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 down #3 Stair up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


This room is very dark and the air has a sweet smell.
There's a wooden door to the north.

NPCs (1)

Female Half-orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 14; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 8, Ref 0, Will 1; STR: 11 (0), DEX: 11 (0), CON: 18 (4), INT: 11 (0), WIS: 12 (1), CHA: 10 (0)
Feats: Great Fortitude
Skills: Appraise 1, Disguise 1, Escape Artist 1, Forgery 1, Gather Information 1, Hide 2, Intimidate 1, Jump 2, Listen 2, Move Silently 1, Search 1, Spot 2, Use Rope 1, Handle Animal 1

Special Qualities: Darkvision: 60ft; 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 2:


This room is very dark and the air is hazey. Near the northeastern corner you see a pentagram drawn on the floor.
There are 2 wooden doors to the west.

NPCs (1)

Male Human Rog1: CR 1 (ECL 1); HD 1d6; hp 8; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 3; STR: 14 (2), DEX: 10 (0), CON: 14 (2), INT: 9 (-1), WIS: 17 (3), CHA: 14 (2)
Feats: Deft Hands, Investigator
Skills: Appraise 0, Balance 1, Bluff 3, Climb 3, Diplomacy 5, Disguise 3, Escape Artist 1, Forgery 1, Gather Information 4, Intimidate 4, Jump 3, Listen 7, Search 0, Sense Motive 5, Spot 5, Use Rope 2, Disable Device 0, Open Lock 1, Sleight Of Hand 2, Use Magic Device 5

Special Qualities: Trap finding; Sneak attack +1d6

Suggested armor: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)

Treasure

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

Room 3:


This room is lightless and your nostrils are flooded by a vile stench.
There are 2 stone doors to the south.

NPCs (1)

Female Ogre Sor1: CR 4 (ECL 7); HD 4d8+1d4; hp 10; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref -1, Will 3; STR: 24 (7), DEX: 8 (-1), CON: 16 (3), INT: 7 (-2), WIS: 12 (1), CHA: 11 (0)
Feats: Toughness, Martial Weapon Proficiency, Persuasive
Skills: Bluff 2, Intimidate 2

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

No goods
Masterwork Longbow {worth 375 gp}
No items
20 pp
0 cp
0 sp
0 gp

Room 4:


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

Monsters (1)

Ghoul:Ghoul: 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
90 gp
0 cp
0 sp
0 pp

Room 5:


This room is lit by a single torch and your nostrils are flooded by a nasty smell.
There's a stone door to the east.

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)

Female Dwarf Bbn1: CR 1 (ECL 1); HD 1d12; hp 15; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 5, Ref 2, Will 1; STR: 12 (1), DEX: 15 (2), CON: 16 (3), INT: 8 (-1), WIS: 13 (1), CHA: 3 (-4)
Feats: Two-Weapon Fighting
Skills: Appraise 0, Climb 2, Escape Artist 3, Gather Information -2, Intimidate -3, Move Silently 4, Ride 3, Swim 2, Handle Animal -2

Special Qualities: Darkvision: 60ft; Fast movement; Illiteracy; Rage: 1/day

Suggested armor: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)

Treasure

No goods
No mundane items
Scroll: Inflict Light Wounds (Clr1), Shield of Faith (Clr1) (25 gp each) {worth 50 gp}
120 gp
0 cp
0 sp
0 pp

Room 6:


This room is lit by a single torch.
There's a wooden door to the north.
There are 2 wooden doors to the east.

NPCs (1)

Female Dwarf Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 4; STR: 6 (-2), DEX: 12 (1), CON: 13 (1), INT: 12 (1), WIS: 18 (4), CHA: 10 (0)
Feats: Negotiator
Skills: Diplomacy 2, Gather Information 2, Heal 5, Hide 2, Listen 6, Move Silently 2, Sense Motive 6, Survival 5, Use Rope 2, Handle Animal 3

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

Suggested armor: Half-plate (+7AC, 600gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

Embroidered silk and velvet mantle with numerous moonstones {worth 1300 gp}
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 7:


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

NPCs (1)

Female Ogre Ftr1: CR 4 (ECL 7); HD 4d8+1d10; hp 14; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 6, Ref 0, Will -1; STR: 28 (9), DEX: 10 (0), CON: 18 (4), INT: 11 (0), WIS: 9 (-1), CHA: 5 (-3)
Feats: Run, Endurance, Self-Sufficient, Magical Aptitude
Skills: Bluff -2, Climb 11, Gather Information -1, Heal 1, Hide 1, Move Silently 1, Spot 0, Survival 1, Spellcraft 2, Use Magic Device -1

Special Qualities: Darkvision: 60ft

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

Treasure

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

Room 8:


This room is barely lit. A distant sound of battle can be heard.
There's an iron door to the south.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Male Halfling Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 1; STR: 7 (-2), DEX: 12 (1), CON: 13 (1), INT: 11 (0), WIS: 13 (1), CHA: 14 (2)
Feats: Athletic
Skills: Appraise 1, Climb 0, Concentration 3, Disguise 3, Escape Artist 3, Forgery 1, Gather Information 4, Hide 3, Search 1, Spot 3, Survival 2, Swim 0

Special Qualities: 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 9:


This room is completely dark and the air has a strange stench. You hear the sound of tip toes in the distance. Lying on the floor you see a sickle.
There's a stone door to the north.
There are 2 wooden doors to the north.

NPCs (1)

Female Human Drd1: CR 1 (ECL 1); HD 1d8; hp 7; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 3; STR: 15 (2), DEX: 10 (0), CON: 9 (-1), INT: 15 (2), WIS: 12 (1), CHA: 13 (1)
Feats: Investigator, Lightning Reflexes
Skills: Balance 1, Bluff 2, Climb 3, Diplomacy 2, Disguise 2, Escape Artist 1, Forgery 4, Gather Information 3, Heal 2, Hide 1, Jump 4, Listen 4, Ride 1, Search 5, Survival 2, Swim 3, Use Rope 1, Handle Animal 4, Spellcraft 3

Special Qualities: Animal companion; Nature sense; Wild empathy

Suggested armor: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)

Treasure

No goods
Tanglefoot bags (2 bags, 50 gp each) {worth 100 gp}
No items
70 gp
0 cp
0 sp
0 pp

Room 10:


This room is well lit. Close to the southern wall you find a broken tile on the floor. Lying on the floor you see a chain.
There are 2 wooden doors to the east.
There's a stone door to the north.

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).

NPCs (1)

Female Githzerai Rog1: CR 2 (ECL 3); HD 1d6; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 5, Will 4; STR: 15 (2), DEX: 17 (3), CON: 14 (2), INT: 10 (0), WIS: 18 (4), CHA: 13 (1)
Feats: Affinity
Skills: Appraise 2, Bluff 2, Climb 4, Concentration 3, Diplomacy 5, Disguise 4, Escape Artist 5, Forgery 1, Heal 6, Hide 4, Intimidate 4, Jump 3, Ride 5, Search 1, Sense Motive 5, Spot 6, Open Lock 4, Sleight Of Hand 4, Use Magic Device 2, Handle Animal 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Trap finding; Sneak attack +1d6

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

Treasure

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

Room 11:


This room is lightless and the air has a mild bitter smell.
There are 2 wooden doors to the east.

Traps (2)

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).

Poison Dart Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 18; Cost: 700 gp; Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis).

Monsters (1)

Dragon:White Dragon, Wyrmling: CR 1; HD 3d12+3 (22); Init +0 (Dex); AC 14 (+2 size, +2 natural); Atk: Bite +5 melee, 2 Claws +0 melee; Dmg: Bite 1d, claw 1d3+0; Special Atk: Breath weapon; AL Always chaotic evil; SV Fort 4 Ref 3 Will 3; STR 11, DEX 10, CON 13, INT 6, WIS 11, CHA 6;
Feats: Any 1
Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3
Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;

Treasure

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

Room 12:


This room is lit by a single torch. You are surrounded by a floury smell. In the northwestern corner you see a small pile of dust.
There's a stone door to the west.
There's a stone door to the east.
There's a wooden door to the south.

NPCs (1)

Gwaew' Phainel Male Elf Sor1: CR 1 (ECL 1); HD 1d4; hp 3; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 2, Will 6; STR: 14 (2), DEX: 15 (2), CON: 8 (-1), INT: 12 (1), WIS: 18 (4), CHA: 13 (1)
Feats: Magical Aptitude
Skills: Balance 4, Diplomacy 2, Disguise 3, Escape Artist 3, Forgery 2, Gather Information 2, Hide 3, Jump 3, Listen 5, Ride 3, Spellcraft 3, Use Magic Device 3

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

Suggested armor: none

Treasure

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

Room 13:


This room is completely dark and the air is rare. Echoes of falling debris can be heard in the distance.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Male Githyanki Rog1: CR 2 (ECL 3); HD 1d6; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 4, Will 4; STR: 14 (2), DEX: 15 (2), CON: 16 (3), INT: 10 (0), WIS: 14 (2), CHA: 12 (1)
Feats: Iron Will
Skills: Appraise 4, Concentration 5, Diplomacy 2, Disguise 4, Escape Artist 3, Gather Information 3, Hide 3, Intimidate 3, Jump 3, Listen 3, Move Silently 5, Ride 3, Search 1, Sense Motive 3, Spot 3, Swim 3, Use Rope 5, Disable Device 2, Decipher Script 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Trap finding; Sneak attack +1d6

Suggested armor: none

Treasure

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

Room 14:


This room is lit by a single torch and your nostrils are flooded by an earthy smell. You hear the sound of rusty hinges in the distance.
There's a stone door to the south.
There's a wooden door to the west.

Traps (1)

Poison Needle Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 22; Disable Device DC 20; Cost: 1,300 gp; Atk +8 ranged (1 plus greenblood oil poison).

Monsters (1)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

No goods
Lock, good {worth 80 gp}
No items
400 sp
0 cp
0 gp
0 pp

Room 15:


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

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

No goods
Masterwork Light steel shield {worth 159 gp}
No items
40 pp
0 cp
0 sp
0 gp

Room 16:


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

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
70 gp
0 cp
0 sp
0 pp

Room 17:


This room is well lit.
There are 2 wooden doors to the west.

NPCs (1)

Female Half-elf Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 4; STR: 18 (4), DEX: 15 (2), CON: 10 (0), INT: 15 (2), WIS: 15 (2), CHA: 9 (-1)
Feats: Self-Sufficient
Skills: Balance 3, Bluff 1, Climb 6, Concentration 3, Diplomacy 1, Escape Artist 4, Gather Information 1, Heal 4, Jump 6, Search 4, Spot 3, Survival 4, Handle Animal 0, Spellcraft 4

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
5000 cp
0 sp
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