Level 1 Dungeon (18 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair up #0 Stair up #1 Stair up #2 Stair up #3 Stair up #4

Room 1:


This room is magically lit and your nostrils are flooded by a sulphur smell. You hear the sound of rusty hinges in the distance. Near the eastern wall there's a blood smudge on the floor. Lying on the floor you see a mirror.
There's an iron door to the west.
There's a stone 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)

Male Half-orc Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will -1; STR: 14 (2), DEX: 14 (2), CON: 14 (2), INT: 12 (1), WIS: 9 (-1), CHA: 14 (2)
Feats: Deft Hands
Skills: Appraise 2, Balance 3, Climb 3, Concentration 3, Jump 4, Listen 0, Sense Motive 0, Survival 1, Swim 4, Use Rope 4, Sleight Of Hand 4

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

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

Treasure

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

Room 2:


This room is well lit.
There's a stone door to the north.

NPCs (1)

BaranLîrgloss Female Elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 1; STR: 12 (1), DEX: 14 (2), CON: 15 (2), INT: 9 (-1), WIS: 13 (1), CHA: 13 (1)
Feats: Armor Proficiency (light)
Skills: Appraise 0, Balance 3, Climb 3, Diplomacy 2, Disguise 2, Escape Artist 4, Gather Information 3, Sense Motive 2, Swim 2

Special Qualities: Immunities: sleep; Low-light vision; 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
Protection from arrows 10/magic (potion) {worth 300 gp}
3000 cp
0 sp
0 gp
0 pp

Room 3:


This room is well lit. Your nostrils are flooded by a sweet smell. Echoes of a campfire can be heard in the distance. Close to the northeastern corner there's the remains of an eyepatch.
There's an iron door to the north.
There's a wooden 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).

NPCs (1)

Thrur Male Orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 4, Ref 1, Will 1; STR: 19 (4), DEX: 12 (1), CON: 14 (2), INT: 14 (2), WIS: 12 (1), CHA: 12 (1)
Feats: Stealthy
Skills: Appraise 3, Balance 2, Bluff 4, Climb 8, Diplomacy 3, Disguise 2, Forgery 3, Gather Information 2, Hide 3, Intimidate 2, Jump 6, Listen 2, Move Silently 3, Search 4, Sense Motive 3, Swim 5, Handle Animal 2

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
700 sp
0 cp
0 gp
0 pp

Room 4:


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

Traps (1)

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).

NPCs (1)

Female Githyanki Clr1: CR 2 (ECL 3); HD 1d8; hp 11; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 5, Ref 4, Will 2; STR: 11 (0), DEX: 18 (4), CON: 16 (3), INT: 12 (1), WIS: 11 (0), CHA: 11 (0)
Feats: Deft Hands
Skills: Climb 1, Diplomacy 1, Disguise 2, Gather Information 2, Intimidate 1, Ride 5, Spot 1, Survival 1, Use Rope 6, Sleight Of Hand 6

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Turn or rebuke undead

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

Treasure

No goods
Masterwork Sickle {worth 306 gp}
No items
100 sp
0 cp
0 gp
0 pp

Room 5:


This room is lightless. Close to the center of the room there's a yellow stain on the floor.
There are 2 wooden doors to the east.
There's a wooden door to the north.

NPCs (1)

Dûnath Male Elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 4; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 3, Will 1; STR: 12 (1), DEX: 17 (3), CON: 11 (0), INT: 8 (-1), WIS: 9 (-1), CHA: 10 (0)
Feats: Stealthy
Skills: Heal 0, Hide 5, Move Silently 5, Sense Motive 0, Use Rope 4

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

Suggested armor: none

Treasure

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

Room 6:


This room is well lit. The air is shallow.
There's a wooden door to the west.
There's an iron door to the south.

NPCs (1)

Male Half-elf Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 1, Will 2; STR: 11 (0), DEX: 13 (1), CON: 10 (0), INT: 12 (1), WIS: 14 (2), CHA: 13 (1)
Feats: Run
Skills: Appraise 2, Balance 2, Diplomacy 2, Escape Artist 2, Intimidate 2, Jump 1, Move Silently 2, Ride 3, Survival 3, Use Rope 3

Special Qualities: Low-light vision; Immunities: sleep; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Half-plate (+7AC, 600gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

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

Room 7:


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

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 Rgr1: CR 4 (ECL 7); HD 4d8+1d10; hp 10; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 4, Ref 0, Will 1; STR: 23 (6), DEX: 11 (0), CON: 11 (0), INT: 6 (-2), WIS: 13 (1), CHA: 14 (2)
Feats: Great Fortitude, Deceitful, Quick Draw
Skills: Appraise -1, Climb 7, Disguise 4, Escape Artist 1, Forgery 0, Heal 2, Sense Motive 2, Spot 2, Survival 3

Special Qualities: Darkvision: 60ft; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
Masterwork Light wooden shield {worth 153 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 8:


This room is lightless. Close to the eastern wall there's some rice spread on the floor.
There's a stone door to the east.
There's a wooden door to the east.
There's a wooden door to the south.

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
Darkwood Shield {worth 257 gp}
No items
6000 cp
0 sp
0 gp
0 pp

Room 9:


This room is lightless. In the western wall you find a pile of bones.
There's a stone door to the south.
There's a wooden door to the east.

Monsters (1)

Elf:Drow: CR 1; HD 1d8-1 (3); Init +1 (Dex); AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk: Longsword +1 melee; or longbow +2 ranged; Dmg: Longsword 1d8; or longbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral evil; SV Fort 1 Ref 1 Will 0; STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 9;
Feats: Weapon Focus (longbow)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Special Qualities: Darkvision, SR 11, elven traits, light blindness;

Treasure

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

Room 10:


This room is lightless. For an instant you hear the sound of growling, but then it stops.
There's a stone door to the west.
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
3000 cp
0 sp
0 gp
0 pp

Room 11:


This room is barely lit and the air has an unpleasant smell. Near the northwestern corner there's a small ball of yarn.
There's a stone door to the south.
There's a wooden door to the south.
There's a wooden door to the north.

NPCs (1)

Female Human Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 2; STR: 14 (2), DEX: 12 (1), CON: 10 (0), INT: 17 (3), WIS: 10 (0), CHA: 16 (3)
Feats: Combat Expertise, Great Fortitude
Skills: Appraise 5, Balance 2, Bluff 6, Climb 3, Concentration 1, Disguise 4, Escape Artist 3, Forgery 4, Heal 1, Intimidate 4, Jump 4, Listen 1, Move Silently 3, Search 5, Spot 1, Survival 1, Swim 4, Use Rope 2, Spellcraft 6, Tumble 2, Use Magic Device 5

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

Silver comb with moonstones {worth 1000 gp}
No mundane items
No items
100 gp
0 cp
0 sp
0 pp

Room 12:


This room is magically lit. Close to the western wall you see a violet stain on the floor. You spot a pair of scissors a few feet from you.
There's a wooden door to the north.

NPCs (1)

Male Half-elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 2, Will -1; STR: 9 (-1), DEX: 14 (2), CON: 8 (-1), INT: 12 (1), WIS: 9 (-1), CHA: 14 (2)
Feats: Improved Unarmed Strike
Skills: Appraise 3, Balance 4, Climb 1, Diplomacy 4, Escape Artist 4, Gather Information 3, Heal 0, Listen 0, Ride 3, Spot 1, Survival 0, Swim 0, Use Rope 3, Handle Animal 3

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

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

Treasure

No goods
No mundane items
Bottle of air {worth 7250 gp}
60 gp
0 cp
0 sp
0 pp

Room 13:


This room is very dark and you are surrounded by a vile smell.
There's a wooden door to the south.

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
Alchemist's fire (4 flasks, 20 gp each) {worth 80 gp}
No items
600 sp
0 cp
0 gp
0 pp

Room 14:


This room is magically lit.
There's a wooden door to the north.

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

Embroidered silk and velvet mantle with numerous moonstones {worth 1700 gp}
No mundane items
No items
500 sp
0 cp
0 gp
0 pp

Room 15:


This room is adecuately lit.
There's a wooden door to the west.
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:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

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

Room 16:


This room is lightless and the air has an earthy smell.

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).

NPCs (1)

Male Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 3, Will -1; STR: 5 (-3), DEX: 17 (3), CON: 14 (2), INT: 17 (3), WIS: 8 (-1), CHA: 10 (0)
Feats: Armor Proficiency (light)
Skills: Balance 4, Escape Artist 4, Gather Information 1, Heal 0, Hide 7, Intimidate 3, Jump 1, Listen 2, Ride 4, Handle Animal 1

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

Suggested armor: Half-plate (+7AC, 600gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

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

Room 17:


This room is lit by a single torch. Your nostrils are flooded by a bitter smell.
There's a wooden door to the west.

NPCs (1)

Female Ogre Mage Brd1: CR 9 (ECL 13); HD 5d8+1d6; hp 9; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 3, Ref 3, Will 6; STR: 20 (5), DEX: 13 (1), CON: 17 (3), INT: 18 (4), WIS: 18 (4), CHA: 17 (3)
Feats: Athletic, Power Attack, Acrobatic
Skills: Appraise 8, Balance 4, Bluff 7, Climb 7, Concentration 6, Diplomacy 6, Disguise 4, Escape Artist 5, Forgery 7, Heal 8, Hide 3, Intimidate 7, Jump 7, Listen 7, Move Silently 2, Ride 5, Search 7, Sense Motive 8, Spot 6, Survival 7, Swim 7, Use Rope 2, Decipher Script 6, Spellcraft 8, Tumble 3, Use Magic Device 7

Special Qualities: Darkvision: 60ft; Regeneration: 5; Spell-like abilities (at will): Darkness, Invisibility; Spell-like abilities (1/day): Charm person (DC14), Cone of cold (DC18), Gaseous form, Polymorph, Sleep (DC14); 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
Full plate {worth 1500 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 18:


This room is barely lit. You are surrounded by a vile smell. Close to the northeastern corner there's some rotten cheese.
There's a wooden door to the west.

NPCs (1)

Male Ogre Brd1: CR 4 (ECL 7); HD 4d8+1d6; hp 9; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref 3, Will 3; STR: 24 (7), DEX: 13 (1), CON: 17 (3), INT: 8 (-1), WIS: 12 (1), CHA: 11 (0)
Feats: Diligent, Improved Shield Bash, Track
Skills: Appraise 1, Balance 4, Climb 9, Diplomacy 1, Disguise 1, Escape Artist 2, Search 0, Sense Motive 3, Spot 2, Decipher Script 1

Special Qualities: Darkvision: 60ft; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
Everburning torch {worth 110 gp}
No items
130 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