Level 1 Dungeon (18 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 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1 Stair up #2

Room 1:


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

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

Room 2:


This room is shrouded in magical darkness and the air has a mild putrid smell. Close to the northeastern corner you find some rotten cheese.
There's a wooden door to the east.
There's a stone door to the south.

Monsters (1)

Sprite:Grig: CR 1; HD 1/2 d6+1 (2); Init +4 (Dex); AC 18 (+2 size, +4 Dex, +2 natural); Atk: Dagger +6 melee; or composite shortbow +6 ranged; Dmg: Dagger 1d4-3; or composite shortbow 1d4; Special Atk: Spell-like abilities, fiddle; AL Always neutral good; SV Fort 1 Ref 6 Will 3; STR 5, DEX 18, CON 13, INT 10, WIS 13, CHA 14;
Feats: Dodge, Weapon Finesse (dagger)
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4
Special Qualities: SR 17;

Treasure

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

Room 3:


This room is adecuately lit and your nostrils are flooded by a moldy stench.
There's a wooden door to the north.
There's a wooden door to the south.

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)

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
100 gp
0 cp
0 sp
0 pp

Room 4:


This room is lit by a single torch. Lying on the floor you see a fishing rod.
There's a wooden door to the south.
There's a stone 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
No mundane items
No items
200 sp
0 cp
0 gp
0 pp

Room 5:


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

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

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

Room 6:


This room is completely dark and the air is shallow. Near the northwestern corner you find a blood smudge on the floor.
There's a wooden door to the north.

NPCs (1)

Male Half-elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 6, Ref 2, Will 2; STR: 12 (1), DEX: 14 (2), CON: 14 (2), INT: 13 (1), WIS: 15 (2), CHA: 11 (0)
Feats: Great Fortitude
Skills: Balance 4, Bluff 3, Climb 2, Concentration 3, Disguise 1, Heal 3, Intimidate 2, Listen 3, Move Silently 3, Ride 3, Search 3, Survival 4, Swim 2, Use Rope 3

Special Qualities: Low-light vision; Immunities: sleep; 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 7:


This room is magically lit. In the southeastern corner you see a piece of broken mirror.
There's an iron door to the west.

NPCs (1)

Female Halfling Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 0, Ref 4, Will 5; STR: 13 (1), DEX: 18 (4), CON: 11 (0), INT: 12 (1), WIS: 16 (3), CHA: 14 (2)
Feats: Agile
Skills: Appraise 2, Balance 6, Climb 2, Concentration 1, Escape Artist 6, Gather Information 4, Heal 5, Ride 5, Sense Motive 5, Spot 4, Survival 4

Special Qualities: Summon familiar

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

Treasure

sapphire pendant on gold chain {worth 1600 gp}
No mundane items
No items
30 gp
0 cp
0 sp
0 pp

Room 8:


This room is adecuately lit. In the southeastern corner you find a tattered cloak.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Female Half-elf Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 0; STR: 8 (-1), DEX: 14 (2), CON: 15 (2), INT: 11 (0), WIS: 10 (0), CHA: 13 (1)
Feats: Shield Proficiency
Skills: Concentration 4, Disguise 2, Escape Artist 3, Jump 0, Use Rope 3, Handle Animal 3

Special Qualities: Low-light vision; Immunities: sleep; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

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

Room 9:


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

NPCs (1)

Female Half-elf Rog1: CR 1 (ECL 1); HD 1d6; hp 7; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 0, Will -1; STR: 15 (2), DEX: 6 (-2), CON: 13 (1), INT: 11 (0), WIS: 8 (-1), CHA: 12 (1)
Feats: Point Blank Shot
Skills: Bluff 3, Climb 4, Concentration 2, Diplomacy 2, Escape Artist -1, Forgery 1, Heal 0, Hide -1, Jump 6, Listen 2, Search 3, Survival 1, Use Rope 0, Open Lock 0, Sleight Of Hand 0, Tumble -1, Use Magic Device 4

Special Qualities: Low-light vision; Immunities: sleep; Trap finding; Sneak attack +1d6

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 10:


This room is barely lit. Close to the center of the room you see a small salt circle spread on the floor.
There's an iron door to the east.
There's a wooden door to the east.

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 11:


This room is magically lit. For an instant you hear the sound of burning torches, but then it stops. Close to the southwestern corner you see a few pieces of stained glass (made to resemble gems).

Monsters (1)

Vermin:Monstrous Spider, Medium-Size: CR 1; HD 2d8+2 (11); Init +3 (Dex); AC 14 (+3 Dex, +1 natural); Atk: Bite +4 melee; Dmg: Bite 1d6 and poison; Special Atk: Poison, web; AL Always neutral; SV Fort 4 Ref 3 Will 0; STR 11, DEX 17, CON 12, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +12, Hide +10, Jump +0*, Spot +7*
Special Qualities: Vermin;

Treasure

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

Room 12:


This room is very dark. The air has a mild woody smell.
There's a stone door to the east.

NPCs (1)

Glochar Male Dwarf Brd1: CR 1 (ECL 1); HD 1d6; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 5, Will 2; STR: 10 (0), DEX: 16 (3), CON: 15 (2), INT: 13 (1), WIS: 11 (0), CHA: 13 (1)
Feats: Point Blank Shot
Skills: Balance 5, Climb 1, Concentration 4, Forgery 2, Heal 2, Jump 1, Listen 1, Sense Motive 1, Spot 2, Survival 2, Use Rope 7, Decipher Script 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
800 sp
0 cp
0 gp
0 pp

Room 13:


This room is adecuately lit. Your nostrils are flooded by a putrid smell.

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
Shield of faith +2 (potion) {worth 50 gp}
100 gp
0 cp
0 sp
0 pp

Room 14:


This room is well lit and you are surrounded by a fruity smell.
There's a wooden door to the east.
There's a wooden door to the west.

NPCs (1)

Neegaka Female Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 13; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 5, Ref 3, Will -3; STR: 14 (2), DEX: 17 (3), CON: 16 (3), INT: 6 (-2), WIS: 5 (-3), CHA: 11 (0)
Feats: Improved Unarmed Strike
Skills:

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

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

Treasure

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

Room 15:


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

Traps (1)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

NPCs (1)

Male Gnome Brd1: CR 1 (ECL 1); HD 1d6; hp 8; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 4; STR: 7 (-2), DEX: 12 (1), CON: 15 (2), INT: 12 (1), WIS: 15 (2), CHA: 13 (1)
Feats: Self-Sufficient
Skills: Balance 2, Bluff 3, Climb -1, Diplomacy 2, Forgery 2, Heal 4, Hide 2, Intimidate 3, Listen 3, Ride 3, Sense Motive 5, Survival 4, Decipher Script 3, Spellcraft 3, Use Magic Device 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

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

Room 16:


This room is adecuately lit.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Male Human Clr1: CR 1 (ECL 1); HD 1d8; hp 12; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 6, Ref -2, Will 3; STR: 13 (1), DEX: 6 (-2), CON: 18 (4), INT: 14 (2), WIS: 13 (1), CHA: 9 (-1)
Feats: Diligent, Investigator
Skills: Appraise 4, Climb 2, Diplomacy 1, Disguise 0, Escape Artist -1, Gather Information 1, Heal 4, Listen 2, Search 4, Sense Motive 3, Spot 3, Swim 2, Use Rope -1, Spellcraft 3, Decipher Script 4

Special Qualities: Turn or rebuke undead

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

Treasure

No goods
Acid (7 flasks, 10 gp each) {worth 70 gp}
No items
110 gp
0 cp
0 sp
0 pp

Room 17:


This room is very dark and the air has a stagnant smell. Close to the southern wall you see a nearly-extinguished campfire.
There's a wooden door to the east.
There's a stone door to the east.
There's a wooden door to the west.

NPCs (1)

Female Human Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 4, Will 4; STR: 8 (-1), DEX: 15 (2), CON: 10 (0), INT: 16 (3), WIS: 15 (2), CHA: 13 (1)
Feats: Deft Hands, Combat Reflexes
Skills: Appraise 5, Balance 3, Bluff 3, Climb 1, Concentration 2, Diplomacy 2, Disguise 2, Gather Information 3, Heal 5, Intimidate 4, Listen 6, Ride 4, Sense Motive 3, Survival 3, Swim 0, Use Rope 4, Spellcraft 5, Tumble 3, Use Magic Device 2, Sleight Of Hand 4

Special Qualities: Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

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

Room 18:


This room is lit by a single torch.
There's a wooden door to the north.

NPCs (1)

Sharjss'ven Female Drow Pal1: CR 2 (ECL 3); HD 1d10; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 4, Ref 1, Will 1; STR: 12 (1), DEX: 12 (1), CON: 14 (2), INT: 18 (4), WIS: 13 (1), CHA: 9 (-1)
Feats: Self-Sufficient
Skills: Balance 5, Bluff 3, Concentration 4, Diplomacy 0, Escape Artist 3, Gather Information 0, Heal 3, Jump 4, Listen 2, Survival 3, Swim 2, Use Rope 3, Handle Animal 0

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 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
Masterwork Shortbow {worth 330 gp}
No items
90 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