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 up #0 Stair up #1

Room 1:


This room is lit by a single torch. Near the center of the room you find a patch of fungus. Close to you there's a key ring.
There's an iron door to the west.
There's a wooden door to the north.

NPCs (1)

Female Half-orc Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 3; STR: 15 (2), DEX: 17 (3), CON: 14 (2), INT: 10 (0), WIS: 12 (1), CHA: 7 (-2)
Feats: Deft Hands
Skills: Bluff -1, Disguise -1, Heal 2, Hide 4, Intimidate -1, Search 2, Sense Motive 2, Use Rope 5, Sleight Of Hand 5

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

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

Treasure

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

Room 2:


This room is lightless. Close to the northwestern corner there's a few small dead spiders.
There's a wooden door to the south.
There's a stone door to the east.

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)

Felacaunain Female Elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 3, Will -1; STR: 12 (1), DEX: 17 (3), CON: 14 (2), INT: 11 (0), WIS: 9 (-1), CHA: 16 (3)
Feats: Shield Proficiency
Skills: Appraise 1, Concentration 3, Diplomacy 4, Escape Artist 6, Gather Information 5, Intimidate 5, Jump 4, Move Silently 4, Sense Motive 0, Handle Animal 4

Special Qualities: Immunities: sleep; Low-light vision; 1st favored enemy; Track; Wild empathy

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

Treasure

Large well-done wool tapestry {worth 500 gp}
No mundane items
No items
40 pp
0 cp
0 sp
0 gp

Room 3:


This room is lightless. In the western wall there's a rusty dagger hilt.
There are 2 stone doors to the north.

NPCs (1)

Angloss Female Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 3; STR: 14 (2), DEX: 17 (3), CON: 14 (2), INT: 14 (2), WIS: 13 (1), CHA: 10 (0)
Feats: Armor Proficiency (light)
Skills: Balance 4, Bluff 2, Concentration 3, Disguise 1, Gather Information 1, Move Silently 5, Ride 4, Search 3, Sense Motive 2, Spot 2, Survival 3, Swim 3, Use Rope 4

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

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

Treasure

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

Room 4:


This room is barely lit. Echoes of rusty hinges can be heard in the distance.
There's a wooden door to the west.

Traps (1)

Swinging Block Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 20; Disable Device DC 20; Cost: 500 gp; Atk +5 melee (4d6, stone block).

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
110 gp
0 cp
0 sp
0 pp

Room 5:


This room is lightless. Close to the northern wall you see a broken hourglass.
There's a wooden door to the west.

NPCs (1)

Female Duergar Brd1: CR 2 (ECL 2); HD 1d6; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 2, Ref 3, Will 3; STR: 14 (2), DEX: 13 (1), CON: 14 (2), INT: 17 (3), WIS: 13 (1), CHA: 12 (1)
Feats: Toughness
Skills: Appraise 5, Balance 3, Bluff 3, Climb 4, Concentration 4, Diplomacy 3, Heal 2, Jump 3, Listen 3, Move Silently 2, Search 5, Sense Motive 2, Spot 4, Survival 2, Swim 3, Decipher Script 6

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
100 gp
0 cp
0 sp
0 pp

Room 6:


This room is barely lit. The air has a mild minty smell. In the northeastern corner you see an illegible engraving on the floor. You spot a chain a few feet from you.
There are 2 wooden doors 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
Chain shirt {worth 100 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 7:


This room is completely dark. Lying on the floor you see a key ring.
There's a wooden door to the east.
There's an iron door to the west.
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
100 gp
0 cp
0 sp
0 pp

Room 8:


This room is lit by a single torch. Your nostrils are flooded by a fresh stench. Close to the center of the room you see a broken ceramic bowl.
There's a wooden door to the south.
There's a stone door to the south.
There's an iron door to the west.

NPCs (1)

Andnenel Female Elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 0, Ref 1, Will 3; STR: 13 (1), DEX: 13 (1), CON: 6 (-2), INT: 12 (1), WIS: 16 (3), CHA: 10 (0)
Feats: Point Blank Shot, Blind-Fight
Skills: Appraise 3, Climb 2, Concentration -1, Escape Artist 2, Gather Information 1, Heal 4, Intimidate 1, Listen 4, Sense Motive 4, Swim 2, Use Rope 2

Special Qualities: Immunities: sleep; Low-light vision

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

Treasure

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

Room 9:


This room is very dark. A distant sound of rusty hinges can be heard. Close to the southwestern corner you see a moldy parchment.
There's a wooden door to the south.
There's a stone 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

aquamarine {worth 800 gp}
No mundane items
No items
120 gp
0 cp
0 sp
0 pp

Room 10:


This room is lit by an unknown glow. In the northeastern corner you find a loose floor tile.
There are 2 wooden doors to the north.
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

Smoky {worth 20 gp}
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 11:


This room is well lit and your nostrils are flooded by a noxious stench.
There's a wooden door to the west.

NPCs (1)

Male Githyanki Pal1: CR 2 (ECL 3); HD 1d10; hp 13; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 2, Ref 3, Will 1; STR: 15 (2), DEX: 16 (3), CON: 11 (0), INT: 14 (2), WIS: 12 (1), CHA: 15 (2)
Feats: Toughness
Skills: Balance 4, Forgery 5, Gather Information 3, Hide 4, Intimidate 4, Move Silently 4, Search 4, Sense Motive 2, Survival 2, Use Rope 4, Handle Animal 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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
Scroll: Tiny Hut (Sor/Wis3), Water Breathing (Sor/Wis3), Phantom Steed (Sor/Wis3) (375 gp each) {worth 1125 gp}
0 cp
0 sp
0 gp
0 pp

Room 12:


This room is well lit.
There's an iron door to the west.
There's a wooden door to the east.

NPCs (1)

Female Half-orc Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 1, Will 2; STR: 15 (2), DEX: 13 (1), CON: 11 (0), INT: 9 (-1), WIS: 10 (0), CHA: 9 (-1)
Feats: Investigator
Skills: Appraise 0, Climb 3, Diplomacy 0, Disguise 0, Escape Artist 2, Gather Information 1, Jump 5, Ride 2, Search 0, Sense Motive 1, Use Rope 2

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

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
Masterwork Dart {worth 300 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 13:


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

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
300 sp
0 cp
0 gp
0 pp

Room 14:


This room is adecuately lit. For an instant you hear the sound of flowing water, but then it stops.
There's a wooden door to the south.
There's a wooden door to the east.
There's a wooden door to the west.

NPCs (1)

Male Ogre Ftr1: CR 4 (ECL 7); HD 4d8+1d10; hp 13; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 5, Ref 0, Will 0; STR: 20 (5), DEX: 10 (0), CON: 17 (3), INT: 12 (1), WIS: 11 (0), CHA: 10 (0)
Feats: Blind-Fight, Endurance, Affinity, Quick Draw
Skills: Balance 1, Climb 6, Diplomacy 1, Disguise 1, Escape Artist 1, Forgery 2, Heal 2, Jump 6, Move Silently 1, Ride 2, Search 2, Sense Motive 1, Handle Animal 2

Special Qualities: Darkvision: 60ft

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

Treasure

No goods
Masterwork Longbow {worth 375 gp}
No items
100 sp
0 cp
0 gp
0 pp

Room 15:


This room is magically lit. The air is stale. In the distance you seem to perceive the sound of burning torches.
There's a stone door to the west.
There's a wooden door to the north.
There's a stone door to the east.

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
30 gp
0 cp
0 sp
0 pp

Room 16:


This room is well lit and the air is dense. Near the southwestern corner there's a small mouse looking your way.
There's an iron door to the south.
There's a wooden door to the north.
There's a wooden door to the east.

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
80 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