's a wooden door to the west.
There's a wooden door to the north.
There's a stone door to the east.

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)

Dryad: CR 1; HD 2d6 (7); Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (+2 Dex); Atk: Dagger +1 melee; Dmg: Dagger 1d4; Special Atk: Spell-like abilities; AL Always chaotic good; SV Fort 0 Ref 5 Will 5; STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18;
Feats: Alertness, Dodge, Improved Initiative
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7
Special Qualities: Symbiosis;

Treasure

No goods
Masterwork Longbow, composite {worth 400 gp}
No items
400 sp
0 cp
0 gp
0 pp

Room 15:


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

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

silver chalice with lapis lazuli gems {worth 70 gp}
Lock, good {worth 80 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 16:


This room is very dark and you are surrounded by a bitter smell.
There's an iron door to the east.

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
100 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