Level 1 Dungeon (20 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 Room #18 Room #19 Room #20 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


This room is very dark.
There's a wooden door to the west.
There's a stone door to the west.

Monsters (1)

Lizardfolk: CR 1; HD 2d8+2 (11); Init +0; AC 15 (+5 natural) or 17 (+5 natural, +2 large shield); Atk: 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged; Dmg: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1; Special Atk: ; AL Usually neutral; SV Fort 1 Ref 3 Will 0; STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10;
Feats: Multiattack
Skills: Balance +4, Jump +7, Swim +9
Special Qualities: ;

Treasure

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

Room 2:


This room is shrouded in magical darkness. The air has a strong unpleasant smell. Close to you there's a fishing rod.
There are 3 wooden doors to the west.

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
120 gp
0 cp
0 sp
0 pp

Room 3:


This room is completely dark. Near the eastern wall there's a few small dead spiders.
There's a stone door to the north.
There's a stone door to the south.

Monsters (1)

Ghoul:Lacedon: 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
500 sp
0 cp
0 gp
0 pp

Room 4:


This room is completely dark. Close to the northwestern corner you see a small ball of yarn.
There's a wooden door to the east.
There's a stone door to the east.
There's a wooden door to the north.

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
400 sp
0 cp
0 gp
0 pp

Room 5:


This room is barely lit. The air has a strong biting smell.
There's a stone door to the south.
There's a wooden door to the south.
There's an iron door to the south.

NPCs (1)

Male Githzerai Pal1: CR 2 (ECL 3); HD 1d10; hp 15; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 4, Ref 4, Will 2; STR: 13 (1), DEX: 18 (4), CON: 14 (2), INT: 7 (-2), WIS: 14 (2), CHA: 12 (1)
Feats: Toughness
Skills:

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
Breastplate {worth 200 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 6:


This room is lightless. The air is dense. Close to you there's a rug.
There's an iron door to the west.
There's a stone door to the west.

Monsters (1)

Elf:Drow: CR 1; HD 1d8-1 (3); Init +1 (Dex); AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk: Longsword +1 melee; or longbow +2 ranged; Dmg: Longsword 1d8; or longbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral evil; SV Fort 1 Ref 1 Will 0; STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 9;
Feats: Weapon Focus (longbow)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Special Qualities: Darkvision, SR 11, elven traits, light blindness;

Treasure

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

Room 7:


This room is lightless. Near the southwestern corner you see a yellow stain on the floor.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

agh'Calmur'ss Female Drow Brd1: CR 2 (ECL 3); HD 1d6; hp 8; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 4, Ref 2, Will 1; STR: 13 (1), DEX: 10 (0), CON: 14 (2), INT: 8 (-1), WIS: 8 (-1), CHA: 10 (0)
Feats: Great Fortitude
Skills: Balance 1, Climb 3, Disguise 1, Heal 0, Intimidate 1, Listen 0, Move Silently 1, Search 0, Swim 2, Use Rope 1, Use Magic Device 1

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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 8:


This room is lit by a single torch. Close to the southeastern corner you see a nearly-extinguished campfire.
There's a wooden door to the north.
There are 2 wooden doors to the west.

NPCs (1)

Male Half-elf Clr1: CR 1 (ECL 1); HD 1d8; hp 12; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 6, Ref -2, Will 2; STR: 9 (-1), DEX: 7 (-2), CON: 18 (4), INT: 11 (0), WIS: 11 (0), CHA: 10 (0)
Feats: Armor Proficiency (light)
Skills: Balance -1, Diplomacy 1, Escape Artist -1, Heal 1, Jump 0, Spot 1, Spellcraft 2

Special Qualities: Low-light vision; Immunities: sleep; Turn or rebuke undead

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

Treasure

Amber {worth 160 gp}
No mundane items
No items
30 gp
0 cp
0 sp
0 pp

Room 9:


This room is completely dark and the air is rare. Close to the northern wall you see a blood smudge on the floor.
There's a wooden door to the west.
There's an iron door to the south.
There's a wooden door to the south.

NPCs (1)

Mybola Female Orc Rog1: CR 1 (ECL 1); HD 1d6; hp 9; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 3, Ref 2, Will 1; STR: 17 (3), DEX: 11 (0), CON: 17 (3), INT: 12 (1), WIS: 13 (1), CHA: 8 (-1)
Feats: Combat Reflexes
Skills: Balance 1, Bluff 0, Climb 6, Concentration 5, Diplomacy 1, Disguise 0, Escape Artist 1, Forgery 3, Heal 3, Hide 1, Jump 4, Listen 3, Ride 3, Sense Motive 2, Spot 3, Survival 3, Swim 4, Use Rope 1, Disable Device 5, Decipher Script 2, Sleight Of Hand 1, Tumble 1

Special Qualities: Darkvision: 60ft; Light sensitivity; Trap finding; Sneak attack +1d6

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 10:


This room is lit by a single torch. Your nostrils are flooded by a foul stench. In the eastern wall you find some violet lichen. Lying on the floor you see a chess piece.
There's a stone door to the north.
There's a stone door to the south.
There's a wooden door to the west.

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 Crossbow, heavy {worth 350 gp}
No items
200 sp
0 cp
0 gp
0 pp

Room 11:


This room is well lit. Near the southern wall you find a moldy parchment.
There's a wooden door to the west.

Monsters (1)

Ghoul:Lacedon: 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
Alchemist's fire (4 flasks, 20 gp each) {worth 80 gp}
No items
30 gp
0 cp
0 sp
0 pp

Room 12:


This room is well lit and your nostrils are flooded by a strange smell. Near the eastern wall you see a few small dead spiders.
There's a wooden door to the east.
There's an iron door to the east.
There's an iron door to the west.

NPCs (1)

Female Duergar Bbn1: CR 2 (ECL 2); HD 1d12; hp 13; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 3, Ref -1, Will 3; STR: 11 (0), DEX: 8 (-1), CON: 12 (1), INT: 6 (-2), WIS: 17 (3), CHA: 8 (-1)
Feats: Investigator
Skills: Bluff 0, Climb 1, Gather Information 1, Hide 0, Jump 1, Move Silently 0, Use Rope 0, Handle Animal 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
Heavy steel shield +1 {worth 1170 gp}
700 sp
0 cp
0 gp
0 pp

Room 13:


This room is adecuately lit. The air is thin. In the southwestern corner you find a dead mouse.
There's a wooden door to the west.

NPCs (1)

Female Ogre Wiz1: CR 4 (ECL 7); HD 4d8+1d4; hp 7; Init +3; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref -1, Will 4; STR: 26 (8), DEX: 9 (-1), CON: 16 (3), INT: 11 (0), WIS: 14 (2), CHA: 2 (-4)
Feats: Point Blank Shot, Improved Initiative, Power Attack
Skills: Diplomacy -2, Disguise -3, Escape Artist 0, Forgery 1, Listen 3, Move Silently 1

Special Qualities: Darkvision: 60ft; Summon familiar; Scribe scroll

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

Treasure

No goods
Breastplate {worth 200 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 14:


This room is lightless. You hear the faint sound of footsteps, but can't quite place where it comes from. Near the western wall you see a small salt circle spread on the floor.
There's a stone door to the east.
There's a stone door to the north.

NPCs (1)

Male Githzerai Drd1: CR 2 (ECL 3); HD 1d8; hp 6; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 3, Will 1; STR: 11 (0), DEX: 17 (3), CON: 7 (-2), INT: 11 (0), WIS: 9 (-1), CHA: 9 (-1)
Feats: Affinity
Skills: Balance 5, Bluff 2, Climb 1, Concentration -1, Diplomacy 0, Intimidate 0, Jump 1, Move Silently 6, Ride 5, Search 1, Spot 0, Swim 1, Handle Animal 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 15:


This room is well lit. Your nostrils are flooded by a floury smell.
There's a wooden door to the north.

Monsters (1)

Animal:Dog, Riding: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 16 (+2 Dex, +4 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+3; Special Atk: ; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 15, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
Masterwork Longbow, composite {worth 400 gp}
No items
3000 cp
0 sp
0 gp
0 pp

Room 16:


This room is well lit. The air is thick. Near the northwestern corner you find a narrow crack on the ceiling.
There's a wooden door to the west.
There's a stone door to the east.
There's a wooden door to the east.

NPCs (1)

Male Half-elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 13; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 5, Ref -1, Will 1; STR: 10 (0), DEX: 8 (-1), CON: 16 (3), INT: 7 (-2), WIS: 13 (1), CHA: 4 (-3)
Feats: Armor Proficiency (light), Point Blank Shot
Skills:

Special Qualities: Low-light vision; Immunities: sleep

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

Treasure

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

Room 17:


This room is barely lit. Close to the southeastern corner you find a narrow crack on the floor.
There's a wooden door to the east.
There's an iron door to the east.
There's a wooden door to the south.

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
700 sp
0 cp
0 gp
0 pp

Room 18:


This room is barely lit. Near the eastern wall you find a red stain on the floor.
There's a wooden door to the south.
There's a wooden door to the east.

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
0 cp
0 sp
0 gp
0 pp

Room 19:


This room is very dark. The air has a mild bitter smell. Echoes of conversation can be heard in the distance. Close to the northern wall there's a piece of cloth.
There's a wooden door to the east.

Monsters (1)

Animal:Snake, Medium-Size Viper: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Special Qualities: Scent;

Treasure

No goods
Healer's kit {worth 50 gp}
No items
140 gp
0 cp
0 sp
0 pp

Room 20:


This room is adecuately lit. The air has a smoky smell.
There's a wooden door to the west.

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
130 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