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 very dark.
There's an iron door to the east.

NPCs (1)

Female Gnome Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 0, Ref 3, Will 4; STR: 9 (-1), DEX: 13 (1), CON: 10 (0), INT: 12 (1), WIS: 14 (2), CHA: 13 (1)
Feats: Run
Skills: Bluff 4, Climb 3, Gather Information 3, Hide 2, Jump 2, Listen 3, Ride 2, Swim 0, Use Rope 3, Tumble 2, Use Magic Device 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
Masterwork Hammer, light {worth 301 gp}
No items
140 gp
0 cp
0 sp
0 pp

Room 2:


This room is adecuately lit. Close to the northwestern corner you see a narrow crack on the ceiling.
There's a wooden door to the north.
There's a stone door to the north.
There's a stone door to the west.

NPCs (1)

Male Gnome Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init -1; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref -1, Will 3; STR: 10 (0), DEX: 9 (-1), CON: 10 (0), INT: 11 (0), WIS: 13 (1), CHA: 12 (1)
Feats: Agile
Skills: Balance 1, Concentration 1, Diplomacy 2, Disguise 2, Escape Artist 1, Forgery 1, Intimidate 2, Jump 2, Move Silently 2, Search 1, Spot 2, Survival 3, Swim 1, Handle Animal 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 3:


This room is completely dark. The air is hazey. Near the southeastern corner there's a few small dead spiders.
There's a wooden door to the west.
There's a wooden door to the south.

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
Masterwork Chain, spiked {worth 325 gp}
No items
6000 cp
0 sp
0 gp
0 pp

Room 4:


This room is barely lit. Your nostrils are flooded by a foul stench. Close to the northwestern corner there's a blue stain on the floor.
There's a wooden door to the north.

NPCs (1)

Male Half-orc Brd1: CR 1 (ECL 1); HD 1d6; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 4, Will 4; STR: 14 (2), DEX: 14 (2), CON: 15 (2), INT: 9 (-1), WIS: 14 (2), CHA: 13 (1)
Feats: Agile
Skills: Balance 4, Climb 3, Concentration 4, Escape Artist 4, Forgery 0, Gather Information 2, Jump 3, Sense Motive 4, Spot 5, Tumble 3

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

Room 5:


This room is lightless. The air has an unpleasant stench. In the western wall you see a needle.
There's a stone door to the west.

NPCs (1)

Braggak Male Orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 3, Ref 2, Will 3; STR: 18 (4), DEX: 14 (2), CON: 13 (1), INT: 11 (0), WIS: 13 (1), CHA: 8 (-1)
Feats: Iron Will, Nimble Fingers
Skills: Appraise 1, Bluff 1, Climb 5, Jump 5, Survival 2, Swim 5, Handle Animal 0, Disable Device 2, Open Lock 4

Special Qualities: Darkvision: 60ft; Light sensitivity

Suggested armor: Full plate (+8AC, 1500gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
Scroll: Bear's Endurance (Sor/Wis2), Whispering Wind (Sor/Wis2) (150 gp each) {worth 300 gp}
600 sp
0 cp
0 gp
0 pp

Room 6:


This room is barely lit. Your nostrils are flooded by a stagnant smell. A distant sound of whispers can be heard. Near the northeastern corner you see a patch of fungus.
There's a wooden door to the north.

NPCs (1)

Female Half-orc Drd1: CR 1 (ECL 1); HD 1d8; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 2, Will 4; STR: 13 (1), DEX: 14 (2), CON: 14 (2), INT: 4 (-3), WIS: 15 (2), CHA: 8 (-1)
Feats: Athletic
Skills: Climb 3, Disguise 0, Jump 2, Ride 3, Swim 3, Spellcraft -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
No mundane items
No items
700 sp
0 cp
0 gp
0 pp

Room 7:


This room is very dark and your nostrils are flooded by a rotten stench. Close to the southwestern corner there's a pentagram drawn on the floor. Close to you there's a book.
There's a wooden door to the north.
There's a wooden door to the east.
There's a stone door to the west.

NPCs (1)

Female Halfling Rog1: CR 1 (ECL 1); HD 1d6; hp 8; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 5, Will -1; STR: 9 (-1), DEX: 17 (3), CON: 15 (2), INT: 9 (-1), WIS: 8 (-1), CHA: 10 (0)
Feats: Acrobatic
Skills: Appraise 0, Bluff 1, Climb 0, Concentration 3, Diplomacy 1, Disguise 3, Forgery 2, Gather Information 1, Heal 0, Jump 1, Listen 0, Ride 4, Search 1, Sense Motive 1, Spot 0, Survival 1, Swim 0, Disable Device 2, Tumble 5, Use Magic Device 1

Special Qualities: Trap finding; Sneak attack +1d6

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

Treasure

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

Room 8:


This room is magically lit. Close to the center of the room you find a crystal eye.
There are 2 wooden doors to the west.

NPCs (1)

Bagula Female Orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 2, Ref 1, Will 0; STR: 13 (1), DEX: 12 (1), CON: 11 (0), INT: 8 (-1), WIS: 11 (0), CHA: 13 (1)
Feats: Weapon Finesse
Skills: Diplomacy 2, Disguise 2, Forgery 1, Jump 2, Listen 1, Ride 2, Search 0, Sense Motive 1, Spot 2, Survival 1

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

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 9:


This room is adecuately lit and your nostrils are flooded by a stagnant smell. In the southeastern corner there's a broken hourglass.
There's an iron door to the north.

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)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

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

Room 10:


This room is very dark. The air has a stagnant smell. In the center of the room you find a white stain on the floor.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Male Githyanki Rgr1: CR 2 (ECL 3); HD 1d10; hp 13; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 5, Ref 4, Will -3; STR: 12 (1), DEX: 18 (4), CON: 16 (3), INT: 7 (-2), WIS: 4 (-3), CHA: 16 (3)
Feats: Martial Weapon Proficiency
Skills: Balance 5, Gather Information 5, Intimidate 6, Listen -2, Ride 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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
500 sp
0 cp
0 gp
0 pp

Room 11:


This room is lit by a single torch. In the northwestern corner you see a broken vial.
There's a wooden door to the east.
There's a stone door to the east.
There's a wooden door to the north.

NPCs (1)

Male Gnome Drd1: CR 1 (ECL 1); HD 1d8; hp 11; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 0, Will 5; STR: 11 (0), DEX: 11 (0), CON: 16 (3), INT: 12 (1), WIS: 17 (3), CHA: 14 (2)
Feats: Acrobatic
Skills: Appraise 2, Bluff 3, Climb 1, Concentration 5, Escape Artist 3, Hide 1, Intimidate 4, Jump 2, Sense Motive 4, Spot 5, Survival 4, Swim 1, Handle Animal 4, Spellcraft 3, Tumble 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
Fox's cunning (potion) {worth 300 gp}
0 cp
0 sp
0 gp
0 pp

Room 12:


This room is lit by a single torch. Your nostrils are flooded by an indescribable stench. Near the southwestern corner there's a pile of bones.
There are 2 wooden doors to the west.
There's a wooden door to the east.

NPCs (1)

Duilachas Female Elf Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 4, Will 3; STR: 10 (0), DEX: 15 (2), CON: 11 (0), INT: 14 (2), WIS: 12 (1), CHA: 8 (-1)
Feats: Magical Aptitude
Skills: Appraise 3, Balance 3, Climb 1, Concentration 1, Disguise 1, Escape Artist 4, Forgery 3, Move Silently 5, Sense Motive 3, Spot 2, Survival 3, Use Rope 3, Spellcraft 4, Tumble 3, Use Magic Device 1

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

Room 13:


This room is shrouded in magical darkness. A distant sound of flowing water can be heard. Lying on the floor you see a flute.
There's a stone door to the east.
There's a stone door to the north.

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

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

Room 14:


This room is well lit and the air has a vile stench.
There's a wooden door to the west.
There's a wooden door to the south.

NPCs (1)

Male Ogre Mage Bbn1: CR 9 (ECL 13); HD 5d8+1d12; hp 14; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 4, Ref -1, Will 5; STR: 22 (6), DEX: 9 (-1), CON: 15 (2), INT: 14 (2), WIS: 21 (5), CHA: 19 (4)
Feats: Weapon Finesse, Quick Draw, Stealthy
Skills: Appraise 4, Balance 2, Climb 8, Concentration 6, Diplomacy 8, Disguise 5, Forgery 4, Gather Information 6, Heal 6, Hide 1, Intimidate 8, Jump 7, Listen 9, Move Silently 1, Ride 1, Search 5, Sense Motive 7, Spot 6, Survival 9, Swim 10, Use Rope 2, Handle Animal 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); Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
No items
110 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