Level 1 Dungeon (20 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 Room #19 Room #20 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


This room is completely dark and the air has a mild fresh smell.
There's a wooden door to the east.

Monsters (1)

Animal:Snake, Medium-Size Viper: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
120 gp

Room 2:


This room is barely lit. Close to the northwestern corner there's a broken hourglass.
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)

Male Gnome Bbn1: CR 1 (ECL 1); HD 1d12; hp 16; Init -1; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 8, Ref -1, Will 0; STR: 9 (-1), DEX: 8 (-1), CON: 19 (4), INT: 11 (0), WIS: 10 (0), CHA: 17 (3)
Feats: Great Fortitude
Skills: Appraise 2, Concentration 5, Gather Information 4, Heal 3, Hide 1, Intimidate 5, Jump 0, Listen 1, Move Silently 0, Swim 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
Masterwork Flail, dire {worth 690 gp}
No items
120 gp

Room 3:


This room is adecuately lit and the air is foggy. In the center of the room you see a loose floor tile.
There's a stone door to the west.
There's a wooden door to the west.
There's a wooden door to the south.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, 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
5000 cp

Room 4:


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

Monsters (1)

Dryad: CR 1; HD 2d6 (7); Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (+2 Dex); Atk: Dagger +1 melee; Dmg: Dagger 1d4; Special Atk: Spell-like abilities; AL Always chaotic good; SV Fort 0 Ref 5 Will 5; STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18;
Feats: Alertness, Dodge, Improved Initiative
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7
Special Qualities: Symbiosis;

Treasure

No goods
Half-plate {worth 600 gp}
No items
70 gp

Room 5:


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

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
No coins

Room 6:


This room is well lit. Near the northwestern corner you find several paper scraps laying on the floor.
There's a wooden door to the south.

NPCs (1)

Male Half-orc Rog1: CR 1 (ECL 1); HD 1d6; hp 4; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -2, Ref 0, Will 0; STR: 13 (1), DEX: 7 (-2), CON: 7 (-2), INT: 14 (2), WIS: 11 (0), CHA: 14 (2)
Feats: Blind-Fight
Skills: Appraise 3, Balance -1, Bluff 3, Concentration 1, Escape Artist 0, Forgery 3, Gather Information 4, Heal 1, Intimidate 3, Jump 3, Listen 1, Move Silently 2, Sense Motive 1, Spot 1, Survival 2, Swim 4, Use Rope 1, Disable Device 3, Open Lock 0, Decipher Script 3, Sleight Of Hand 1, Tumble -1, Use Magic Device 4

Special Qualities: Darkvision: 60ft; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
80 gp

Room 7:


This room is adecuately lit and you are surrounded by a flowery smell.
There's a wooden door to the south.
There are 2 wooden doors to the west.

NPCs (1)

Female Githyanki Sor1: CR 2 (ECL 3); HD 1d4; hp 5; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 3, Will 0; STR: 14 (2), DEX: 16 (3), CON: 13 (1), INT: 15 (2), WIS: 7 (-2), CHA: 9 (-1)
Feats: Armor Proficiency (light)
Skills: Appraise 3, Climb 3, Concentration 3, Heal -1, Intimidate 3, Listen -1, Ride 4, Spot 0, Survival -1, Swim 3, Spellcraft 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
400 sp

Room 8:


This room is lightless. Close to the center of the room you see a red stain on the floor.
There's a wooden door to the north.
There's a stone door to the east.
There's a wooden door to the west.

NPCs (1)

Female Half-elf Rgr1: 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 4; STR: 14 (2), DEX: 12 (1), CON: 6 (-2), INT: 8 (-1), WIS: 18 (4), CHA: 14 (2)
Feats: Improved Shield Bash
Skills: Balance 2, Climb 3, Diplomacy 3, Disguise 3, Forgery 0, Gather Information 3, Intimidate 4, Move Silently 2, Ride 2, Survival 5, Handle Animal 3

Special Qualities: Low-light vision; Immunities: sleep; 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
No coins

Room 9:


This room is lightless and the air has a mild yeasty smell. In the distance you seem to perceive the sound of battle. In the southeastern corner you find some rice spread on the floor.
There's a stone door to the south.
There's a wooden door to the south.

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
Masterwork Handaxe {worth 306 gp}
No items
700 sp

Room 10:


This room is barely lit. Close to the center of the room you see a needle.
There's a wooden door to the north.
There's a wooden door to the south.

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

canary diamond {worth 3000 gp}
No mundane items
Wand of Web {worth 4500 gp}
120 gp

Room 11:


This room is lit by a single torch and the air is hazey. Near the eastern wall there's a black marble.
There's a wooden door to the south.
There's a wooden door to the north.

NPCs (1)

Female Half-orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 0; STR: 13 (1), DEX: 12 (1), CON: 13 (1), INT: 13 (1), WIS: 10 (0), CHA: 13 (1)
Feats: Improved Unarmed Strike
Skills: Bluff 2, Concentration 2, Escape Artist 2, Gather Information 4, Intimidate 4, Move Silently 2, Ride 2, Search 2, Spot 1, Survival 2, Swim 2, Use Rope 5

Special Qualities: Darkvision: 60ft; 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
3000 cp

Room 12:


This room is lightless. The air is thin. Close to the western wall there's some violet lichen.
There are 2 wooden doors to the east.

NPCs (1)

Female Githzerai Rgr1: CR 2 (ECL 3); HD 1d10; hp 11; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 4, Will 3; STR: 11 (0), DEX: 18 (4), CON: 13 (1), INT: 10 (0), WIS: 16 (3), CHA: 10 (0)
Feats: Self-Sufficient
Skills: Balance 5, Bluff 1, Climb 2, Concentration 2, Forgery 1, Heal 5, Intimidate 1, Jump 1, Listen 5, Ride 5, Search 1, Sense Motive 4, Survival 6, Swim 1, Handle Animal 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 1st favored enemy; Track; Wild empathy

Suggested armor: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

No goods
Acid (4 flasks, 10 gp each) {worth 40 gp}
No items
110 gp

Room 13:


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

NPCs (1)

Female Dwarf Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 0, Will -1; STR: 15 (2), DEX: 11 (0), CON: 10 (0), INT: 10 (0), WIS: 8 (-1), CHA: 7 (-2)
Feats: Mounted Combat, Point Blank Shot
Skills: Balance 2, Forgery 1, Listen 0, Move Silently 1, Ride 1, Search 1, Swim 3

Special Qualities: Darkvision: 60ft

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

Treasure

Large well-done wool tapestry {worth 200 gp}
No mundane items
No items
150 gp

Room 14:


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

NPCs (1)

Male Ogre Pal1: CR 4 (ECL 7); HD 4d8+1d10; hp 14; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 6, Ref 1, Will 1; STR: 25 (7), DEX: 13 (1), CON: 19 (4), INT: 13 (1), WIS: 12 (1), CHA: 7 (-2)
Feats: Dodge, Run, Nimble Fingers
Skills: Balance 2, Bluff -1, Forgery 3, Heal 2, Jump 8, Move Silently 2, Ride 2, Spot 3, Use Rope 2, Handle Animal -1, Disable Device 3, Open Lock 3

Special Qualities: Darkvision: 60ft; 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
Invisibility (potion or oil) {worth 300 gp}
20 pp

Room 15:


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

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

No goods
No mundane items
No items
50 gp

Room 16:


This room is well lit. The air has a putrid smell. You hear the faint sound of rusty hinges, but can't quite place where it comes from. Close to the southern wall there's a small mouse looking your way.
There's a wooden door to the north.
There's a stone door to the south.
There's a wooden door to the west.

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).

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
No coins

Room 17:


This room is lit by an unknown glow. Close to the center of the room you find a narrow crack on the floor.
There's a wooden door to the south.
There's an iron door to the south.

Monsters (1)

Lizardfolk: CR 1; HD 2d8+2 (11); Init +0; AC 15 (+5 natural) or 17 (+5 natural, +2 large shield); Atk: 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged; Dmg: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1; Special Atk: ; AL Usually neutral; SV Fort 1 Ref 3 Will 0; STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10;
Feats: Multiattack
Skills: Balance +4, Jump +7, Swim +9
Special Qualities: ;

Treasure

No goods
No mundane items
No items
500 sp

Room 18:


This room is lightless. Your nostrils are flooded by a funny smell. Near the northern wall you find a broken vial.
There are 3 wooden doors to the east.

NPCs (1)

Hîthanor Female Elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 2, Will 0; STR: 14 (2), DEX: 14 (2), CON: 9 (-1), INT: 17 (3), WIS: 10 (0), CHA: 11 (0)
Feats: Mounted Combat
Skills: Appraise 4, Balance 3, Climb 4, Diplomacy 2, Disguise 4, Forgery 4, Gather Information 2, Intimidate 2, Move Silently 3, Ride 5, Sense Motive 2, Spot 2, Survival 3, Swim 3, Handle Animal 1

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
Chain shirt {worth 100 gp}
No items
70 gp

Room 19:


This room is adecuately lit. The air is stale.
There's a wooden door to the west.

NPCs (1)

Female Halfling Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init -1; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 3; STR: 5 (-3), DEX: 8 (-1), CON: 12 (1), INT: 13 (1), WIS: 8 (-1), CHA: 6 (-2)
Feats: Iron Will, Point Blank Shot
Skills: Appraise 2, Climb -2, Concentration 4, Diplomacy -1, Escape Artist 0, Forgery 2, Gather Information -1, Hide 1, Jump -2, Listen 0, Move Silently 0, Ride 1, Sense Motive 0, Spot 0, Use Rope 0, Tumble 0

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
120 gp

Room 20:


This room is lit by a single torch. The air has a strong acrid smell. In the northern wall you find some rice spread on the floor.
There are 2 wooden doors to the west.
There's a wooden door to the east.

NPCs (1)

Female Ogre Pal1: CR 4 (ECL 7); HD 4d8+1d10; hp 12; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 4, Ref -1, Will 0; STR: 17 (3), DEX: 8 (-1), CON: 14 (2), INT: 13 (1), WIS: 11 (0), CHA: 5 (-3)
Feats: Investigator, Diligent, Armor Proficiency (light)
Skills: Appraise 4, Climb 4, Diplomacy -2, Disguise -2, Gather Information -1, Hide 0, Jump 4, Listen 1, Search 2, Sense Motive 1, Spot 1, Survival 1, Swim 4, Decipher Script 3

Special Qualities: Darkvision: 60ft; 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
Crowbar {worth 2 gp}
No items
70 gp

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