Level 1 Dungeon (16 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is lightless. Echoes of dripping water can be heard in the distance. Close to the southeastern corner you see 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 stone door to the north.

NPCs (1)

Female Githzerai Drd1: CR 2 (ECL 3); HD 1d8; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 3, Will 2; STR: 11 (0), DEX: 17 (3), CON: 11 (0), INT: 16 (3), WIS: 10 (0), CHA: 14 (2)
Feats: Diligent
Skills: Appraise 5, Balance 4, Bluff 4, Climb 1, Diplomacy 3, Disguise 3, Escape Artist 4, Forgery 5, Heal 1, Hide 4, Intimidate 3, Jump 2, Listen 1, Move Silently 4, Ride 4, Sense Motive 3, Swim 1, Use Rope 6, Handle Animal 5, Spellcraft 4, Decipher Script 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Animal companion; Nature sense; Wild empathy

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
Full plate {worth 1500 gp}
No items
No coins

Room 2:


This room is lit by a single torch and the air has a strong rancid smell.
There's a wooden door to the west.

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
Darkwood Buckler {worth 205 gp}
No items
300 sp

Room 3:


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

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
130 gp

Room 4:


This room is lightless. Close to the northeastern corner there's a small mouse looking your way.
There's an iron door to the east.

NPCs (1)

Female Half-orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 2, Will -1; STR: 12 (1), DEX: 15 (2), CON: 11 (0), INT: 11 (0), WIS: 9 (-1), CHA: 8 (-1)
Feats: Endurance, Run
Skills: Climb 2, Concentration 1, Disguise 0, Heal 1, Hide 3, Spot 0, Swim 2

Special Qualities: Darkvision: 60ft

Suggested armor: none

Treasure

No goods
No mundane items
No items
150 gp

Room 5:


This room is lit by a single torch. In the northwestern corner you see a blue stain on the floor.
There's a stone door to the east.

NPCs (1)

Female Halfling Rog1: CR 1 (ECL 1); HD 1d6; hp 7; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 4, Will -2; STR: 7 (-2), DEX: 14 (2), CON: 12 (1), INT: 16 (3), WIS: 7 (-2), CHA: 13 (1)
Feats: Affinity
Skills: Appraise 4, Bluff 3, Diplomacy 3, Disguise 3, Escape Artist 4, Forgery 4, Gather Information 3, Heal 2, Hide 4, Intimidate 2, Listen -1, Move Silently 4, Ride 5, Search 4, Sense Motive 0, Spot -1, Survival 0, Use Rope 3, Open Lock 4, Decipher Script 7, Sleight Of Hand 4, Tumble 5, Use Magic Device 4, Handle Animal 3

Special Qualities: 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
6000 cp

Room 6:


This room is very dark. You are surrounded by a sweaty smell.
There's a stone door to the west.
There's a wooden door to the north.
There's a stone door to the south.

NPCs (1)

Male Gnome Rog1: CR 1 (ECL 1); HD 1d6; hp 9; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 4, Will 1; STR: 7 (-2), DEX: 15 (2), CON: 17 (3), INT: 12 (1), WIS: 12 (1), CHA: 6 (-2)
Feats: Magical Aptitude
Skills: Appraise 5, Balance 4, Bluff 0, Climb -1, Concentration 5, Diplomacy 2, Disguise -1, Escape Artist 4, Forgery 4, Gather Information 0, Listen 2, Move Silently 3, Search 2, Sense Motive 2, Spot 3, Swim -1, Disable Device 3, Open Lock 3, Sleight Of Hand 3, Tumble 3, Use Magic Device 1, Spellcraft 3

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
No coins

Room 7:


This room is lightless. The air has a mild fruity smell. You spot a bell a few feet from you.
There's a wooden door to the south.

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

Alexandrite {worth 400 gp}
No mundane items
No items
100 gp

Room 8:


This room is lit by a single torch and the air has a funny stench. You hear the faint sound of a bell, but can't quite place where it comes from.
There's a stone door to the east.
There's a wooden door to the south.

NPCs (1)

Female Githzerai Mnk1: CR 2 (ECL 3); HD 1d8; hp 9; Init +3; AC 16 (touch 13, flat-footed 13, misc 3); Atk +0; SR 6; AL NE; SV Fort 3, Ref 5, Will 5; STR: 14 (2), DEX: 16 (3), CON: 12 (1), INT: 10 (0), WIS: 16 (3), CHA: 12 (1)
Feats: Acrobatic, Blind-Fight
Skills: Appraise 1, Balance 4, Diplomacy 2, Heal 5, Hide 5, Intimidate 2, Jump 4, Move Silently 4, Search 2, Sense Motive 5, Survival 4, Use Rope 4, Tumble 6

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

Obsidian {worth 2 gp}
No mundane items
No items
No coins

Room 9:


This room is lit by a single torch. A faint sound of screaming can be heard from here.
There's a wooden door to the east.
There are 2 iron doors to the east.

NPCs (1)

Oin Male Dwarf Sor1: CR 1 (ECL 1); HD 1d4; hp 7; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref -1, Will 3; STR: 12 (1), DEX: 9 (-1), CON: 16 (3), INT: 8 (-1), WIS: 13 (1), CHA: 8 (-1)
Feats: Magical Aptitude
Skills: Balance 0, Climb 2, Gather Information 0, Heal 2, Spellcraft 1, Use Magic Device 1

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

freshwater (irregular) pearl {worth 6 gp}
No mundane items
Fox's cunning (potion) {worth 300 gp}
80 gp

Room 10:


This room is completely dark and the air has a damp stench. A distant sound of flowing water can be heard.
There's a wooden door to the north.

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
200 sp

Room 11:


This room is barely lit. In the southeastern corner there's a pile of bones.
There's a stone door to the north.

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
300 sp

Room 12:


This room is lightless and the air has a vile smell.
There's a wooden door to the west.
There's a stone door to the west.
There's an iron door to the west.

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)

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
140 gp

Room 13:


This room is barely lit and you are surrounded by a fruity smell. Close to the southern wall you find a blue stain on the floor.
There's a wooden door to the east.

NPCs (1)

Female Ogre Pal1: CR 4 (ECL 7); HD 4d8+1d10; hp 11; Init -3; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 3, Ref -3, Will 0; STR: 23 (6), DEX: 5 (-3), CON: 13 (1), INT: 8 (-1), WIS: 10 (0), CHA: 7 (-2)
Feats: Deceitful, Investigator, Power Attack
Skills: Balance -2, Bluff -1, Disguise 0, Forgery 1, Gather Information 0, Heal 1, Intimidate -1

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

Suggested armor: Breast plate (+5AC, 200gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
No mundane items
No items
500 sp

Room 14:


This room is very dark.

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
No mundane items
No items
500 sp

Room 15:


This room is magically lit. The air has a strong funny smell.
There are 2 wooden doors to the east.
There's an iron door to the east.

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)

Male Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 11; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 2, Ref 0, Will 4; STR: 13 (1), DEX: 11 (0), CON: 11 (0), INT: 8 (-1), WIS: 14 (2), CHA: 8 (-1)
Feats: Toughness
Skills: Appraise 0, Balance 1, Escape Artist 2, Jump 2, Search 0, Sense Motive 3, Spot 3, Use Rope 3, Spellcraft 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
Blur (potion) {worth 300 gp}
3000 cp

Room 16:


This room is adecuately lit and your nostrils are flooded by an acrid stench. You hear the faint sound of a gust of wind, but can't quite place where it comes from.
There are 2 wooden doors to the south.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

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
No coins

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