Level 1 Dungeon (14 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 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


This room is lightless. Near the center of the room there's the remains of an eyepatch.
There's a wooden door to the south.

NPCs (1)

K'rth Male Orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init 0; AC 11 (touch 10, flat-footed 11, misc 1); Atk +0; SR 0; AL CE; SV Fort 3, Ref 2, Will 3; STR: 16 (3), DEX: 11 (0), CON: 12 (1), INT: 14 (2), WIS: 12 (1), CHA: 12 (1)
Feats: Nimble Fingers, Mounted Combat
Skills: Appraise 5, Bluff 2, Diplomacy 3, Escape Artist 1, Heal 2, Intimidate 3, Listen 4, Move Silently 1, Ride 2, Spot 3, Survival 3, Use Rope 4, Disable Device 4, Open Lock 2

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

Suggested armor: none

Treasure

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

Room 2:


This room is lightless. The air is thick. A faint sound of screaming can be heard from here. Close to the southern wall you see a scorch mark on the ceiling.
There's a stone door to the north.
There are 2 wooden doors to the west.

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).

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
Alchemist's fire (2 flasks, 20 gp each) {worth 40 gp}
No items
120 gp
0 cp
0 sp
0 pp

Room 3:


This room is barely lit. The air has a strong strange smell. You spot a crown a few feet from you.
There's an iron door to the west.
There's a wooden door to the west.
There's a stone door to the west.

Traps (1)

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).

NPCs (1)

Male Gnome Mnk1: CR 1 (ECL 1); HD 1d8; hp 12; Init 0; AC 12 (touch 11, flat-footed 12, misc 1, size 1); Atk +0; SR 0; AL TN; SV Fort 6, Ref 2, Will 3; STR: 9 (-1), DEX: 11 (0), CON: 18 (4), INT: 12 (1), WIS: 13 (1), CHA: 17 (3)
Feats: Affinity, Endurance
Skills: Appraise 2, Climb 1, Concentration 5, Forgery 5, Hide 1, Intimidate 4, Listen 2, Ride 2, Sense Motive 5, Survival 2, Swim 0, Use Rope 1, Tumble 1, Handle Animal 5

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
No items
200 sp
0 cp
0 gp
0 pp

Room 4:


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

NPCs (1)

Female Ogre Mage Brd1: CR 9 (ECL 13); HD 5d8+1d6; hp 11; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 7, Ref 3, Will 6; STR: 23 (6), DEX: 12 (1), CON: 20 (5), INT: 22 (6), WIS: 19 (4), CHA: 18 (4)
Feats: Investigator, Great Fortitude, Improved Unarmed Strike
Skills: Appraise 10, Balance 5, Bluff 6, Climb 10, Concentration 9, Diplomacy 8, Disguise 8, Escape Artist 5, Forgery 10, Gather Information 6, Heal 7, Hide 5, Intimidate 8, Jump 10, Listen 8, Move Silently 5, Ride 5, Search 10, Sense Motive 6, Spot 6, Survival 8, Swim 10, Use Rope 5, Decipher Script 8, Spellcraft 9, Tumble 5, Use Magic Device 8

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 5:


This room is shrouded in magical darkness. The air has a strong indescribable smell. Close to the northern wall you find a dozen broken vials.
There's a wooden door to the north.
There's a stone door to the west.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

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

Room 6:


This room is very dark.
There are 2 wooden doors to the south.

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
90 gp
0 cp
0 sp
0 pp

Room 7:


This room is lightless and the air has a reek stench. Close to the southwestern corner you see a small salt circle spread on the floor. Lying on the floor you see a monocle.
There's a wooden door to the west.

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

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

Room 8:


This room is adecuately lit. Close to the northwestern corner you see a small pile of dust. Lying on the floor you see a scroll tube.
There's a wooden door to the east.
There's an iron door to the south.

NPCs (1)

Thath Male Orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 1, Ref 1, Will 2; STR: 18 (4), DEX: 13 (1), CON: 9 (-1), INT: 9 (-1), WIS: 14 (2), CHA: 11 (0)
Feats: Diligent, Shield Proficiency
Skills: Appraise 1, Balance 2, Bluff 1, Concentration 0, Disguise 1, Decipher Script 1

Special Qualities: Darkvision: 60ft; Light sensitivity

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

Treasure

No goods
Half-plate {worth 600 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 9:


This room is well lit and you are surrounded by an earthy smell. You hear the sound of a flute in the distance. In the center of the room there's a broken vial.
There's a wooden door to the north.
There's an iron door to the north.
There's a wooden door to the west.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

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

Room 10:


This room is lit by a single torch.
There's an iron door to the north.

NPCs (1)

Emla Female Orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 8; Init -1; AC 11 (touch 10, flat-footed 11, misc 1); Atk +0; SR 0; AL CE; SV Fort 4, Ref 1, Will 3; STR: 15 (2), DEX: 9 (-1), CON: 10 (0), INT: 12 (1), WIS: 12 (1), CHA: 4 (-3)
Feats: Great Fortitude, Acrobatic
Skills: Appraise 3, Balance 0, Climb 3, Concentration 2, Disguise -1, Forgery 4, Gather Information -1, Jump 4, Listen 2, Move Silently 1, Search 2, Spot 2, Survival 2, Swim 3, Tumble 1

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

Suggested armor: none

Treasure

No goods
No mundane items
Eagle's splendor (potion) {worth 300 gp}
800 sp
0 cp
0 gp
0 pp

Room 11:


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

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
40 gp
0 cp
0 sp
0 pp

Room 12:


This room is shrouded in magical darkness. In the southeastern corner you find a dozen broken vials.
There are 2 wooden doors to the south.

Traps (2)

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).

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)

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
800 sp
0 cp
0 gp
0 pp

Room 13:


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

NPCs (1)

Female Gnome Ftr1: CR 1 (ECL 1); HD 1d10; hp 8; Init -1; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 0, Ref -1, Will 3; STR: 9 (-1), DEX: 8 (-1), CON: 7 (-2), INT: 8 (-1), WIS: 17 (3), CHA: 14 (2)
Feats: Blind-Fight, Diligent
Skills: Appraise 1, Disguise 3, Intimidate 3, Spot 4, Decipher Script 1

Special Qualities: Low-light vision

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

Treasure

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

Room 14:


This room is shrouded in magical darkness. A distant sound of clanging swords can be heard.
There's a wooden door to the west.

NPCs (1)

Male Githyanki Mnk1: CR 2 (ECL 3); HD 1d8; hp 10; Init +1; AC 12 (touch 11, flat-footed 11, misc 1); Atk +0; SR 6; AL NE; SV Fort 4, Ref 3, Will 3; STR: 14 (2), DEX: 13 (1), CON: 15 (2), INT: 15 (2), WIS: 12 (1), CHA: 14 (2)
Feats: Persuasive, Agile
Skills: Balance 3, Bluff 4, Climb 3, Diplomacy 3, Disguise 6, Escape Artist 3, Gather Information 3, Heal 2, Hide 2, Intimidate 4, Listen 3, Move Silently 5, Ride 2, Spot 3, Swim 3, Tumble 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
50 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