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 down #2 Stair down #3 Stair up #0 Stair up #1 Stair up #2

Room 1:


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

Traps (1)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares).

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
0 cp
0 sp
0 gp
0 pp

Room 2:


This room is completely dark. A distant sound of falling debris can be heard.
There's an iron door to the north.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Female Githzerai Pal1: CR 2 (ECL 3); HD 1d10; hp 11; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 3, Will 2; STR: 16 (3), DEX: 16 (3), CON: 13 (1), INT: 7 (-2), WIS: 14 (2), CHA: 13 (1)
Feats: Acrobatic
Skills: Jump 5, Tumble 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

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

Room 3:


This room is completely dark. Close to the southwestern corner you find a burnt torch.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

Glomil Male Dwarf Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 0, Will 3; STR: 10 (0), DEX: 10 (0), CON: 12 (1), INT: 11 (0), WIS: 16 (3), CHA: 10 (0)
Feats: Investigator, Affinity
Skills: Disguise 2, Forgery 1, Gather Information 2, Intimidate 1, Listen 4, Ride 2, Search 1, Swim 1, Handle Animal 2

Special Qualities: Darkvision: 60ft

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

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

Room 4:


This room is magically lit.
There's a stone door to the south.
There's a wooden door to the east.

Monsters (1)

Elemental:Water Elemental, Small: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral; SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, 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
1000 cp
0 sp
0 gp
0 pp

Room 5:


This room is lit by a single torch. The air has a mild sweet smell. Close to the eastern wall you see a wooden amulet.
There's a wooden door to the north.

Monsters (1)

Elemental:Water Elemental, Small: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral; SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

white pearl {worth 240 gp}
No mundane items
No items
90 gp
0 cp
0 sp
0 pp

Room 6:


This room is completely dark. Near the southwestern corner you find a tiny piece of chalk.
There's a stone door to the west.

Monsters (1)

Vermin:Monstrous Scorpion, Medium-Size: CR 1; HD 2d8+4 (13); Init +0; AC 14 (+4 natural); Atk: 2 claws +2 melee, sting -3 melee; Dmg: Claw 1d4+1, sting 1d4 and poison; Special Atk: Improved grab, squeeze, poison; AL Always neutral; SV Fort 5 Ref 0 Will 0; STR 13, DEX 10, CON 14, INT , WIS 10, CHA 2;
Feats:
Skills: Climb +8, Hide +8, Spot +7
Special Qualities: Vermin;

Treasure

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

Room 7:


This room is adecuately lit. A distant sound of footsteps can be heard.
There's an iron 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).

Monsters (1)

Ghoul:Lacedon: 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

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

Room 8:


This room is very dark and your nostrils are flooded by a sweaty stench. Echoes of screaming can be heard in the distance.
There's a wooden door to the north.

NPCs (1)

Hûrsarn Female Elf Rog1: CR 1 (ECL 1); HD 1d6; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will 1; STR: 10 (0), DEX: 13 (1), CON: 12 (1), INT: 10 (0), WIS: 13 (1), CHA: 10 (0)
Feats: Shield Proficiency
Skills: Appraise 2, Bluff 1, Climb 2, Diplomacy 1, Disguise 1, Escape Artist 3, Forgery 1, Heal 2, Intimidate 1, Move Silently 2, Ride 2, Sense Motive 3, Survival 3, Swim 1, Use Rope 4, Disable Device 1, Open Lock 2, Decipher Script 1, Sleight Of Hand 2, Tumble 4, Use Magic Device 3

Special Qualities: Immunities: sleep; Low-light vision; Trap finding; Sneak attack +1d6

Suggested armor: none

Treasure

coral {worth 80 gp}
No mundane items
No items
700 sp
0 cp
0 gp
0 pp

Room 9:


This room is shrouded in magical darkness.
There's a wooden door to the north.
There's an iron door to the north.

NPCs (1)

Male Ogre Drd1: CR 4 (ECL 7); HD 5d8; hp 9; 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 2; STR: 27 (8), DEX: 14 (2), CON: 13 (1), INT: 11 (0), WIS: 11 (0), CHA: 10 (0)
Feats: Martial Weapon Proficiency, Run, Persuasive
Skills: Appraise 1, Bluff 2, Diplomacy 1, Disguise 2, Escape Artist 3, Forgery 1, Intimidate 2, Jump 10, Ride 3, Search 1, Sense Motive 1, Use Rope 3, Handle Animal 1, Spellcraft 1

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

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

Treasure

jade {worth 640 gp}
No mundane items
Wand of Acid arrow {worth 4500 gp}
0 cp
0 sp
0 gp
0 pp

Room 10:


This room is lit by a single torch and the air has a strong minty smell. Near the southwestern corner you see a yellow stain on the floor. You spot a monocle a few feet from you.
There's a wooden door to the east.

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
0 cp
0 sp
0 gp
0 pp

Room 11:


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

NPCs (1)

Female Gnome Mnk1: CR 1 (ECL 1); HD 1d8; hp 11; Init +6; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 4, Will 2; STR: 4 (-3), DEX: 15 (2), CON: 17 (3), INT: 12 (1), WIS: 11 (0), CHA: 13 (1)
Feats: Nimble Fingers, Improved Initiative
Skills: Bluff 4, Concentration 4, Diplomacy 3, Disguise 2, Escape Artist 3, Forgery 2, Gather Information 2, Heal 2, Intimidate 2, Listen 1, Move Silently 3, Ride 3, Sense Motive 1, Spot 1, Survival 1, Swim -2, Disable Device 3, Open Lock 4

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
Wand of Bear's endurance {worth 4500 gp}
40 gp
0 cp
0 sp
0 pp

Room 12:


This room is lit by a single torch. Your nostrils are flooded by a stagnant stench.
There's a stone door to the east.

NPCs (1)

Female Human Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 2, Will 0; STR: 9 (-1), DEX: 10 (0), CON: 11 (0), INT: 12 (1), WIS: 11 (0), CHA: 10 (0)
Feats: Martial Weapon Proficiency, Lightning Reflexes
Skills: Appraise 2, Balance 1, Climb 1, Escape Artist 1, Forgery 2, Gather Information 3, Hide 2, Intimidate 1, Jump 2, Move Silently 1, Ride 1, Search 2, Sense Motive 1, Spot 1, Swim 1, Handle Animal 2

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

Suggested armor: Leather armor (+2AC, 10gp, Max Dex bonus: 6, Spell failure: 10%)

Treasure

No goods
Darkwood Buckler {worth 205 gp}
No items
1000 cp
0 sp
0 gp
0 pp

Room 13:


This room is completely dark and the air has a mild sweet smell. You hear the faint sound of dripping water, but can't quite place where it comes from.
There's a wooden door to the south.

Traps (2)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

Poison Dart Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 18; Cost: 700 gp; Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis).

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
400 sp
0 cp
0 gp
0 pp

Room 14:


This room is lightless.
There are 2 wooden doors to the east.

Monsters (1)

Gnoll: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 natural, +4 scale, +2 large shield); Atk: Battleaxe +3 melee; or shortbow +1 ranged; Dmg: Battleaxe 1d8+2; or shortbow 1d6; Special Atk: ; AL Usually chaotic evil; SV Fort 4 Ref 0 Will 0; STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8;
Feats: Power Attack
Skills: Listen +3, Spot +3
Special Qualities: Darkvision 60 ft.;

Treasure

No goods
Masterwork Battleaxe {worth 310 gp}
No items
110 gp
0 cp
0 sp
0 pp

Room 15:


This room is completely dark and the air has a strong putrid smell.
There's an iron door to the north.

Monsters (1)

Dragon:White Dragon, Wyrmling: CR 1; HD 3d12+3 (22); Init +0 (Dex); AC 14 (+2 size, +2 natural); Atk: Bite +5 melee, 2 Claws +0 melee; Dmg: Bite 1d, claw 1d3+0; Special Atk: Breath weapon; AL Always chaotic evil; SV Fort 4 Ref 3 Will 3; STR 11, DEX 10, CON 13, INT 6, WIS 11, CHA 6;
Feats: Any 1
Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3
Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;

Treasure

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

Room 16:


This room is lit by a single torch. You hear the sound of battle in the distance. In the center of the room you find a dead mouse.
There's a wooden door to the west.

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

golden yellow topaz {worth 900 gp}
No mundane items
Scroll: Cure Light Wounds (Clr1), Sanctuary (Clr1), Deathwatch (Clr1) (25 gp each) {worth 75 gp}
100 sp
0 cp
0 gp
0 pp

Room 17:


This room is barely lit. The air is hazey. You hear the sound of scurrying mice in the distance. Near the southwestern corner you find a small pile of rocks.
There's a stone door to the north.
There's a stone door to the east.
There's a wooden door to the south.

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
Cure moderate wounds (potion) {worth 300 gp}
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