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 lit by a single torch. The air has a mild nasty smell.
There's a wooden door to the north.
There's a stone door to the north.
There's an iron door to the east.

Monsters (1)

Vermin:Monstrous Spider, Medium-Size: CR 1; HD 2d8+2 (11); Init +3 (Dex); AC 14 (+3 Dex, +1 natural); Atk: Bite +4 melee; Dmg: Bite 1d6 and poison; Special Atk: Poison, web; AL Always neutral; SV Fort 4 Ref 3 Will 0; STR 11, DEX 17, CON 12, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +12, Hide +10, Jump +0*, Spot +7*
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 2:


This room is lightless. For an instant you hear the sound of screeching metal, but then it stops.
There's an iron door to the north.

Traps (1)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

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
130 gp
0 cp
0 sp
0 pp

Room 3:


This room is lightless and the air has a putrid stench.
There's a wooden door to the east.

NPCs (1)

Male Duergar Clr1: CR 2 (ECL 2); HD 1d8; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 6, Ref 1, Will 3; STR: 12 (1), DEX: 13 (1), CON: 18 (4), INT: 12 (1), WIS: 12 (1), CHA: 4 (-3)
Feats: Combat Reflexes
Skills: Balance 2, Bluff -2, Escape Artist 3, Gather Information -2, Heal 2, Move Silently 3, Search 2, Spot 2, Use Rope 2, Spellcraft 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
0 cp
0 sp
0 gp
0 pp

Room 4:


This room is adecuately lit.
There's a stone 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
0 cp
0 sp
0 gp
0 pp

Room 5:


This room is barely lit. A faint sound of dripping water can be heard from here.
There's an iron door to the north.

Monsters (1)

Elemental:Fire Elemental, Small: CR 1; HD 2d8 (9); Init +5 (+1 Dex, +4 Improved Initiative); AC 15 (+1 size, +1 Dex, +3 natural); Atk: Slam +3 melee; Dmg: Slam 1d4 and 1d4 fire; Special Atk: Burn; AL Usually neutral; SV Fort 0 Ref 4 Will 0; STR 10, DEX 13, CON 10, INT 4, WIS 11, CHA 11;
Feats: Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental, fire subtype;

Treasure

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

Room 6:


This room is very dark and the air has a foul smell. A distant sound of screaming can be heard. You spot an eyepatch a few feet from you.
There's an iron door to the south.
There's a wooden door to the east.

NPCs (1)

Fremil Male Dwarf Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init -2; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref -2, Will 0; STR: 16 (3), DEX: 7 (-2), CON: 12 (1), INT: 13 (1), WIS: 11 (0), CHA: 7 (-2)
Feats: Combat Reflexes
Skills: Appraise 3, Balance -1, Bluff -1, Climb 4, Diplomacy -1, Escape Artist 0, Forgery 2, Heal 2, Move Silently -1

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

Suggested armor: Half-plate (+7AC, 600gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

No goods
Lantern, bullseye {worth 12 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 7:


This room is barely lit. Close to the southern wall you see a tattered cloak.
There's a wooden door to the north.

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

No goods
Holy water (4 flasks, 25 gp each) {worth 100 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 8:


This room is lit by a single torch.
There are 2 wooden doors to the east.
There's a stone door to the east.

NPCs (1)

Tyrnfuinael Female Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 8; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 0, Will 1; STR: 10 (0), DEX: 11 (0), CON: 11 (0), INT: 16 (3), WIS: 8 (-1), CHA: 12 (1)
Feats: Blind-Fight
Skills: Appraise 4, Bluff 2, Climb 3, Disguise 2, Escape Artist 2, Listen 3, Move Silently 1, Ride 4, Spot 0, Use Rope 1, Spellcraft 4

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
100 gp
0 cp
0 sp
0 pp

Room 9:


This room is lightless and the air has a mild minty smell.
There's a stone door to the west.
There's a wooden door to the west.

NPCs (1)

Gror Male Orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 2, Ref -1, Will -1; STR: 10 (0), DEX: 9 (-1), CON: 10 (0), INT: 12 (1), WIS: 8 (-1), CHA: 7 (-2)
Feats: Self-Sufficient, Quick Draw
Skills: Appraise 2, Bluff -1, Climb 2, Escape Artist 0, Forgery 2, Heal 1, Hide 0, Ride 1, Search 2, Spot 0, Survival 1

Special Qualities: Darkvision: 60ft; Light sensitivity

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

Treasure

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

Room 10:


This room is lit by a single torch. Your nostrils are flooded by a putrid smell. Close to the southern wall you find a blood smudge on the floor.
There's a stone door to the north.

NPCs (1)

Female Ogre Mage Wiz1: CR 9 (ECL 13); HD 5d8+1d4; 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 0, Will 5; STR: 28 (9), DEX: 11 (0), CON: 19 (4), INT: 16 (3), WIS: 16 (3), CHA: 16 (3)
Feats: Affinity, Agile, Combat Expertise
Skills: Appraise 5, Balance 2, Bluff 4, Climb 10, Concentration 8, Diplomacy 7, Escape Artist 2, Gather Information 5, Heal 7, Intimidate 7, Jump 12, Listen 7, Move Silently 4, Ride 2, Search 7, Sense Motive 6, Spot 4, Survival 7, Swim 13, Use Rope 4, Handle Animal 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); Summon familiar; Scribe scroll

Suggested armor: none

Treasure

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

Room 11:


This room is barely lit. You are surrounded by a fresh smell. Close to the southern wall you see a yellow stain on the floor.
There's a stone door to the west.

NPCs (1)

Male Ogre Mage Bbn1: CR 9 (ECL 13); HD 5d8+1d12; hp 17; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 7, Ref 1, Will 5; STR: 23 (6), DEX: 12 (1), CON: 21 (5), INT: 20 (5), WIS: 17 (3), CHA: 16 (3)
Feats: Improved Unarmed Strike, Iron Will, Magical Aptitude
Skills: Appraise 9, Balance 4, Bluff 7, Climb 10, Concentration 9, Diplomacy 7, Disguise 7, Escape Artist 5, Forgery 9, Gather Information 7, Heal 5, Hide 4, Intimidate 7, Jump 10, Listen 7, Move Silently 4, Ride 5, Search 9, Sense Motive 7, Spot 7, Survival 7, Swim 10, Handle Animal 7, Spellcraft 7, 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); 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
100 gp
0 cp
0 sp
0 pp

Room 12:


This room is lightless. Echoes of rusty hinges can be heard in the distance. Close to the southwestern corner you see an illegible engraving on the floor.
There's a wooden door to the west.
There's a stone door to the west.
There's a wooden door to the east.

NPCs (1)

Elaugaghar Female Drow Mnk1: CR 2 (ECL 3); HD 1d8; hp 8; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref 2, Will 2; STR: 9 (-1), DEX: 10 (0), CON: 11 (0), INT: 16 (3), WIS: 10 (0), CHA: 17 (3)
Feats: Athletic, Magical Aptitude
Skills: Balance 3, Bluff 4, Climb 1, Diplomacy 6, Disguise 6, Escape Artist 1, Forgery 7, Gather Information 5, Heal 2, Hide 1, Intimidate 4, Listen 1, Move Silently 2, Ride 2, Survival 1, Swim 1, Spellcraft 5, Use Magic Device 5

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
Full plate {worth 1500 gp}
No items
140 gp
0 cp
0 sp
0 pp

Room 13:


This room is barely lit. Close to the western wall you see a pentagram drawn on the floor.
There's a wooden door to the north.
There's a wooden door to the south.

Traps (1)

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:Squid: CR 1; HD 3d8 (13); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: 10 arms +4 melee, bite -1 melee; Dmg: Arms 0, bite 1d6+1; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 2; STR 14, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Ink cloud, jet;

Treasure

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

Room 14:


This room is lightless. In the distance you seem to perceive the sound of footsteps.
There's a wooden door to the south.
There's an iron door to the north.

NPCs (1)

Thruggould Male Orc Rog1: CR 1 (ECL 1); HD 1d6; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 2, Ref 4, Will 0; STR: 18 (4), DEX: 15 (2), CON: 14 (2), INT: 8 (-1), WIS: 10 (0), CHA: 14 (2)
Feats: Investigator
Skills: Appraise 0, Balance 4, Concentration 3, Forgery 1, Gather Information 4, Heal 3, Hide 4, Intimidate 4, Jump 5, Search 0, Spot 1, Survival 1, Swim 5, Disable Device 1, Open Lock 4, Decipher Script 1, Tumble 4, Use Magic Device 3

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

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

Treasure

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

Room 15:


This room is barely lit. A distant sound of falling debris can be heard. Lying on the floor you see a book.
There's an iron door to the west.
There's a stone door to the west.
There's a stone 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)

Corn ostrûthair Female Elf Mnk1: CR 1 (ECL 1); HD 1d8; hp 7; Init +4; AC 15 (touch 14, flat-footed 11, misc 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 6, Will 5; STR: 16 (3), DEX: 18 (4), CON: 9 (-1), INT: 18 (4), WIS: 13 (1), CHA: 13 (1)
Feats: Improved Unarmed Strike, Iron Will
Skills: Appraise 8, Balance 6, Bluff 2, Climb 4, Concentration 0, Disguise 3, Escape Artist 5, Forgery 6, Gather Information 4, Intimidate 2, Jump 5, Listen 3, Move Silently 5, Search 7, Survival 2, Swim 4, Tumble 8

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
0 cp
0 sp
0 gp
0 pp

Room 16:


This room is shrouded in magical darkness. Close to the northwestern corner you see the remains of an eyepatch.
There's a stone door to the south.
There's a wooden door to the west.

NPCs (1)

Female Ogre Wiz1: CR 4 (ECL 7); HD 4d8+1d4; hp 7; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref 2, Will 3; STR: 18 (4), DEX: 11 (0), CON: 17 (3), INT: 11 (0), WIS: 13 (1), CHA: 2 (-4)
Feats: Affinity, Negotiator, Lightning Reflexes
Skills: Bluff -3, Diplomacy -2, Forgery 2, Ride 2, Search 1, Sense Motive 3, Use Rope 1, Handle Animal -2

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

Room 17:


This room is very dark. The air is rare. Close to the southern wall you find an illegible engraving on the floor.
There's a wooden door to the south.
There are 2 iron doors to the south.

NPCs (1)

Male Halfling Rog1: CR 1 (ECL 1); HD 1d6; hp 7; Init +6; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 4, Will -1; STR: 10 (0), DEX: 14 (2), CON: 12 (1), INT: 16 (3), WIS: 8 (-1), CHA: 8 (-1)
Feats: Improved Initiative
Skills: Appraise 4, Balance 4, Climb 2, Concentration 4, Diplomacy 1, Disguise 1, Escape Artist 4, Gather Information 2, Heal 0, Hide 3, Intimidate 0, Jump 3, Listen 3, Move Silently 5, Ride 3, Sense Motive 0, Survival 1, Use Rope 4, Disable Device 7, Open Lock 3, Sleight Of Hand 3, Tumble 3, Use Magic Device 0

Special Qualities: 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
600 sp
0 cp
0 gp
0 pp

Room 18:


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

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 Sling {worth 300 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 19:


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

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
600 sp
0 cp
0 gp
0 pp

Room 20:


This room is lightless. The air has a fresh smell. Echoes of battle can be heard in the distance. In the southern wall there's a small pile of dust.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Toll lunghoth Male Elf Rog1: CR 1 (ECL 1); HD 1d6; hp 3; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -3, Ref 4, Will 2; STR: 16 (3), DEX: 14 (2), CON: 5 (-3), INT: 13 (1), WIS: 14 (2), CHA: 12 (1)
Feats: Point Blank Shot
Skills: Appraise 2, Bluff 2, Climb 5, Concentration 0, Diplomacy 4, Disguise 2, Escape Artist 3, Forgery 3, Gather Information 3, Hide 5, Listen 3, Move Silently 3, Sense Motive 6, Spot 3, Survival 5, Swim 5, Use Rope 3, Disable Device 2, Open Lock 3, Decipher Script 2, Tumble 3

Special Qualities: Immunities: sleep; Low-light vision; Trap finding; Sneak attack +1d6

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

Treasure

No goods
Climber's kit {worth 80 gp}
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