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 hear the faint sound of scurrying mice, but can't quite place where it comes from. In the eastern wall you find a narrow crack on the ceiling.
There's a stone door to the south.
There's a stone door to the east.

NPCs (1)

Female Gnome Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 3; STR: 15 (2), DEX: 14 (2), CON: 15 (2), INT: 10 (0), WIS: 16 (3), CHA: 16 (3)
Feats: Martial Weapon Proficiency
Skills: Appraise 1, Bluff 4, Concentration 3, Diplomacy 4, Escape Artist 3, Gather Information 5, Heal 5, Intimidate 4, Ride 3, Search 1, Sense Motive 4, Spot 4, Survival 4, Handle Animal 4

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Fast movement; Illiteracy; Rage: 1/day

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

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

Room 2:


This room is lightless. The air has a biting smell.
There's a wooden door to the west.

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
Holy symbol, silver {worth 25 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 3:


This room is very dark and the air is humid.
There's a wooden door to the north.
There's a wooden door to the west.

Monsters (1)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

silver chalice with lapis lazuli gems {worth 90 gp}
No mundane items
No items
70 gp
0 cp
0 sp
0 pp

Room 4:


This room is barely lit.
There's a stone door to the north.

NPCs (1)

Male Ogre Mage Sor1: CR 9 (ECL 13); HD 5d8+1d4; hp 6; Init +5; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 2, Ref 1, Will 8; STR: 24 (7), DEX: 13 (1), CON: 14 (2), INT: 15 (2), WIS: 22 (6), CHA: 15 (2)
Feats: Run, Deft Hands, Improved Initiative
Skills: Appraise 3, Balance 5, Bluff 5, Climb 8, Concentration 6, Diplomacy 3, Disguise 3, Escape Artist 5, Forgery 5, Gather Information 3, Heal 9, Intimidate 5, Listen 7, Ride 2, Sense Motive 9, Spot 10, Swim 10, Use Rope 3, Spellcraft 5, Sleight Of Hand 3

Special Qualities: Darkvision: 60ft; Regeneration: 5; Spell-like abilities (at will): Darkness, Invisibility; Spell-like abilities (1/day): Charm person (DC14), Cone of cold (DC18), Gaseous form, Polymorph, Sleep (DC14); Summon familiar

Suggested armor: none

Treasure

No goods
Masterwork studded leather {worth 175 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 5:


This room is lit by an unknown glow and your nostrils are flooded by a yeasty smell. A distant sound of scurrying mice can be heard.
There are 2 wooden doors to the east.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 6:


This room is lightless.
There's a stone door to the west.

Monsters (1)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

No goods
Masterwork Shortbow, composite (+1 Str bonus) {worth 450 gp}
No items
500 sp
0 cp
0 gp
0 pp

Room 7:


This room is lit by a single torch. Your nostrils are flooded by a burnt stench. You spot a harp a few feet from you.
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

Alexandrite {worth 800 gp}
No mundane items
No items
500 sp
0 cp
0 gp
0 pp

Room 8:


This room is lightless. Echoes of flowing water can be heard in the distance.
There's a wooden door to the north.
There's a wooden door to the west.

Monsters (1)

Elemental:Fire Elemental, Small: CR 1; HD 2d8 (9); Init +5 (+1 Dex, +4 Improved Initiative); AC 15 (+1 size, +1 Dex, +3 natural); Atk: Slam +3 melee; Dmg: Slam 1d4 and 1d4 fire; Special Atk: Burn; AL Usually neutral; SV Fort 0 Ref 4 Will 0; STR 10, DEX 13, CON 10, INT 4, WIS 11, CHA 11;
Feats: Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental, fire subtype;

Treasure

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

Room 9:


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

NPCs (1)

Brithlaeg Male Elf Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init +4; AC 15 (touch 14, flat-footed 11, misc 1); Atk +0; SR 0; AL TN; SV Fort 6, Ref 6, Will 3; STR: 15 (2), DEX: 18 (4), CON: 14 (2), INT: 9 (-1), WIS: 12 (1), CHA: 15 (2)
Feats: Great Fortitude, Improved Shield Bash
Skills: Balance 6, Escape Artist 5, Gather Information 3, Hide 5, Intimidate 3, Move Silently 5, Spot 3, Survival 2, Use Rope 5, Tumble 5

Special Qualities: Immunities: sleep; Low-light vision; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 10:


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

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
2000 cp
0 sp
0 gp
0 pp

Room 11:


This room is lightless. The air has a biting stench. In the northwestern corner you see a scorch mark on the floor.

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
Masterwork Longbow, composite (+4 Str bonus) {worth 800 gp}
No items
60 gp
0 cp
0 sp
0 pp

Room 12:


This room is barely lit. Near the center of the room you find a dead mouse.
There's a stone 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
Artisan's tools, masterwork {worth 55 gp}
No items
60 gp
0 cp
0 sp
0 pp

Room 13:


This room is well lit. Near the southwestern corner there's a broken hourglass.
There's an iron door to the east.

NPCs (1)

Dedalg Male Orc Rog1: CR 1 (ECL 1); HD 1d6; hp 9; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 3, Ref 0, Will 1; STR: 17 (3), DEX: 7 (-2), CON: 16 (3), INT: 9 (-1), WIS: 12 (1), CHA: 13 (1)
Feats: Alertness
Skills: Appraise 3, Bluff 2, Diplomacy 2, Disguise 2, Escape Artist -1, Forgery 0, Gather Information 2, Heal 3, Hide 0, Jump 4, Listen 3, Ride -1, Sense Motive 2, Spot 3, Survival 3, Swim 5, Use Rope -1, Decipher Script 0, Tumble 0

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
700 sp
0 cp
0 gp
0 pp

Room 14:


This room is shrouded in magical darkness. Near the eastern wall you see the remains of an eyepatch.
There's a wooden door to the west.
There's a stone door to the west.

NPCs (1)

Female Githzerai Mnk1: CR 2 (ECL 3); HD 1d8; hp 11; Init +4; AC 16 (touch 14, flat-footed 12, misc 2); Atk +0; SR 6; AL NE; SV Fort 5, Ref 6, Will 4; STR: 13 (1), DEX: 18 (4), CON: 17 (3), INT: 13 (1), WIS: 14 (2), CHA: 14 (2)
Feats: Track, Self-Sufficient
Skills: Appraise 3, Balance 7, Bluff 3, Climb 2, Concentration 4, Escape Artist 5, Heal 4, Move Silently 5, Sense Motive 3, Survival 4, Use Rope 8, Tumble 6

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 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
Manacles, masterwork {worth 50 gp}
No items
200 sp
0 cp
0 gp
0 pp

Room 15:


This room is lit by a single torch. The air has a mild burnt smell. Near the eastern wall you see a few ants.
There's a stone door to the south.
There's a wooden door to the north.
There's an iron door to the west.

NPCs (1)

Kraggar Male Orc Ftr1: 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 -1; STR: 18 (4), DEX: 14 (2), CON: 14 (2), INT: 11 (0), WIS: 9 (-1), CHA: 15 (2)
Feats: Blind-Fight, Investigator
Skills: Diplomacy 3, Disguise 3, Forgery 2, Gather Information 4, Hide 3, Sense Motive 0, Swim 5, Handle Animal 3

Special Qualities: Darkvision: 60ft; Light sensitivity

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

Treasure

Citrine {worth 60 gp}
Masterwork Dart {worth 300 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 16:


This room is lightless. Near the southeastern corner there's an illegible engraving on the floor.
There's a wooden door to the east.
There's a wooden 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
No mundane items
No items
140 gp
0 cp
0 sp
0 pp

Room 17:


This room is well lit and the air is thick. You hear the sound of a groan in the distance. Close to the northwestern corner there's a scorch mark on the ceiling.
There's a wooden door to the south.

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
140 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