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 up #0

Room 1:


This room is lit by an unknown glow and the air is rare. Close to the eastern wall you find a broken ceramic bowl.
There's a wooden door to the west.
There's a wooden door to the north.

Traps (1)

Wall Blade Trap: CR 1; mechanical; trigger: touch; reset: automatic; Search DC 22; Disable Device DC 22; Cost: 2,500 gp; hidden switch bypass (25), Atk +10 melee (2d4/x4, scythe).

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 Crossbow, light {worth 335 gp}
No items
800 sp
0 cp
0 gp
0 pp

Room 2:


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

NPCs (1)

Male Half-orc Sor1: CR 1 (ECL 1); HD 1d4; hp 3; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 0, Will 0; STR: 12 (1), DEX: 10 (0), CON: 9 (-1), INT: 13 (1), WIS: 7 (-2), CHA: 12 (1)
Feats: Investigator
Skills: Balance 1, Bluff 2, Concentration 0, Escape Artist 1, Gather Information 3, Hide 2, Move Silently 3, Spot -1, Use Rope 1, Spellcraft 2

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

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

Room 3:


This room is lit by an unknown glow.
There's a wooden door to the south.

NPCs (1)

Male Half-orc Clr1: CR 1 (ECL 1); HD 1d8; hp 8; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 0, Will 3; STR: 17 (3), DEX: 11 (0), CON: 11 (0), INT: 10 (0), WIS: 13 (1), CHA: 9 (-1)
Feats: Blind-Fight
Skills: Diplomacy 0, Escape Artist 1, Forgery 1, Move Silently 2, Ride 1, Sense Motive 2, Survival 2

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

Suggested armor: none

Treasure

No goods
Antitoxin (1 doses, 50 gp each) {worth 50 gp}
No items
300 sp
0 cp
0 gp
0 pp

Room 4:


This room is adecuately lit. The air has a reek smell. You spot a boot heel a few feet from you.
There's a wooden door to the south.
There's an iron door to the west.

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

Room 5:


This room is lightless. The air has a mild distinctive smell. Echoes of a slammed door can be heard in the distance. Near the center of the room you see some bread crumbs.
There are 2 wooden doors to the south.

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

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

Room 6:


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

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 Scimitar {worth 315 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 7:


This room is well lit. Near the northeastern corner you see a small ball of yarn.
There's a wooden door to the east.

NPCs (1)

Male Halfling Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 4, Will 2; STR: 14 (2), DEX: 18 (4), CON: 15 (2), INT: 14 (2), WIS: 10 (0), CHA: 11 (0)
Feats: Power Attack
Skills: Balance 5, Bluff 2, Concentration 3, Diplomacy 2, Gather Information 1, Heal 1, Intimidate 2, Jump 3, Listen 1, Ride 6, Search 3, Spot 1

Special Qualities: Turn or rebuke undead

Suggested armor: none

Treasure

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

Room 8:


This room is lit by a single torch. The air is rare. Close to you there's a coffer.
There's a wooden door to the south.

Traps (1)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

NPCs (1)

Thobur Male Dwarf Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref -2, Will 2; STR: 12 (1), DEX: 6 (-2), CON: 13 (1), INT: 11 (0), WIS: 10 (0), CHA: 7 (-2)
Feats: Run
Skills: Balance -1, Bluff -1, Climb 2, Disguise 0, Gather Information 0, Hide -1, Jump 2, Listen 1, Move Silently 0, Ride -1, Survival 1, Swim 2, Spellcraft 1

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Everburning torch {worth 110 gp}
No items
300 sp
0 cp
0 gp
0 pp

Room 9:


This room is lightless and the air has a vile stench.
There's a wooden door to the east.
There's an iron door to the north.

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

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

Room 10:


This room is shrouded in magical darkness. The air has a rancid stench. Near the southwestern corner you find a piece of broken mirror.
There's a wooden door to the south.
There's a stone door to the south.

NPCs (1)

Female Dwarf Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref 2, Will 2; STR: 16 (3), DEX: 14 (2), CON: 16 (3), INT: 13 (1), WIS: 10 (0), CHA: 11 (0)
Feats: Persuasive
Skills: Appraise 2, Bluff 2, Climb 6, Diplomacy 1, Disguise 1, Intimidate 2, Move Silently 3, Sense Motive 1, Swim 4, Use Rope 3, Spellcraft 2

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

Suggested armor: none

Treasure

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

Room 11:


This room is very dark. In the center of the room you find some mold forming a strange pattern.
There's a stone door to the north.
There are 2 wooden doors to the east.

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
0 cp
0 sp
0 gp
0 pp

Room 12:


This room is very dark. You hear the sound of conversation in the distance. Close to the northwestern corner you find a few rags.
There's a wooden door to the south.
There's an iron door to the south.

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

Room 13:


This room is completely dark. The air is thin. Near the northeastern corner there's a scorch mark on the floor.
There are 2 wooden doors to the west.

NPCs (1)

Male Ogre Drd1: CR 4 (ECL 7); HD 5d8; hp 10; Init -2; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 4, Ref -2, Will 4; STR: 22 (6), DEX: 6 (-2), CON: 14 (2), INT: 11 (0), WIS: 10 (0), CHA: 7 (-2)
Feats: Blind-Fight, Self-Sufficient, Iron Will
Skills: Appraise 1, Bluff -1, Disguise -1, Escape Artist -1, Gather Information 0, Heal 2, Hide 0, Intimidate -1, Jump 7, Listen 2, Search 1, Spot 1, Survival 2, Handle Animal -1

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 14:


This room is well lit and your nostrils are flooded by a minty stench. In the southeastern corner there's a wooden amulet. You spot a staff a few feet from you.
There's a wooden door to the east.
There are 2 stone doors to the east.

Monsters (1)

Animal:Mule: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +4 melee; Dmg: Hoof 1d4+3; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 1; STR 16, DEX 13, CON 17, INT 2, WIS 11, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: ;

Treasure

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

Room 15:


This room is very dark and the air has a sweaty smell.
There's a wooden door to the east.
There are 2 wooden doors to the south.

NPCs (1)

Isterinolin Female Drow Mnk1: CR 2 (ECL 3); HD 1d8; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 3, Will 0; STR: 11 (0), DEX: 13 (1), CON: 9 (-1), INT: 16 (3), WIS: 7 (-2), CHA: 17 (3)
Feats: Alertness, Combat Reflexes
Skills: Appraise 5, Climb 1, Concentration 1, Disguise 4, Forgery 6, Gather Information 5, Heal -1, Hide 3, Intimidate 4, Jump 2, Listen 0, Move Silently 2, Ride 2, Search 4, Sense Motive -1, Spot 0, Survival 1, Use Rope 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 16:


This room is adecuately lit. Near the center of the room you find a patch of fungus.
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
Masterwork Ranseur {worth 310 gp}
No items
800 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