Level 1 Dungeon (17 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 Stair down #0 Stair down #1 Stair up #0

Room 1:


This room is lightless. Your nostrils are flooded by a fruity smell. Close to the western wall there's a few pieces of parchment. Lying on the floor you see a scroll tube.
There's a wooden door to the north.
There's a stone door to the west.

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 Ogre Mnk1: CR 4 (ECL 7); HD 5d8; hp 12; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 6, Ref 4, Will 2; STR: 17 (3), DEX: 11 (0), CON: 18 (4), INT: 6 (-2), WIS: 11 (0), CHA: 5 (-3)
Feats: Lightning Reflexes, Armor Proficiency (light), Nimble Fingers, Blind-Fight
Skills: Appraise -1, Balance 2, Climb 4, Disguise -2, Hide 1, Spot 1, Use Rope 1, Disable Device 0, Open Lock 2

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

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

Treasure

gold and topaz bottle stopper cork {worth 1100 gp}
No mundane items
No items
800 sp
0 cp
0 gp
0 pp

Room 2:


This room is adecuately lit. Close to the eastern wall you find a small ball of yarn.
There's a wooden door to the east.
There's a wooden door to the north.

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
400 sp
0 cp
0 gp
0 pp

Room 3:


This room is well lit.
There are 2 wooden doors to the north.

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

Room 4:


This room is lightless. Near the southern wall you find a narrow crack on the floor.
There's a wooden door to the north.
There's an iron door to the north.
There's a stone door to the north.

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)

Female 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 4; STR: 14 (2), DEX: 8 (-1), CON: 16 (3), INT: 11 (0), WIS: 14 (2), CHA: 6 (-2)
Feats: Armor Proficiency (light)
Skills: Disguise -1, Gather Information -1, Hide 0, Jump 3, Move Silently 0, Spot 3, Use Rope 0, Spellcraft 1

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

No goods
Masterwork Sword, bastard {worth 335 gp}
No items
60 gp
0 cp
0 sp
0 pp

Room 5:


This room is barely lit. The air has a mild fruity smell. Near the northwestern corner there's a small salt circle spread on the floor.
There's a stone door to the north.
There's a wooden door to the east.

Monsters (1)

Ghoul:Ghoul: CR 1; HD 2d12 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; 2 claws +0 melee; Dmg: Bite 1d6+1 and paralysis; claw 1d3 and paralysis; Special Atk: Paralysis, create spawn; AL Always chaotic evil; SV Fort 0 Ref 2 Will 5; STR 13, DEX 15, CON , INT 13, WIS 14, CHA 16;
Feats: Multiattack, Weapon Finesse (bite)
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
Special Qualities: Undead, +2 turn resistance;

Treasure

silver chalice with lapis lazuli gems {worth 90 gp}
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 6:


This room is adecuately lit. Close to the southwestern corner there's a piece of broken mirror.
There's a stone door to the south.

NPCs (1)

Female Ogre Sor1: 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 0, Will 4; STR: 22 (6), DEX: 10 (0), CON: 17 (3), INT: 7 (-2), WIS: 15 (2), CHA: 9 (-1)
Feats: Martial Weapon Proficiency, Negotiator, Point Blank Shot
Skills: Diplomacy 1, Sense Motive 4

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

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

Room 7:


This room is lit by a single torch. Close to the northern wall there's a small ball of yarn.
There are 2 wooden doors to the west.
There's a wooden 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

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

Room 8:


This room is shrouded in magical darkness and your nostrils are flooded by an earthy stench.
There's a wooden door to the north.

Monsters (1)

Animal:Shark, Medium-Size: CR 1; HD 3d8+3 (16); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d6+1; Special Atk: ; AL Always neutral; SV Fort 4 Ref 5 Will 2; STR 13, DEX 15, CON 13, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Listen +7, Spot +7
Special Qualities: Keen scent;

Treasure

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

Room 9:


This room is completely dark. You are surrounded by a floury smell.
There's a stone door to the north.
There are 2 wooden doors to the south.

NPCs (1)

Female Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 4; Init -3; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref -3, Will 3; STR: 15 (2), DEX: 5 (-3), CON: 11 (0), INT: 6 (-2), WIS: 13 (1), CHA: 13 (1)
Feats: Negotiator
Skills: Diplomacy 3, Sense Motive 3

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

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

Treasure

Cloth of gold vestments {worth 130 gp}
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 10:


This room is very dark.
There are 2 wooden doors to the south.
There's a stone door to the south.

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
90 gp
0 cp
0 sp
0 pp

Room 11:


This room is very dark. Near the western wall there's a pentagram drawn on the floor.
There's a wooden door to the west.

NPCs (1)

Female Half-elf Clr1: CR 1 (ECL 1); HD 1d8; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 8, Ref 1, Will 4; STR: 10 (0), DEX: 13 (1), CON: 18 (4), INT: 13 (1), WIS: 14 (2), CHA: 18 (4)
Feats: Great Fortitude
Skills: Bluff 6, Concentration 6, Gather Information 5, Hide 3, Intimidate 5, Jump 1, Listen 3, Move Silently 2, Swim 1

Special Qualities: Low-light vision; Immunities: sleep; Turn or rebuke undead

Suggested armor: none

Treasure

No goods
No mundane items
No items
4000 cp
0 sp
0 gp
0 pp

Room 12:


This room is adecuately lit. The air is foggy. Lying on the floor you see a belt buckle.
There's a wooden door to the east.
There's a stone door to the south.

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

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

Room 13:


This room is completely dark.
There's a wooden door to the south.
There's a wooden door to the north.

NPCs (1)

Erediant Female Elf Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 0, Will 4; STR: 11 (0), DEX: 10 (0), CON: 11 (0), INT: 15 (2), WIS: 14 (2), CHA: 12 (1)
Feats: Improved Shield Bash
Skills: Balance 1, Disguise 3, Escape Artist 3, Forgery 3, Gather Information 2, Heal 3, Hide 1, Jump 1, Search 3, Sense Motive 3, Spot 3, Swim 1, Use Rope 1

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

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

Treasure

Cloth of gold vestments {worth 80 gp}
Masterwork Crossbow, hand {worth 400 gp}
No items
800 sp
0 cp
0 gp
0 pp

Room 14:


This room is lit by a single torch. You are surrounded by an earthy smell.
There are 2 wooden doors to the east.

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
500 sp
0 cp
0 gp
0 pp

Room 15:


This room is completely dark and your nostrils are flooded by a fruity smell. A faint sound of screaming can be heard from here. Close to the northeastern corner you see a burnt torch.
There's an iron door to the north.
There's a wooden door to the west.

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

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

Room 16:


This room is lit by a single torch. For an instant you hear the sound of whispers, but then it stops. Near the northeastern corner you find a small pile of dust.
There's a wooden door to the east.
There's an iron door to the south.
There's a wooden door to the south.

NPCs (1)

Female Githyanki Wiz1: CR 2 (ECL 3); HD 1d4; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 1, Will 2; STR: 13 (1), DEX: 12 (1), CON: 13 (1), INT: 12 (1), WIS: 10 (0), CHA: 12 (1)
Feats: Toughness
Skills: Balance 3, Bluff 2, Concentration 2, Disguise 2, Escape Artist 2, Heal 1, Hide 2, Move Silently 2, Spot 1, Swim 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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
700 sp
0 cp
0 gp
0 pp

Room 17:


This room is barely lit. Near the southeastern corner there's a rusty dagger hilt. You spot a harp a few feet from you.
There's a wooden door to the east.

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

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