Level 1 Dungeon (14 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 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1 Stair up #2

Room 1:


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

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
1000 cp
0 sp
0 gp
0 pp

Room 2:


This room is adecuately lit. You hear the faint sound of growling, but can't quite place where it comes from.
There's a wooden door to the north.
There are 2 wooden doors to the west.

NPCs (1)

Male Half-orc Brd1: CR 1 (ECL 1); HD 1d6; hp 7; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 0, Will 2; STR: 15 (2), DEX: 7 (-2), CON: 13 (1), INT: 11 (0), WIS: 11 (0), CHA: 10 (0)
Feats: Self-Sufficient
Skills: Climb 4, Diplomacy 1, Forgery 2, Heal 2, Hide -1, Listen 3, Ride -1, Search 2, Survival 2, Decipher Script 2, Tumble -1, Use Magic Device 1

Special Qualities: Darkvision: 60ft; 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
110 gp
0 cp
0 sp
0 pp

Room 3:


This room is very dark. In the distance you seem to perceive the sound of whispers. In the southeastern corner there's a few ants.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Toggolg Male Orc Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 2, Ref 0, Will -3; STR: 16 (3), DEX: 11 (0), CON: 11 (0), INT: 7 (-2), WIS: 5 (-3), CHA: 8 (-1)
Feats: Nimble Fingers
Skills: Diplomacy 0, Escape Artist 1, Listen 0, Ride 1, Spot -2, Handle Animal 0, Disable Device 0, Open Lock 2

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

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

Treasure

No goods
Masterwork Bullets, sling (50) {worth 350 gp}
No items
130 gp
0 cp
0 sp
0 pp

Room 4:


This room is completely dark. The air is thin. In the northern wall you see a yellow stain on the floor.
There are 2 wooden doors to the west.
There's a stone 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).

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

fire opal {worth 2400 gp}
No mundane items
No items
50 gp
0 cp
0 sp
0 pp

Room 5:


This room is well lit and you are surrounded by an earthy smell. For an instant you hear the sound of clanging swords, but then it stops. In the center of the room there's a green stain on the floor.
There's a wooden door to the west.
There's a wooden door to the south.

NPCs (1)

Female 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 -1; STR: 13 (1), DEX: 15 (2), CON: 16 (3), INT: 6 (-2), WIS: 8 (-1), CHA: 10 (0)
Feats: Blind-Fight
Skills: Diplomacy 1, Disguise 1, Move Silently 3, Ride 3, Sense Motive 1, Swim 3

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

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

Treasure

chrysoberyl {worth 160 gp}
No mundane items
No items
100 gp
0 cp
0 sp
0 pp

Room 6:


This room is very dark.
There's a stone door to the south.
There are 2 wooden doors to the north.

NPCs (1)

Female Gnome Brd1: CR 1 (ECL 1); HD 1d6; hp 5; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort -1, Ref 4, Will 3; STR: 15 (2), DEX: 14 (2), CON: 9 (-1), INT: 13 (1), WIS: 13 (1), CHA: 7 (-2)
Feats: Nimble Fingers
Skills: Appraise 3, Concentration 2, Disguise -1, Gather Information -1, Jump 6, Listen 2, Ride 3, Search 2, Spot 3, Swim 3, Use Rope 3, Spellcraft 2, Tumble 3, Disable Device 3, Open Lock 4

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

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

Room 7:


This room is lightless and the air has a moldy smell. A faint sound of a campfire can be heard from here. Near the northeastern corner you find a broken hourglass.
There's a stone door to the west.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

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

Room 8:


This room is lightless and your nostrils are flooded by a strange stench.
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)

Dragon:White Dragon, Wyrmling: CR 1; HD 3d12+3 (22); Init +0 (Dex); AC 14 (+2 size, +2 natural); Atk: Bite +5 melee, 2 Claws +0 melee; Dmg: Bite 1d, claw 1d3+0; Special Atk: Breath weapon; AL Always chaotic evil; SV Fort 4 Ref 3 Will 3; STR 11, DEX 10, CON 13, INT 6, WIS 11, CHA 6;
Feats: Any 1
Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3
Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;

Treasure

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

Room 9:


This room is magically lit. Close to the eastern wall you see an illegible engraving on the floor.
There's a wooden door to the west.

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
90 gp
0 cp
0 sp
0 pp

Room 10:


This room is completely dark. The air is rare. Near the western wall you find a red stain on the floor.
There's a wooden door to the west.
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
No mundane items
No items
120 gp
0 cp
0 sp
0 pp

Room 11:


This room is very dark and the air has a strong moldy smell. You hear the sound of clanging swords in the distance.
There's an iron door to the east.

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
80 gp
0 cp
0 sp
0 pp

Room 12:


This room is well lit. Your nostrils are flooded by a burnt smell.

NPCs (1)

Male Gnome Pal1: CR 1 (ECL 1); HD 1d10; hp 13; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 5, Ref 0, Will 2; STR: 9 (-1), DEX: 11 (0), CON: 16 (3), INT: 10 (0), WIS: 14 (2), CHA: 7 (-2)
Feats: Affinity
Skills: Appraise 2, Intimidate 0, Jump 1, Ride 2, Search 1, Spot 3, Handle Animal 0

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

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

Room 13:


This room is lit by a single torch.
There's an iron door to the north.

NPCs (1)

Female Ogre Mage Ftr1: CR 9 (ECL 13); HD 5d8+1d10; hp 15; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 7, Ref 2, Will 4; STR: 20 (5), DEX: 15 (2), CON: 21 (5), INT: 15 (2), WIS: 19 (4), CHA: 20 (5)
Feats: Weapon Finesse, Endurance, Power Attack, Affinity
Skills: Appraise 3, Balance 3, Bluff 8, Climb 6, Diplomacy 9, Disguise 8, Escape Artist 6, Gather Information 6, Heal 7, Hide 5, Intimidate 7, Jump 7, Listen 6, Move Silently 4, Ride 4, Search 3, Sense Motive 6, Spot 6, Survival 7, Swim 7, Use Rope 5, Handle Animal 7

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)

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

Treasure

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

Room 14:


This room is lit by a single torch and the air has a strong putrid smell. A distant sound of whispers can be heard.

Traps (2)

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).

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of 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
Masterwork Net {worth 320 gp}
No items
0 cp
0 sp
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