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 magically lit. Near the northwestern corner you find the remains of an eyepatch.
There's a wooden door to the east.
There's a stone door to the south.

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
60 gp
0 cp
0 sp
0 pp

Room 2:


This room is barely lit and the air has a mild biting smell. Near the southeastern corner you find some bread crumbs.
There are 2 stone doors to the south.
There's a wooden door to the south.

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).

NPCs (1)

Male Githyanki Sor1: CR 2 (ECL 3); HD 1d4; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 2, Will 0; STR: 14 (2), DEX: 15 (2), CON: 16 (3), INT: 17 (3), WIS: 6 (-2), CHA: 9 (-1)
Feats: Negotiator
Skills: Appraise 4, Bluff 0, Climb 3, Diplomacy 1, Escape Artist 3, Forgery 4, Gather Information 1, Heal 0, Hide 3, Listen 2, Search 4, Sense Motive 0, Spot -1, Swim 3, Use Rope 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Summon familiar

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

Treasure

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

Room 3:


This room is lit by a single torch and you are surrounded by a putrid smell. Close to the southeastern corner you find some rotten cheese.
There's a wooden door to the north.

NPCs (1)

Female Human Mnk1: CR 1 (ECL 1); HD 1d8; hp 8; Init 0; AC 11 (touch 10, flat-footed 11, misc 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 3; STR: 15 (2), DEX: 11 (0), CON: 11 (0), INT: 14 (2), WIS: 12 (1), CHA: 9 (-1)
Feats: Power Attack, Nimble Fingers, Blind-Fight
Skills: Appraise 4, Balance 1, Climb 3, Concentration 2, Diplomacy 1, Disguise 0, Forgery 3, Heal 2, Hide 2, Intimidate 0, Listen 3, Move Silently 1, Ride 2, Search 3, Sense Motive 3, Spot 3, Survival 2, Swim 3, Use Rope 1, Tumble 1, Disable Device 4, Open Lock 2

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 4:


This room is very dark. The air has a vile stench.
There's a wooden door to the west.

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)

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
120 gp
0 cp
0 sp
0 pp

Room 5:


This room is magically lit and your nostrils are flooded by a burnt stench. For an instant you hear the sound of a gust of wind, but then it stops. Lying on the floor you see a ring.
There's a stone door to the south.

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).

NPCs (1)

Female Halfling Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init +1; AC 15 (touch 12, flat-footed 14, misc 3, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 5; STR: 8 (-1), DEX: 13 (1), CON: 14 (2), INT: 7 (-2), WIS: 17 (3), CHA: 13 (1)
Feats: Acrobatic, Armor Proficiency (light)
Skills: Bluff 2, Concentration 3, Disguise 3, Escape Artist 2, Intimidate 2, Jump 1, Spot 4, Use Rope 2, Tumble 3

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

Suggested armor: none

Treasure

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

Room 6:


This room is shrouded in magical darkness. A distant sound of tip toes can be heard. Close to the southern wall you find an illegible engraving on the floor.
There's a stone door to the west.

NPCs (1)

Female Half-orc Clr1: CR 1 (ECL 1); HD 1d8; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 2, Will 3; STR: 11 (0), DEX: 15 (2), CON: 12 (1), INT: 9 (-1), WIS: 13 (1), CHA: 4 (-3)
Feats: Run
Skills: Bluff -2, Intimidate -2, Move Silently 3, Ride 3

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

Suggested armor: none

Treasure

No goods
Rope, silk (50 ft.) {worth 10 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 7:


This room is well lit. Near the eastern wall you find some mold forming a strange pattern.
There's a wooden 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
200 sp
0 cp
0 gp
0 pp

Room 8:


This room is very dark. The air has a strong noxious smell. Near the southern wall you find a small pile of rocks.
There's a wooden door to the south.

Traps (2)

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).

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)

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

Room 9:


This room is very dark. Your nostrils are flooded by a biting smell. Near the western wall you find a blood smudge on the floor.
There's an iron door to the south.

Monsters (1)

Animal:Shark, Medium-Size: CR 1; HD 3d8+3 (16); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d6+1; Special Atk: ; AL Always neutral; SV Fort 4 Ref 5 Will 2; STR 13, DEX 15, CON 13, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Listen +7, Spot +7
Special Qualities: Keen scent;

Treasure

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

Room 10:


This room is lit by a single torch. Your nostrils are flooded by a bitter smell. Near the northwestern corner you see several paper scraps laying on the floor.
There's a stone door to the west.
There's a stone door to the north.

NPCs (1)

Female Halfling Sor1: CR 1 (ECL 1); HD 1d4; hp 2; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort -2, Ref 2, Will 3; STR: 15 (2), DEX: 15 (2), CON: 7 (-2), INT: 14 (2), WIS: 12 (1), CHA: 16 (3)
Feats: Shield Proficiency
Skills: Balance 3, Bluff 4, Concentration -1, Diplomacy 4, Escape Artist 4, Gather Information 4, Hide 4, Intimidate 5, Move Silently 4, Sense Motive 2, Survival 3

Special Qualities: Summon familiar

Suggested armor: none

Treasure

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

Room 11:


This room is well lit. In the northern wall there's a burnt torch. Lying on the floor you see a golden tooth.
There are 2 wooden doors to the south.
There's a wooden door to the east.

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)

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
No mundane items
No items
4000 cp
0 sp
0 gp
0 pp

Room 12:


This room is adecuately lit.
There are 2 wooden doors 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
Everburning torch {worth 110 gp}
No items
50 gp
0 cp
0 sp
0 pp

Room 13:


This room is lightless. The air has an acrid smell. Close to the center of the room there's a small pile of dust.
There's a wooden door to the east.

NPCs (1)

Gugar Male Orc Bbn1: CR 1 (ECL 1); HD 1d12; hp 15; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 5, Ref 2, Will -2; STR: 19 (4), DEX: 15 (2), CON: 16 (3), INT: 7 (-2), WIS: 6 (-2), CHA: 7 (-2)
Feats: Run
Skills: Balance 3, Disguise -1, Forgery -1, Hide 4, Jump 5, Sense Motive -1, Swim 5

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

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

Treasure

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

Room 14:


This room is adecuately lit. For an instant you hear the sound of a gust of wind, but then it stops. In the southwestern corner you find a small pile of dust.
There's a wooden door to the west.
There's a wooden door to the east.
There's a wooden door to the north.

Monsters (1)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

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

Room 15:


This room is adecuately lit. You hear the faint sound of clanging swords, but can't quite place where it comes from. You spot a crown a few feet from you.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

BrethilLostcant Female Elf Clr1: 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 5; STR: 10 (0), DEX: 14 (2), CON: 11 (0), INT: 14 (2), WIS: 17 (3), CHA: 14 (2)
Feats: Negotiator
Skills: Concentration 1, Diplomacy 4, Forgery 5, Gather Information 6, Heal 4, Intimidate 3, Listen 4, Move Silently 3, Sense Motive 5, Spellcraft 3

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

Room 16:


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

NPCs (1)

Male Human Wiz1: 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 3; STR: 14 (2), DEX: 14 (2), CON: 8 (-1), INT: 15 (2), WIS: 13 (1), CHA: 14 (2)
Feats: Improved Shield Bash, Athletic
Skills: Appraise 4, Climb 4, Concentration 0, Diplomacy 5, Disguise 3, Escape Artist 3, Forgery 5, Listen 3, Ride 3, Search 3, Sense Motive 3, Spot 2, Survival 2, Swim 4

Special Qualities: Summon familiar; Scribe scroll

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

Treasure

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

Room 17:


This room is barely lit. Lying on the floor you see a tray.
There's a wooden 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
No mundane items
No items
400 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