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 very dark.
There's a wooden door to the north.
There's a stone door to the north.
There's a wooden door to the east.

NPCs (1)

Male Gnome Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 0, Will 3; STR: 11 (0), DEX: 11 (0), CON: 13 (1), INT: 11 (0), WIS: 13 (1), CHA: 10 (0)
Feats: Nimble Fingers
Skills: Appraise 1, Concentration 2, Escape Artist 3, Heal 2, Spot 2, Use Rope 1, Disable Device 2, Open Lock 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Summon familiar; Scribe scroll

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

Treasure

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

Room 2:


This room is lightless and you are surrounded by an indescribable smell. You spot a scroll tube a few feet from you.
There's an iron door to the west.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Male Ogre Mage Brd1: CR 9 (ECL 13); HD 5d8+1d6; hp 8; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 4, Ref 2, Will 6; STR: 21 (5), DEX: 11 (0), CON: 15 (2), INT: 17 (3), WIS: 18 (4), CHA: 14 (2)
Feats: Improved Unarmed Strike, Track, Great Fortitude
Skills: Appraise 6, Balance 2, Bluff 3, Climb 7, Concentration 4, Diplomacy 4, Disguise 6, Escape Artist 1, Forgery 4, Gather Information 6, Heal 5, Hide 4, Intimidate 6, Jump 9, Move Silently 2, Ride 2, Search 6, Sense Motive 7, Spot 8, Survival 7, Use Rope 3, Decipher Script 7, Spellcraft 6, Tumble 3, Use Magic Device 5

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); Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

Suggested armor: none

Treasure

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

Room 3:


This room is lightless.
There's a stone door to the west.
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
No mundane items
No items
700 sp
0 cp
0 gp
0 pp

Room 4:


This room is adecuately lit. The air has a foul smell. In the southwestern corner there's a water puddle. Lying on the floor you see a ring.
There's a wooden door to the east.

NPCs (1)

Male Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 15; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 5, Ref 2, Will 2; STR: 7 (-2), DEX: 15 (2), CON: 17 (3), INT: 11 (0), WIS: 15 (2), CHA: 5 (-3)
Feats: Negotiator
Skills: Balance 3, Bluff -2, Climb -1, Concentration 4, Diplomacy -1, Disguise -2, Forgery 1, Gather Information -2, Heal 3, Hide 3, Intimidate -2, Jump -1, Sense Motive 4, Swim 0, Use Rope 3

Special Qualities: Fast movement; Illiteracy; Rage: 1/day

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

Treasure

Cloth of gold vestments {worth 90 gp}
No mundane items
Barkskin +2 (potion) {worth 300 gp}
600 sp
0 cp
0 gp
0 pp

Room 5:


This room is very dark. Close to the southern wall there's a dead mouse.
There's a stone door to the east.

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

Room 6:


This room is well lit. The air is dense. A faint sound of a flute can be heard from here. Near the southwestern corner you find a broken vial.
There's a stone door to the north.
There's a stone door to the west.

Monsters (1)

Elemental:Water Elemental, Small: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral; SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

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

Room 7:


This room is lightless. The air has a mild sweaty smell. In the northeastern corner you see a crystal eye.
There's a wooden door to the west.
There's an iron door to the east.

Monsters (1)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

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

Room 8:


This room is lightless and your nostrils are flooded by a smoky stench.
There's a wooden door to the north.
There's a wooden door to the west.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

red-brown spinel {worth 480 gp}
Half-plate {worth 600 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 9:


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

Monsters (1)

Animal:Camel: CR 1; HD 3d8+6 (19); Init +3 (Dex); AC 13 (-1 size, +3 Dex, +1 natural); Atk: Bite +5 melee; Dmg: Bite 1d4+6; Special Atk: ; AL Always neutral; SV Fort 5 Ref 6 Will 1; STR 18, DEX 16, CON 14, INT 1, WIS 11, CHA 4;
Feats:
Skills: Listen +5, Spot +5
Special Qualities: Scent;

Treasure

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

Room 10:


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

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

Room 11:


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

NPCs (1)

Male Githzerai Clr1: CR 2 (ECL 3); HD 1d8; hp 6; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 4, Will 4; STR: 15 (2), DEX: 19 (4), CON: 7 (-2), INT: 4 (-3), WIS: 14 (2), CHA: 15 (2)
Feats: Nimble Fingers
Skills: Disable Device -1, Open Lock 6

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Turn or rebuke undead

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

Treasure

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

Room 12:


This room is lit by an unknown glow. The air has a strong smoky smell. Close to you there's an eyepatch.
There's a wooden door to the east.
There's a stone door to the south.
There's an iron door to the south.

NPCs (1)

Female Half-elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will -1; STR: 14 (2), DEX: 15 (2), CON: 12 (1), INT: 12 (1), WIS: 8 (-1), CHA: 13 (1)
Feats: Athletic
Skills: Appraise 2, Balance 3, Climb 4, Concentration 2, Diplomacy 3, Forgery 2, Gather Information 2, Heal 0, Hide 4, Listen 2, Search 2, Sense Motive 0, Survival 0, Swim 4, Use Rope 3, Handle Animal 3

Special Qualities: Low-light vision; Immunities: sleep; 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
800 sp
0 cp
0 gp
0 pp

Room 13:


This room is completely dark. The air has a mild smoky smell. For an instant you hear the sound of falling debris, but then it stops.
There's a stone door to the east.

Monsters (1)

Gnome:Svirfneblin: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+1 size, +4 chain shirt, +1 small shield); Atk: Short sword +2 melee; or light crossbow +2 ranged; Dmg: Short sword 1d6-1; or light crossbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral good; SV Fort 5 Ref 2 Will 2; STR 8, DEX 12, CON 12, INT 10, WIS 12, CHA 6;
Feats: Weapon Focus (short sword)
Skills: Hide +2*, Listen +4, Spot +2
Special Qualities: Svirfneblin traits, non-detection, speak with animals;

Treasure

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

Room 14:


This room is completely dark. Close to the southwestern corner there's a violet stain on the floor.
There's an iron door to the west.
There's a wooden door to the west.

NPCs (1)

Male Human Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 0, Will 3; STR: 16 (3), DEX: 10 (0), CON: 14 (2), INT: 17 (3), WIS: 12 (1), CHA: 13 (1)
Feats: Improved Unarmed Strike, Improved Shield Bash
Skills: Balance 2, Bluff 2, Climb 5, Diplomacy 3, Disguise 3, Forgery 5, Gather Information 2, Heal 3, Hide 1, Intimidate 3, Jump 4, Move Silently 1, Search 4, Sense Motive 2, Swim 5, Spellcraft 4

Special Qualities: Summon familiar

Suggested armor: none

Treasure

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

Room 15:


This room is completely dark. In the western wall there's a piece of broken mirror.
There's an iron door to the south.
There's a wooden door to the south.

NPCs (1)

Thramil Male Dwarf Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 0, Will 4; STR: 15 (2), DEX: 11 (0), CON: 12 (1), INT: 14 (2), WIS: 14 (2), CHA: 15 (2)
Feats: Negotiator
Skills: Appraise 3, Balance 1, Bluff 3, Concentration 2, Diplomacy 4, Disguise 5, Forgery 3, Hide 2, Jump 3, Listen 3, Move Silently 1, Ride 2, Search 4, Sense Motive 4, Spot 4, Swim 3, Use Rope 1, Handle Animal 4

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

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

Treasure

No goods
Masterwork Bolts, crossbow (50) {worth 350 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 16:


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

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
No mundane items
No items
80 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