Level 1 Dungeon (18 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 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 barely lit.
There's a stone 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
No mundane items
No items
70 gp
0 cp
0 sp
0 pp

Room 2:


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

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

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

No goods
Masterwork Arrows (50) {worth 350 gp}
No items
70 gp
0 cp
0 sp
0 pp

Room 3:


This room is lit by a single torch. The air is humid. In the southwestern corner you see a small pile of ash.
There are 2 wooden doors to the west.

NPCs (1)

Male Githzerai Drd1: CR 2 (ECL 3); HD 1d8; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 5, Ref 2, Will 1; STR: 15 (2), DEX: 14 (2), CON: 17 (3), INT: 13 (1), WIS: 9 (-1), CHA: 12 (1)
Feats: Blind-Fight
Skills: Appraise 2, Concentration 5, Diplomacy 4, Disguise 2, Escape Artist 3, Gather Information 2, Heal 0, Hide 3, Move Silently 4, Sense Motive 0, Survival 1, Use Rope 3, Handle Animal 2, Spellcraft 3

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
10 pp
0 cp
0 sp
0 gp

Room 4:


This room is very dark.
There's a stone 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
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 5:


This room is barely lit.

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

NPCs (1)

Male Duergar Brd1: CR 2 (ECL 2); HD 1d6; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 2, Ref 4, Will 2; STR: 15 (2), DEX: 15 (2), CON: 14 (2), INT: 17 (3), WIS: 11 (0), CHA: 2 (-4)
Feats: Blind-Fight
Skills: Appraise 5, Bluff -2, Climb 3, Concentration 5, Disguise -2, Escape Artist 3, Gather Information -3, Heal 1, Hide 3, Intimidate -2, Jump 3, Move Silently 6, Search 6, Use Rope 3, Tumble 3, Use Magic Device -2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

Rose {worth 30 gp}
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 6:


This room is lightless and the air has an unpleasant smell.
There's a wooden door to the east.
There's a stone door to the east.
There's a wooden door to the north.

NPCs (1)

Male Githyanki Sor1: CR 2 (ECL 3); HD 1d4; hp 6; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 3, Will 2; STR: 9 (-1), DEX: 16 (3), CON: 14 (2), INT: 14 (2), WIS: 10 (0), CHA: 12 (1)
Feats: Run
Skills: Diplomacy 2, Disguise 2, Hide 4, Intimidate 2, Jump 0, Listen 2, Ride 5, Search 3, Sense Motive 4, Survival 2

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

Suggested armor: none

Treasure

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

Room 7:


This room is lit by a single torch. The air is dense. In the northwestern corner you see a few pieces of stained glass (made to resemble gems).
There's a wooden door to the west.

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)

Male Half-orc Pal1: CR 1 (ECL 1); HD 1d10; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 2, Will 1; STR: 16 (3), DEX: 14 (2), CON: 9 (-1), INT: 12 (1), WIS: 13 (1), CHA: 11 (0)
Feats: Point Blank Shot
Skills: Balance 4, Climb 4, Concentration 0, Escape Artist 3, Forgery 2, Heal 2, Hide 3, Sense Motive 4, Spot 2

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

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

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

Room 8:


This room is very dark. Near the western wall there's an illegible engraving on the floor.
There's a stone door to the east.
There's a wooden door to the east.
There's a wooden 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
800 sp
0 cp
0 gp
0 pp

Room 9:


This room is completely dark. In the center of the room you find a dead mouse. Lying on the floor you see a pair of scissors.
There's a wooden door to the south.
There's a stone door to the south.

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
Lock, superior {worth 150 gp}
No items
30 pp
0 cp
0 sp
0 gp

Room 10:


This room is adecuately lit. The air has a strong yeasty smell. For an instant you hear the sound of flowing water, but then it stops.
There's a wooden door to the north.

NPCs (1)

Female Githzerai Rog1: CR 2 (ECL 3); HD 1d6; hp 6; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 5, Will 1; STR: 10 (0), DEX: 17 (3), CON: 11 (0), INT: 8 (-1), WIS: 12 (1), CHA: 15 (2)
Feats: Martial Weapon Proficiency
Skills: Appraise 1, Balance 4, Bluff 3, Concentration 1, Disguise 4, Escape Artist 4, Gather Information 3, Heal 3, Hide 4, Intimidate 3, Jump 2, Search 0, Sense Motive 2, Survival 3, Use Rope 5, Disable Device 0, Open Lock 4, Decipher Script 0, Sleight Of Hand 5, Tumble 4, Use Magic Device 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
No mundane items
No items
30 gp
0 cp
0 sp
0 pp

Room 11:


This room is very dark. The air is shallow.
There's an iron door to the east.

NPCs (1)

Male Ogre Mage Sor1: CR 9 (ECL 13); HD 5d8+1d4; hp 9; Init +5; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 5, Ref 1, Will 4; STR: 25 (7), DEX: 12 (1), CON: 20 (5), INT: 15 (2), WIS: 15 (2), CHA: 14 (2)
Feats: Affinity, Improved Initiative, Nimble Fingers
Skills: Balance 4, Climb 8, Concentration 7, Diplomacy 4, Disguise 3, Escape Artist 3, Forgery 6, Gather Information 3, Heal 6, Hide 2, Intimidate 3, Jump 10, Listen 6, Move Silently 2, Ride 3, Search 5, Sense Motive 6, Spot 5, Use Rope 2, Spellcraft 5, Handle Animal 4, Disable Device 4, Open Lock 3

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); Summon familiar

Suggested armor: none

Treasure

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

Room 12:


This room is lit by a single torch and the air is thick. In the eastern wall you find a red stain on the floor.
There's a wooden door to the south.

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)

Dwarf:Derro: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dagger +1 melee; or repeating light crossbow+1 ranged; Dmg: Dagger 1d4; crossbow 1d6 and poison; Special Atk: ; AL Usually chaotic evil; SV Fort 3 Ref 0 Will 0; STR 9, DEX 14, CON 13, INT 10, WIS 10, CHA 6;
Feats: Blind-Fight
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Special Qualities: Darkvision, derro traits, SR 18, sunlight vulnerability;

Treasure

Rose {worth 120 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 13:


This room is lit by an unknown glow and the air has a mild foul smell.
There's a stone door to the west.
There's a wooden door to the east.

NPCs (1)

Tawarfaronair Female Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 7; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will 3; STR: 7 (-2), DEX: 17 (3), CON: 9 (-1), INT: 7 (-2), WIS: 13 (1), CHA: 16 (3)
Feats: Affinity
Skills: Ride 5, Handle Animal 5

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

Suggested armor: none

Treasure

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

Room 14:


This room is barely lit. You hear the sound of whispers in the distance.
There's a stone door to the south.
There's an iron door to the west.

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

Room 15:


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

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)

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
Disguise kit {worth 50 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 16:


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

NPCs (1)

Loss'Angrenedainion Male Elf Mnk1: CR 1 (ECL 1); HD 1d8; hp 8; Init +5; AC 17 (touch 15, flat-footed 12, misc 2); Atk +0; SR 0; AL TN; SV Fort 2, Ref 7, Will 4; STR: 14 (2), DEX: 20 (5), CON: 10 (0), INT: 11 (0), WIS: 15 (2), CHA: 13 (1)
Feats: Improved Unarmed Strike, Negotiator
Skills: Bluff 2, Concentration 1, Diplomacy 3, Escape Artist 9, Forgery 1, Heal 5, Hide 6, Move Silently 6, Sense Motive 4, Spot 3, Use Rope 7

Special Qualities: Immunities: sleep; Low-light vision; 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 17:


This room is barely lit and the air has a strong smoky smell. Close to the southwestern corner you find some violet lichen. Close to you there's a bell.
There's a wooden door to the east.

NPCs (1)

Female Duergar Sor1: CR 2 (ECL 2); HD 1d4; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 3, Ref -1, Will 6; STR: 14 (2), DEX: 9 (-1), CON: 17 (3), INT: 9 (-1), WIS: 18 (4), CHA: 11 (0)
Feats: Toughness
Skills: Disguise 1, Gather Information 1, Hide 0, Jump 3

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Summon familiar

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

Treasure

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

Room 18:


This room is completely dark.
There's a wooden door to the south.
There are 2 wooden doors to the west.

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).

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
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