Level 1 Dungeon (17 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 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1

Room 1:


This room is well lit. You are surrounded by a distinctive smell. You hear the faint sound of a bell, but can't quite place where it comes from.
There's a wooden door to the north.

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
200 sp

Room 2:


This room is well lit. You are surrounded by a rotten smell. A faint sound of a flute can be heard from here. Near the western wall there's a tiny piece of chalk.
There's an iron door to the west.
There's a wooden door to the west.

Monsters (1)

Elf:Drow: CR 1; HD 1d8-1 (3); Init +1 (Dex); AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk: Longsword +1 melee; or longbow +2 ranged; Dmg: Longsword 1d8; or longbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral evil; SV Fort 1 Ref 1 Will 0; STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 9;
Feats: Weapon Focus (longbow)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Special Qualities: Darkvision, SR 11, elven traits, light blindness;

Treasure

No goods
No mundane items
No items
4000 cp

Room 3:


This room is lightless and the air has a mild woody smell. For an instant you hear the sound of burning torches, but then it stops.
There's a wooden door to the north.

Monsters (1)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
30 pp

Room 4:


This room is barely lit. The air is foggy. In the northern wall you see a small pile of rocks. Close to you there's a golden tooth.
There's a wooden door to the east.
There's a stone door to the west.

NPCs (1)

Male Halfling Ftr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 3, Will -1; STR: 9 (-1), DEX: 16 (3), CON: 15 (2), INT: 13 (1), WIS: 9 (-1), CHA: 11 (0)
Feats: Blind-Fight, Shield Proficiency
Skills: Appraise 4, Balance 4, Bluff 1, Hide 4, Intimidate 1, Listen 0, Move Silently 4, Survival 0, Handle Animal 2

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

No goods
No mundane items
No items
80 gp

Room 5:


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

NPCs (1)

Female Human Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 0; STR: 9 (-1), DEX: 14 (2), CON: 13 (1), INT: 17 (3), WIS: 11 (0), CHA: 13 (1)
Feats: Deceitful, Martial Weapon Proficiency
Skills: Appraise 5, Balance 4, Bluff 3, Climb 0, Concentration 4, Diplomacy 3, Disguise 5, Forgery 6, Gather Information 2, Heal 1, Hide 6, Intimidate 2, Listen 2, Move Silently 3, Ride 3, Search 4, Sense Motive 1, Survival 1, Swim 0, Handle Animal 3

Special Qualities: 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
700 sp

Room 6:


This room is lightless and the air has a strong floury smell. You spot a pouch of tobacco a few feet from you.
There are 2 stone doors 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)

Ovdoen Female Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 4, Ref 2, Will 2; STR: 16 (3), DEX: 15 (2), CON: 15 (2), INT: 11 (0), WIS: 14 (2), CHA: 11 (0)
Feats: Improved Shield Bash
Skills: Balance 4, Diplomacy 1, Forgery 1, Heal 3, Listen 3, Survival 3, Use Rope 3

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
80 gp

Room 7:


This room is lightless. The air has a bitter stench. You hear the faint sound of rusty hinges, but can't quite place where it comes from.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Female Duergar Clr1: CR 2 (ECL 2); HD 1d8; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 6, Ref 1, Will 2; STR: 13 (1), DEX: 12 (1), CON: 18 (4), INT: 14 (2), WIS: 11 (0), CHA: 5 (-3)
Feats: Power Attack
Skills: Appraise 3, Bluff -2, Climb 2, Diplomacy -2, Disguise -2, Forgery 3, Heal 2, Listen 1, Move Silently 2, Ride 2, Sense Motive 1, Spot 1, Survival 1, Use Rope 2, Spellcraft 3

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Turn or rebuke undead

Suggested armor: none

Treasure

No goods
Thieves' tools, masterwork {worth 50 gp}
No items
40 pp

Room 8:


This room is lightless.
There are 2 stone doors to the west.

NPCs (1)

Del'Rosdollen Male Elf Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 4, Will 0; STR: 15 (2), DEX: 19 (4), CON: 12 (1), INT: 4 (-3), WIS: 10 (0), CHA: 13 (1)
Feats: Negotiator
Skills: Diplomacy 3, Sense Motive 2

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

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

Treasure

No goods
No mundane items
No items
60 gp

Room 9:


This room is completely dark. In the southern wall there's a needle.
There are 2 wooden doors to the west.

NPCs (1)

Male Duergar Mnk1: CR 2 (ECL 2); HD 1d8; hp 11; Init +3; AC 14 (touch 13, flat-footed 11, misc 1); Atk +0; SR 0; AL LE; SV Fort 5, Ref 5, Will 3; STR: 13 (1), DEX: 17 (3), CON: 16 (3), INT: 11 (0), WIS: 13 (1), CHA: 7 (-2)
Feats: Stealthy, Affinity
Skills: Balance 6, Bluff -1, Diplomacy -1, Escape Artist 5, Forgery 2, Hide 6, Jump 2, Listen 2, Move Silently 6, Ride 5, Search 1, Sense Motive 2, Use Rope 4, Handle Animal 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

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

Treasure

No goods
Holy symbol, silver {worth 25 gp}
No items
800 sp

Room 10:


This room is shrouded in magical darkness.
There's a wooden door to the south.

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
No mundane items
No items
No coins

Room 11:


This room is well lit. Near the southern wall there's a scorch mark on the floor.
There's an iron door to the east.

NPCs (1)

Female Half-orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 11; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref 0, Will 0; STR: 7 (-2), DEX: 6 (-2), CON: 16 (3), INT: 11 (0), WIS: 7 (-2), CHA: 10 (0)
Feats: Acrobatic, Agile
Skills: Balance 0, Bluff 1, Concentration 4, Disguise 1, Escape Artist 3, Forgery 1, Heal -1, Intimidate 1, Jump 0, Listen -1, Search 1, Spot -1, Swim -1, Use Rope -1, Tumble 2

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

Suggested armor: none

Treasure

No goods
Masterwork Hammer, gnome hooked {worth 620 gp}
No items
300 sp

Room 12:


This room is lit by an unknown glow. You hear the sound of footsteps in the distance.
There's a stone door to the north.

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
No coins

Room 13:


This room is barely lit. Your nostrils are flooded by a fresh smell. You spot a fish hook a few feet from you.
There's a wooden door to the south.

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).

Monsters (1)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
600 sp

Room 14:


This room is very dark and the air has a mild burnt smell.
There's a stone door to the south.
There's an iron door to the south.

NPCs (1)

Female Githyanki Bbn1: CR 2 (ECL 3); HD 1d12; hp 14; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 4, Ref 3, Will 0; STR: 8 (-1), DEX: 16 (3), CON: 15 (2), INT: 10 (0), WIS: 10 (0), CHA: 13 (1)
Feats: Persuasive
Skills: Appraise 1, Balance 4, Bluff 4, Climb 0, Diplomacy 2, Escape Artist 4, Forgery 1, Heal 1, Intimidate 4, Jump 0, Listen 1, Move Silently 4, Ride 4, Sense Motive 2, Spot 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
No items
30 gp

Room 15:


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

NPCs (1)

Male Githyanki Mnk1: CR 2 (ECL 3); HD 1d8; hp 11; Init 0; AC 11 (touch 10, flat-footed 11, misc 1); Atk +0; SR 6; AL NE; SV Fort 5, Ref 2, Will 5; STR: 14 (2), DEX: 10 (0), CON: 17 (3), INT: 14 (2), WIS: 12 (1), CHA: 10 (0)
Feats: Armor Proficiency (light), Iron Will
Skills: Appraise 3, Concentration 5, Disguise 3, Escape Artist 1, Forgery 3, Heal 4, Hide 1, Intimidate 1, Jump 3, Listen 3, Search 3, Survival 5, Use Rope 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
90 gp

Room 16:


This room is adecuately lit and the air is foggy. Echoes of rattling chains can be heard in the distance. Near the northern wall you see a piece of broken mirror.

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).

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
Disguise kit {worth 50 gp}
No items
130 gp

Room 17:


This room is shrouded in magical darkness. Near the northeastern corner you see a violet stain on the floor.
There's a wooden door to the north.

Monsters (1)

Ghoul:Lacedon: CR 1; HD 2d12 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; 2 claws +0 melee; Dmg: Bite 1d6+1 and paralysis; claw 1d3 and paralysis; Special Atk: Paralysis, create spawn; AL Always chaotic evil; SV Fort 0 Ref 2 Will 5; STR 13, DEX 15, CON , INT 13, WIS 14, CHA 16;
Feats: Multiattack, Weapon Finesse (bite)
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
Special Qualities: Undead, +2 turn resistance;

Treasure

No goods
No mundane items
No items
70 gp

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