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 up #0 Stair up #1

Room 1:


This room is adecuately lit. Near the southern wall there's a patch of fungus.
There's a wooden door to the north.
There's an iron door to the north.
There's a wooden door to the south.

Monsters (1)

Lizardfolk: CR 1; HD 2d8+2 (11); Init +0; AC 15 (+5 natural) or 17 (+5 natural, +2 large shield); Atk: 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged; Dmg: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1; Special Atk: ; AL Usually neutral; SV Fort 1 Ref 3 Will 0; STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10;
Feats: Multiattack
Skills: Balance +4, Jump +7, Swim +9
Special Qualities: ;

Treasure

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

Room 2:


This room is well lit.
There are 2 wooden doors to the north.
There's an iron door to the west.

NPCs (1)

Male Human Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 2; STR: 13 (1), DEX: 8 (-1), CON: 12 (1), INT: 13 (1), WIS: 10 (0), CHA: 16 (3)
Feats: Shield Proficiency, Stealthy, Magical Aptitude
Skills: Appraise 2, Balance 0, Climb 2, Disguise 6, Forgery 2, Gather Information 4, Heal 1, Hide 1, Jump 3, Listen 3, Move Silently 1, Sense Motive 2, Spot 1, Tumble 3, Spellcraft 3, Use Magic Device 5

Special Qualities: 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 3:


This room is well lit. You are surrounded by an indescribable smell. Close to the center of the room there's a crystal eye. Close to you there's a toy warrior.
There's a wooden door to the north.
There's a wooden door to the west.

Monsters (1)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

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

Room 4:


This room is lightless and the air has a fresh stench. Close to the northern wall there's some rotten cheese.
There's a stone door to the east.
There's a wooden door to the south.

NPCs (1)

Female Halfling Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 0, Will 5; STR: 7 (-2), DEX: 10 (0), CON: 12 (1), INT: 12 (1), WIS: 16 (3), CHA: 13 (1)
Feats: Diligent
Skills: Appraise 3, Balance 1, Bluff 2, Diplomacy 3, Disguise 4, Forgery 2, Intimidate 3, Jump -1, Listen 4, Move Silently 1, Search 3, Sense Motive 4, Swim 0, Decipher Script 3

Special Qualities: Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 5:


This room is lightless and you are surrounded by a fruity smell. Near the northeastern corner you find a broken tile on the floor.
There's a wooden door to the east.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Dari Male Dwarf Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref 1, Will 3; STR: 14 (2), DEX: 12 (1), CON: 17 (3), INT: 11 (0), WIS: 13 (1), CHA: 3 (-4)
Feats: Acrobatic
Skills: Balance 2, Heal 2, Jump 4, Listen 2, Ride 2, Sense Motive 3, Spellcraft 1, Tumble 3

Special Qualities: Darkvision: 60ft; Turn or rebuke undead

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

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 6:


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

NPCs (1)

Male Githzerai Rog1: CR 2 (ECL 3); HD 1d6; hp 7; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 6, Will -1; STR: 9 (-1), DEX: 19 (4), CON: 12 (1), INT: 10 (0), WIS: 8 (-1), CHA: 8 (-1)
Feats: Dodge
Skills: Balance 5, Bluff 0, Concentration 2, Diplomacy 0, Disguise 1, Forgery 1, Gather Information 0, Heal 1, Intimidate 2, Jump 1, Listen 1, Ride 5, Search 1, Sense Motive 0, Spot 1, Survival 0, Swim 0, Use Rope 7, Open Lock 5, Decipher Script 2, Sleight Of Hand 5, Use Magic Device 0

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Trap finding; Sneak attack +1d6

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

Treasure

Banded agate {worth 6 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 7:


This room is magically lit. A faint sound of a campfire can be heard from here.
There's a wooden door to the west.

NPCs (1)

Eredannon Female Elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 1, Will 2; STR: 10 (0), DEX: 13 (1), CON: 10 (0), INT: 15 (2), WIS: 15 (2), CHA: 15 (2)
Feats: Investigator
Skills: Appraise 3, Balance 3, Bluff 3, Climb 1, Escape Artist 3, Gather Information 4, Intimidate 5, Jump 1, Listen 3, Ride 3, Search 3, Sense Motive 3, Spot 4, Survival 3, Swim 1, Use Rope 2, Handle Animal 3

Special Qualities: Immunities: sleep; Low-light vision; Fast movement; Illiteracy; Rage: 1/day

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 8:


This room is barely lit. In the distance you seem to perceive the sound of yawning.
There's a stone door to the west.
There's a wooden door to the south.

Monsters (1)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

Eye agate {worth 3 gp}
No mundane items
No items
300 sp
0 cp
0 gp
0 pp

Room 9:


This room is adecuately lit. The air has a mild damp smell. Close to the eastern wall you see a scorch mark on the ceiling.
There's a wooden door to the south.
There's a wooden door to the east.

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)

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

Room 10:


This room is adecuately lit. A distant sound of whispers can be heard.
There are 2 iron doors to the south.

NPCs (1)

Male Human Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 6, Will 2; STR: 8 (-1), DEX: 15 (2), CON: 12 (1), INT: 13 (1), WIS: 11 (0), CHA: 16 (3)
Feats: Acrobatic, Lightning Reflexes, Alertness
Skills: Balance 3, Climb 0, Concentration 2, Disguise 5, Escape Artist 3, Forgery 2, Gather Information 4, Heal 3, Hide 4, Intimidate 4, Jump 1, Listen 2, Ride 3, Spot 2, Survival 1, Swim 0, Use Rope 3, Tumble 4

Special Qualities: 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 11:


This room is well lit and the air has a rancid smell. Echoes of whispers can be heard in the distance. In the northern wall there's a small pile of rocks.
There's a wooden door to the north.

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:Horse, Light: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +2 melee; Dmg: Hoof 1d4+1; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 13, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

Treasure

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

Room 12:


This room is completely dark. Close to the southeastern corner you find a few pieces of stained glass (made to resemble gems).
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Male Gnome Bbn1: CR 1 (ECL 1); HD 1d12; hp 16; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 6, Ref 1, Will 2; STR: 12 (1), DEX: 12 (1), CON: 19 (4), INT: 11 (0), WIS: 14 (2), CHA: 17 (3)
Feats: Acrobatic
Skills: Appraise 1, Climb 3, Concentration 7, Disguise 4, Escape Artist 2, Gather Information 5, Jump 3, Move Silently 3, Search 1, Survival 3, Handle Animal 4, Tumble 3

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

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

Treasure

No goods
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 13:


This room is adecuately lit. The air is foggy.
There's a stone door to the north.

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 Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 4; STR: 16 (3), DEX: 13 (1), CON: 16 (3), INT: 8 (-1), WIS: 15 (2), CHA: 11 (0)
Feats: Diligent
Skills: Appraise 1, Balance 2, Heal 3, Listen 3, Decipher Script 1

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 14:


This room is lightless. The air is stale. Lying on the floor you see a mirror.

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
100 gp
0 cp
0 sp
0 pp

Room 15:


This room is very dark. A distant sound of rattling chains can be heard. Close to the northern wall you find an illegible engraving on the floor.
There's a stone door to the west.

NPCs (1)

Female Halfling Brd1: CR 1 (ECL 1); HD 1d6; hp 8; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 4, Will 6; STR: 11 (0), DEX: 15 (2), CON: 15 (2), INT: 6 (-2), WIS: 18 (4), CHA: 9 (-1)
Feats: Investigator
Skills: Climb 1, Disguise 0, Gather Information 1, Hide 3, Jump 2, Search -1, Sense Motive 5, Spellcraft -1

Special Qualities: 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
800 sp
0 cp
0 gp
0 pp

Room 16:


This room is barely lit. In the northern wall there's a narrow crack on the ceiling.
There's a stone door to the east.
There's a stone door to the north.
There's an iron door to the south.

NPCs (1)

Thoin Male Dwarf Drd1: CR 1 (ECL 1); HD 1d8; hp 9; 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: 12 (1), INT: 12 (1), WIS: 13 (1), CHA: 10 (0)
Feats: Lightning Reflexes
Skills: Bluff 1, Concentration 2, Diplomacy 2, Disguise 1, Forgery 2, Heal 3, Hide 0, Intimidate 1, Jump 3, Ride 0, Search 2, Spot 2, Survival 2, Use Rope 0, Handle Animal 1, Spellcraft 3

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

Suggested armor: none

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 17:


This room is adecuately lit. The air has a strong vile smell. Close to the northwestern corner there's a patch of fungus.
There are 3 wooden doors to the east.

NPCs (1)

Male Halfling Rog1: CR 1 (ECL 1); HD 1d6; hp 6; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 5, Will 1; STR: 9 (-1), DEX: 16 (3), CON: 11 (0), INT: 15 (2), WIS: 12 (1), CHA: 16 (3)
Feats: Great Fortitude
Skills: Bluff 5, Climb 0, Diplomacy 7, Disguise 6, Escape Artist 4, Forgery 3, Gather Information 5, Heal 3, Intimidate 4, Jump 0, Listen 4, Move Silently 4, Search 5, Sense Motive 2, Survival 2, Use Rope 4, Disable Device 6, Open Lock 6, Decipher Script 3, Sleight Of Hand 5, Tumble 4, Use Magic Device 4

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
110 gp
0 cp
0 sp
0 pp

Room 18:


This room is lit by an unknown glow. Near the northern wall there's a white stain on the floor. You spot an eyepatch a few feet from you.
There's a wooden door to the north.
There's a wooden door to the west.

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
5000 cp
0 sp
0 gp
0 pp

Room 19:


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

Monsters (1)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

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

Room 20:


This room is barely lit. Near the western wall there's a white feather.
There's a wooden door to the north.
There's an iron door to the south.

Traps (1)

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).

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

No goods
No mundane items
No items
100 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