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 up #0 Stair up #1

Room 1:


This room is adecuately lit. Close to you there's a harp.
There's an iron door to the south.

NPCs (1)

Glori Male Dwarf Pal1: CR 1 (ECL 1); HD 1d10; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 1, Will 1; STR: 11 (0), DEX: 12 (1), CON: 8 (-1), INT: 10 (0), WIS: 12 (1), CHA: 11 (0)
Feats: Agile
Skills: Appraise 1, Balance 3, Concentration 0, Diplomacy 2, Escape Artist 3, Hide 2, Ride 2, Use Rope 2

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

Suggested armor: Full plate (+8AC, 1500gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

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

Room 2:


This room is adecuately lit and your nostrils are flooded by a stagnant smell. Close to the southwestern corner you find a broken belt buckle.
There's an iron door to the west.

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
100 gp
0 cp
0 sp
0 pp

Room 3:


This room is lightless.

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
100 gp
0 cp
0 sp
0 pp

Room 4:


This room is barely lit and the air has a stagnant stench. In the northeastern corner you find a tiny piece of chalk.
There are 2 wooden doors to the west.
There's a wooden door to the south.

Monsters (1)

Animal:Mule: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +4 melee; Dmg: Hoof 1d4+3; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 1; STR 16, DEX 13, CON 17, INT 2, WIS 11, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: ;

Treasure

Clearest bright green emerald {worth 6000 gp}
No mundane items
No items
400 sp
0 cp
0 gp
0 pp

Room 5:


This room is completely dark. Close to the northern wall there's a dead mouse.
There's a wooden door to the east.

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)

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
Masterwork Quarterstaff {worth 600 gp}
No items
160 gp
0 cp
0 sp
0 pp

Room 6:


This room is lightless. You are surrounded by a rancid smell. A distant sound of a bell can be heard.
There's an iron door to the west.
There's a wooden door to the east.

Monsters (1)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

red garnet {worth 720 gp}
No mundane items
No items
400 sp
0 cp
0 gp
0 pp

Room 7:


This room is barely lit and the air has a woody stench.
There's a wooden door to the east.

NPCs (1)

Male Halfling Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 2, Will 0; STR: 7 (-2), DEX: 14 (2), CON: 10 (0), INT: 16 (3), WIS: 11 (0), CHA: 10 (0)
Feats: Armor Proficiency (light)
Skills: Balance 3, Climb 1, Concentration 1, Diplomacy 1, Disguise 2, Gather Information 1, Heal 3, Hide 3, Listen 2, Move Silently 3, Ride 3, Search 5, Sense Motive 1, Spot 1, Swim 0, Use Rope 6, Handle Animal 1

Special Qualities: 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 8:


This room is lightless. You are surrounded by a rancid smell. In the southwestern corner you find several paper scraps laying on the floor.

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

Room 9:


This room is lightless and the air has a mild floury smell. You hear the sound of tip toes in the distance. Close to the northern wall you see some mold forming a strange pattern.
There's a stone door to the north.

NPCs (1)

Glandnaur Male Elf Mnk1: CR 1 (ECL 1); HD 1d8; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 4, Will 2; STR: 14 (2), DEX: 15 (2), CON: 6 (-2), INT: 12 (1), WIS: 10 (0), CHA: 15 (2)
Feats: Improved Shield Bash, Power Attack
Skills: Bluff 4, Diplomacy 3, Escape Artist 4, Forgery 3, Gather Information 3, Heal 1, Hide 3, Intimidate 6, Jump 3, Listen 1, Ride 3, Search 2, Sense Motive 1, Spot 1

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
30 gp
0 cp
0 sp
0 pp

Room 10:


This room is adecuately lit. The air has a mild minty smell. Near the southeastern corner you see a nearly-extinguished campfire.
There's a wooden door to the south.

NPCs (1)

Female Half-elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 0, Will 1; STR: 14 (2), DEX: 10 (0), CON: 13 (1), INT: 9 (-1), WIS: 9 (-1), CHA: 12 (1)
Feats: Persuasive
Skills: Bluff 3, Diplomacy 2, Escape Artist 1, Heal 0, Intimidate 3, Use Rope 1

Special Qualities: Low-light vision; Immunities: sleep; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

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

Room 11:


This room is lit by an unknown glow.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Neemuka Female Orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 7; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref 2, Will 4; STR: 20 (5), DEX: 10 (0), CON: 9 (-1), INT: 8 (-1), WIS: 11 (0), CHA: 11 (0)
Feats: Iron Will, Negotiator
Skills: Balance 1, Bluff 1, Concentration 0, Diplomacy 2, Hide 1, Intimidate 1, Jump 6, Listen 1, Ride 2, Sense Motive 2, Spot 1, Swim 6, Use Rope 1

Special Qualities: Darkvision: 60ft; Light sensitivity; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 12:


This room is barely lit and your nostrils are flooded by a bitter stench. Near the northwestern corner there's a blue stain on the floor.
There's a stone door to the east.
There's a wooden door to the east.

NPCs (1)

Female Half-orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init +1; AC 15 (touch 11, flat-footed 14, misc 4); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 6; STR: 14 (2), DEX: 12 (1), CON: 12 (1), INT: 10 (0), WIS: 18 (4), CHA: 12 (1)
Feats: Agile, Combat Reflexes
Skills: Appraise 1, Balance 3, Bluff 2, Climb 3, Concentration 3, Escape Artist 3, Forgery 1, Gather Information 2, Heal 6, Hide 2, Jump 3, Listen 5, Search 1, Sense Motive 5, Swim 3, Tumble 2

Special Qualities: Darkvision: 60ft; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 13:


This room is barely lit. In the western wall you find an illegible engraving on the floor. Close to you there's a key ring.
There's a wooden door to the east.
There's a stone door to the east.
There's a stone door to the south.

NPCs (1)

Male Half-orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 7; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 1, Will 2; STR: 14 (2), DEX: 9 (-1), CON: 9 (-1), INT: 13 (1), WIS: 10 (0), CHA: 5 (-3)
Feats: Stealthy, Mounted Combat
Skills: Appraise 3, Climb 4, Diplomacy -1, Disguise -2, Escape Artist 2, Hide 1, Intimidate -2, Move Silently 1, Ride 0, Search 2, Sense Motive 1, Survival 1, Swim 3, Use Rope 1, Tumble 0

Special Qualities: Darkvision: 60ft; 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 14:


This room is lightless. You are surrounded by a floury smell. You spot a pot a few feet from you.
There's a stone door to the north.

NPCs (1)

Duagethzt Female Drow Mnk1: CR 2 (ECL 3); HD 1d8; hp 10; Init -1; AC 13 (touch 10, flat-footed 13, misc 3); Atk +0; SR 12; AL NE; SV Fort 4, Ref 1, Will 5; STR: 12 (1), DEX: 8 (-1), CON: 14 (2), INT: 14 (2), WIS: 17 (3), CHA: 19 (4)
Feats: Investigator, Shield Proficiency
Skills: Appraise 3, Balance 2, Climb 3, Concentration 3, Diplomacy 6, Disguise 6, Forgery 3, Gather Information 6, Heal 4, Hide 0, Intimidate 6, Jump 2, Sense Motive 7, Survival 4

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: 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

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