Level 1 Dungeon (15 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 Stair down #0 Stair up #0

Room 1:


This room is shrouded in magical darkness. The air has a noxious smell. A faint sound of falling debris can be heard from here. Close to the southern wall there's a wooden amulet. You spot an arrowhead a few feet from you.
There's a wooden door to the east.
There's a wooden door to the west.

NPCs (1)

Male Duergar Sor1: CR 2 (ECL 2); HD 1d4; hp 8; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 4, Ref 0, Will 3; STR: 11 (0), DEX: 10 (0), CON: 18 (4), INT: 16 (3), WIS: 12 (1), CHA: 10 (0)
Feats: Blind-Fight
Skills: Appraise 4, Balance 2, Concentration 5, Diplomacy 2, Disguise 1, Forgery 4, Gather Information 2, Heal 3, Intimidate 1, Listen 2, Move Silently 1, Ride 2, Sense Motive 2, Spot 2, Use Rope 1

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

Suggested armor: none

Treasure

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

Room 2:


This room is lightless.
There's a stone door to the west.
There's a stone door to the east.

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).

NPCs (1)

Male Half-elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 1, Will 2; STR: 11 (0), DEX: 13 (1), CON: 14 (2), INT: 15 (2), WIS: 15 (2), CHA: 11 (0)
Feats: Track
Skills: Balance 2, Concentration 3, Diplomacy 1, Disguise 2, Escape Artist 2, Gather Information 1, Heal 3, Hide 2, Intimidate 2, Move Silently 3, Ride 2, Search 3, Spot 3, Survival 5, Swim 4, Use Rope 2

Special Qualities: Low-light vision; Immunities: sleep; 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
3000 cp
0 sp
0 gp
0 pp

Room 3:


This room is lit by an unknown glow. In the southeastern corner there's a broken hourglass.
There's a stone door to the west.
There's a wooden door to the south.

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.

NPCs (1)

Female Halfling Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 0, Will -2; STR: 10 (0), DEX: 11 (0), CON: 11 (0), INT: 8 (-1), WIS: 7 (-2), CHA: 13 (1)
Feats: Deceitful
Skills: Balance 2, Bluff 2, Disguise 3, Escape Artist 1, Forgery 1, Heal -1, Hide 2, Intimidate 2, Move Silently 1, Search 0, Spot -1, Swim 1

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

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

Treasure

Carved harp of exotic wood with ivory inlay and zircon gems {worth 600 gp}
Full plate {worth 1500 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 4:


This room is lightless. Your nostrils are flooded by an earthy smell. Close to the western wall you find a yellow stain on the floor.
There's a wooden door to the north.

Traps (2)

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).

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: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 well lit.
There's a wooden door to the north.
There's a stone door to the east.

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

black velvet mask with numerous citrines {worth 90 gp}
Half-plate {worth 600 gp}
No items
110 gp
0 cp
0 sp
0 pp

Room 6:


This room is lightless and the air has an indescribable smell. A distant sound of a groan can be heard. Close to the northwestern corner you find a needle. Close to you there's a fish hook.
There's a wooden door to the north.

NPCs (1)

Female Duergar Ftr1: CR 2 (ECL 2); HD 1d10; hp 13; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 5, Ref 0, Will 2; STR: 12 (1), DEX: 11 (0), CON: 16 (3), INT: 17 (3), WIS: 15 (2), CHA: 13 (1)
Feats: Stealthy, Diligent
Skills: Appraise 5, Bluff 3, Disguise 2, Escape Artist 1, Forgery 4, Gather Information 2, Heal 4, Hide 2, Intimidate 2, Listen 3, Move Silently 2, Ride 2, Spot 4, Survival 4, Handle Animal 3, Decipher Script 5

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

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

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

Room 7:


This room is adecuately lit.
There are 2 wooden doors to the west.

NPCs (1)

Male Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 2, Will 2; STR: 9 (-1), DEX: 14 (2), CON: 17 (3), INT: 10 (0), WIS: 11 (0), CHA: 13 (1)
Feats: Alertness
Skills: Appraise 1, Diplomacy 2, Disguise 3, Jump 0, Listen 2, Search 2, Spot 2, Swim 0

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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 8:


This room is shrouded in magical darkness. You hear the faint sound of tip toes, but can't quite place where it comes from. Close to the southwestern corner there's a pile of bones.
There's an iron door to the north.
There's a wooden door to the north.

Monsters (1)

Fungus:Shrieker: CR 1; HD 2d8+2 (11); Init -5 (Int); AC 13 (+3 natural); Atk: ; Dmg: ; Special Atk: Shriek; AL Always neutral; SV Fort 4 Ref Will -4; STR , DEX , CON 13, INT 1, WIS 2, CHA 1;
Feats:
Skills:
Special Qualities: Plant;

Treasure

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

Room 9:


This room is well lit. Your nostrils are flooded by a nasty smell. For an instant you hear the sound of screaming, but then it stops.
There's an iron 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
Darkwood Shield {worth 257 gp}
No items
3000 cp
0 sp
0 gp
0 pp

Room 10:


This room is very dark and your nostrils are flooded by a distinctive smell. Close to the northwestern corner you see a scorch mark on the ceiling. Close to you there's a chess piece.
There's a wooden door to the west.

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).

NPCs (1)

Iimithrayl Male Drow Sor1: CR 2 (ECL 3); HD 1d4; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 3, Ref 2, Will 3; STR: 7 (-2), DEX: 14 (2), CON: 16 (3), INT: 19 (4), WIS: 12 (1), CHA: 13 (1)
Feats: Deft Hands
Skills: Balance 5, Climb 0, Escape Artist 3, Forgery 5, Gather Information 3, Heal 3, Hide 3, Jump -1, Listen 3, Move Silently 4, Search 5, Survival 2, Swim -1, Use Rope 4, Spellcraft 7, Sleight Of Hand 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
Fox's cunning (potion) {worth 300 gp}
4000 cp
0 sp
0 gp
0 pp

Room 11:


This room is adecuately lit. In the northern wall you see a piece of cloth.
There's a stone door to the south.

Traps (2)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

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).

NPCs (1)

Male Githyanki Rog1: CR 2 (ECL 3); HD 1d6; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 4, Ref 5, Will -2; STR: 12 (1), DEX: 16 (3), CON: 18 (4), INT: 12 (1), WIS: 7 (-2), CHA: 15 (2)
Feats: Track
Skills: Appraise 3, Bluff 4, Climb 3, Concentration 6, Diplomacy 4, Disguise 3, Escape Artist 4, Forgery 2, Gather Information 3, Heal 0, Hide 4, Intimidate 3, Move Silently 5, Ride 5, Survival 1, Swim 5, Use Rope 4, Disable Device 2, Sleight Of Hand 4, Tumble 6, Use Magic Device 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Trap finding; Sneak attack +1d6

Suggested armor: none

Treasure

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

Room 12:


This room is adecuately lit. Close to the northwestern corner there's a moldy parchment.
There's a wooden door to the east.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, 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
0 cp
0 sp
0 gp
0 pp

Room 13:


This room is very dark. The air has a foul stench.
There's a wooden door to the east.
There's a wooden door to the north.

NPCs (1)

Male Ogre Wiz1: CR 4 (ECL 7); HD 4d8+1d4; hp 7; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref 2, Will 1; STR: 23 (6), DEX: 15 (2), CON: 16 (3), INT: 9 (-1), WIS: 9 (-1), CHA: 2 (-4)
Feats: Deceitful, Endurance, Martial Weapon Proficiency
Skills: Bluff -3, Climb 7, Disguise -2, Escape Artist 3, Forgery 1, Survival 0

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

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 14:


This room is very dark. The air has a noxious stench. A faint sound of rusty hinges can be heard from here. Close to the southeastern corner you see a small pile of ash.
There's a wooden door to the south.
There's an iron door to the south.
There's a wooden 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)

Grimlock: CR 1; HD 2d8+2 (11); Init +1 (Dex); AC 15 (+1 Dex, +4 natural); Atk: Battleaxe +4 melee; Dmg: Battleaxe 1d8+3; Special Atk: Blindsight; AL Always neutral evil; SV Fort 1 Ref 4 Will 2; STR 15, DEX 13, CON 13, INT 10, WIS 8, CHA 6;
Feats: Alertness
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Special Qualities: Immunities, scent;

Treasure

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

Room 15:


This room is magically lit and the air has a burnt stench. Near the northeastern corner you see some violet lichen.
There's a wooden door to the south.
There's an iron door to the south.

NPCs (1)

Male Githzerai Mnk1: CR 2 (ECL 3); HD 1d8; hp 7; Init +4; AC 16 (touch 14, flat-footed 12, misc 2); Atk +0; SR 6; AL NE; SV Fort 1, Ref 6, Will 6; STR: 9 (-1), DEX: 19 (4), CON: 9 (-1), INT: 9 (-1), WIS: 14 (2), CHA: 14 (2)
Feats: Iron Will, Point Blank Shot
Skills: Concentration 0, Disguise 3, Escape Artist 5, Forgery 1, Gather Information 3, Heal 4, Intimidate 4, Search 0, Use Rope 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
Darkwood Shield {worth 257 gp}
No items
80 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