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 completely dark.
There's a wooden door to the south.
There's a stone door to the south.
There's a wooden door to the east.

NPCs (1)

Female Human Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 2; STR: 11 (0), DEX: 13 (1), CON: 12 (1), INT: 9 (-1), WIS: 11 (0), CHA: 15 (2)
Feats: Self-Sufficient, Dodge, Point Blank Shot
Skills: Appraise 1, Balance 2, Climb 1, Diplomacy 4, Forgery 1, Gather Information 3, Heal 2, Jump 1, Listen 1, Move Silently 3, Ride 2, Search 0, Sense Motive 1, Survival 2

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

Suggested armor: none

Treasure

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

Room 2:


This room is very dark. Near the northeastern corner you see some bread crumbs.
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).

NPCs (1)

Balgwarth Male Elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 1, Will 2; STR: 10 (0), DEX: 13 (1), CON: 10 (0), INT: 12 (1), WIS: 15 (2), CHA: 16 (3)
Feats: Deceitful
Skills: Bluff 4, Diplomacy 5, Disguise 5, Escape Artist 3, Forgery 3, Gather Information 4, Heal 3, Intimidate 5, Move Silently 3, Spot 4, Survival 4, Swim 2, Use Rope 2

Special Qualities: Immunities: sleep; Low-light vision; 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
No items
80 gp
0 cp
0 sp
0 pp

Room 3:


This room is barely lit. In the southwestern corner you find a small pile of rocks.
There's a wooden door to the north.
There's a wooden 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)

Ghuggaen Female Orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 13; Init +2; AC 13 (touch 12, flat-footed 11, misc 1); Atk +0; SR 0; AL CE; SV Fort 4, Ref 4, Will 3; STR: 21 (5), DEX: 14 (2), CON: 15 (2), INT: 13 (1), WIS: 13 (1), CHA: 15 (2)
Feats: Armor Proficiency (light), Toughness
Skills: Bluff 4, Concentration 3, Diplomacy 4, Disguise 3, Escape Artist 4, Gather Information 3, Hide 3, Intimidate 3, Ride 4, Spot 2, Survival 2, Use Rope 5, Tumble 4

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
4000 cp
0 sp
0 gp
0 pp

Room 4:


This room is barely lit. Echoes of scurrying mice can be heard in the distance.
There's a wooden door to the south.
There's an iron door to the west.

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
Acid (5 flasks, 10 gp each) {worth 50 gp}
No items
60 gp
0 cp
0 sp
0 pp

Room 5:


This room is well lit. Close to the northern wall there's a broken ceramic bowl.
There's a stone door to the south.
There's a stone 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
Chain shirt {worth 100 gp}
No items
800 sp
0 cp
0 gp
0 pp

Room 6:


This room is well lit. Lying on the floor you see a crown.
There are 2 wooden doors to the north.
There's a wooden door to the south.

NPCs (1)

Female Half-orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +4; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 0, Will 1; STR: 10 (0), DEX: 10 (0), CON: 13 (1), INT: 7 (-2), WIS: 13 (1), CHA: 12 (1)
Feats: Improved Initiative
Skills: Concentration 2, Escape Artist 1, Forgery -1, Gather Information 4, Move Silently 1, Ride 1

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

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

Treasure

No goods
Magnifying glass {worth 100 gp}
No items
300 sp
0 cp
0 gp
0 pp

Room 7:


This room is lit by a single torch and your nostrils are flooded by a rancid smell. Near the southern wall there's a few pieces of parchment.
There's a wooden door to the west.

NPCs (1)

Enlen Female Orc Bbn1: CR 1 (ECL 1); HD 1d12; hp 16; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 6, Ref 1, Will 1; STR: 16 (3), DEX: 13 (1), CON: 18 (4), INT: 6 (-2), WIS: 12 (1), CHA: 12 (1)
Feats: Investigator
Skills: Appraise -1, Bluff 2, Escape Artist 2, Gather Information 3, Heal 2, Jump 4, Listen 2, Spot 2

Special Qualities: Darkvision: 60ft; Light sensitivity; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 8:


This room is completely dark. The air has a mild strange smell. You hear the sound of a flute in the distance.
There's a stone door to the south.
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).

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

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

Room 9:


This room is magically lit. Close to the center of the room there's a nearly-extinguished campfire.
There's a wooden door to the west.

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
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 10:


This room is lightless.
There's a wooden door to the north.
There's an iron door to the north.

NPCs (1)

Gimghal Male Dwarf Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 1; STR: 13 (1), DEX: 14 (2), CON: 15 (2), INT: 6 (-2), WIS: 12 (1), CHA: 13 (1)
Feats: Acrobatic
Skills: Appraise -1, Disguise 3, Forgery -1, Jump 3, Listen 3, Spot 2, Tumble 4

Special Qualities: Darkvision: 60ft; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 11:


This room is lightless. Your nostrils are flooded by a putrid smell. Near the southeastern corner there's a small pile of rocks.
There's a wooden door to the south.
There's a wooden door to the east.

NPCs (1)

Male Half-orc Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 1, Will 0; STR: 12 (1), DEX: 12 (1), CON: 14 (2), INT: 14 (2), WIS: 11 (0), CHA: 16 (3)
Feats: Affinity
Skills: Appraise 4, Balance 2, Bluff 4, Concentration 3, Diplomacy 4, Disguise 4, Escape Artist 3, Forgery 5, Gather Information 5, Heal 1, Move Silently 2, Ride 3, Search 3, Spot 2, Survival 1, Use Rope 2, Handle Animal 5

Special Qualities: Darkvision: 60ft; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

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

Room 12:


This room is lightless. In the distance you seem to perceive the sound of a gust of wind.
There are 2 wooden doors to the south.

NPCs (1)

Female Ogre Ftr1: CR 4 (ECL 7); HD 4d8+1d10; hp 12; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 6, Ref 2, Will 1; STR: 21 (5), DEX: 14 (2), CON: 15 (2), INT: 9 (-1), WIS: 13 (1), CHA: 10 (0)
Feats: Combat Reflexes, Improved Unarmed Strike, Run, Great Fortitude
Skills: Jump 6, Move Silently 3, Spot 2, Handle Animal 1

Special Qualities: Darkvision: 60ft

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

Treasure

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

Room 13:


This room is lightless and your nostrils are flooded by a reek stench. Near the northwestern corner you find a small salt circle spread on the floor.
There are 2 iron doors to the west.

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

No goods
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 14:


This room is well lit and the air has a strong distinctive smell.
There are 2 wooden doors to the south.

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

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

Room 15:


This room is lit by a single torch. The air has a strong burnt smell.
There are 2 wooden doors to the south.

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
1000 cp
0 sp
0 gp
0 pp

Room 16:


This room is adecuately lit.
There's a wooden door to the west.
There's a wooden door to the north.
There's an iron door to the south.

NPCs (1)

Female Ogre Ftr1: CR 4 (ECL 7); HD 4d8+1d10; hp 13; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 5, Ref 1, Will 1; STR: 19 (4), DEX: 9 (-1), CON: 17 (3), INT: 6 (-2), WIS: 13 (1), CHA: 9 (-1)
Feats: Improved Unarmed Strike, Martial Weapon Proficiency, Power Attack, Lightning Reflexes
Skills:

Special Qualities: Darkvision: 60ft

Suggested armor: Breast plate (+5AC, 200gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
No mundane items
No items
2000 cp
0 sp
0 gp
0 pp

Room 17:


This room is adecuately lit and your nostrils are flooded by a smoky smell. In the western wall you find a black marble.
There's a wooden door to the east.
There are 2 wooden doors to the north.

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)

Pseudodragon: CR 1; HD 2d12+2 (15); Init +0; AC 18 (+2 size, +6 natural); Atk: Sting +4 melee, bite -1 melee; Dmg: Sting 1d3 and poison, bite 1; Special Atk: Poison; AL Always neutral good; SV Fort 4 Ref 3 Will 4; STR 11, DEX 11, CON 13, INT 10, WIS 12, CHA 10;
Feats: Alertness
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5
Special Qualities: See invisibility, telepathy, immunities, SR 19;

Treasure

No goods
No mundane items
No items
500 sp
0 cp
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