Level 1 Dungeon (12 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 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1

Room 1:


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

NPCs (1)

Female Half-orc Clr1: 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 1, Will 3; STR: 10 (0), DEX: 12 (1), CON: 13 (1), INT: 7 (-2), WIS: 13 (1), CHA: 14 (2)
Feats: Stealthy
Skills: Hide 3, Move Silently 3

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
400 sp

Room 2:


This room is adecuately lit. The air has a mild indescribable smell. In the northeastern corner you see a small pile of dust.
There's a wooden door to the south.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

Male Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 2, Will 0; STR: 8 (-1), DEX: 14 (2), CON: 11 (0), INT: 12 (1), WIS: 10 (0), CHA: 10 (0)
Feats: Deceitful
Skills: Balance 3, Disguise 3, Escape Artist 3, Forgery 4, Gather Information 2, Heal 1, Hide 5, Intimidate 1, Listen 2, Move Silently 3, Ride 4, Sense Motive 1, Spot 1, Survival 1, Use Rope 3

Special Qualities: Fast movement; Illiteracy; Rage: 1/day

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

Treasure

coral {worth 30 gp}
No mundane items
No items
600 sp

Room 3:


This room is shrouded in magical darkness. You are surrounded by a flowery smell.

Traps (2)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

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)

Female Halfling Mnk1: CR 1 (ECL 1); HD 1d8; hp 11; Init +1; AC 15 (touch 12, flat-footed 14, misc 3, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 3, Will 5; STR: 11 (0), DEX: 12 (1), CON: 16 (3), INT: 13 (1), WIS: 17 (3), CHA: 12 (1)
Feats: Endurance, Acrobatic
Skills: Appraise 3, Balance 2, Climb 2, Concentration 4, Diplomacy 2, Disguise 2, Escape Artist 2, Forgery 2, Heal 4, Jump 2, Move Silently 3, Ride 4, Spot 4, Survival 5, Swim 1, Tumble 3

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

Suggested armor: none

Treasure

No goods
No mundane items
Bag of tricks, rust {worth 3000 gp}
30 pp

Room 4:


This room is adecuately lit. You are surrounded by a sweet smell. In the southeastern corner you find a tiny piece of chalk.
There's a wooden door to the east.

NPCs (1)

Female Githyanki Sor1: CR 2 (ECL 3); HD 1d4; hp 5; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref -1, Will 2; STR: 10 (0), DEX: 9 (-1), CON: 12 (1), INT: 12 (1), WIS: 10 (0), CHA: 12 (1)
Feats: Track
Skills: Climb 3, Disguise 2, Forgery 2, Gather Information 2, Hide 0, Ride 2, Sense Motive 1, Spellcraft 2

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
5000 cp

Room 5:


This room is completely dark and the air has a strong fruity smell.
There's a stone door to the north.

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
No mundane items
No items
10 pp

Room 6:


This room is very dark. You spot a crown a few feet from you.
There's a wooden door to the north.

Traps (2)

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).

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)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

No goods
Full plate {worth 1500 gp}
No items
50 gp

Room 7:


This room is barely lit. Lying on the floor you see a pair of scissors.
There are 2 iron doors to the south.
There's a wooden door to the west.

NPCs (1)

Gurthfin Female Elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 2, Will 0; STR: 11 (0), DEX: 14 (2), CON: 9 (-1), INT: 6 (-2), WIS: 11 (0), CHA: 12 (1)
Feats: Shield Proficiency
Skills: Appraise -1, Climb 1, Gather Information 2, Intimidate 2, Move Silently 3, Sense Motive 1, Spot 1, Survival 1

Special Qualities: Immunities: sleep; Low-light vision; 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
600 sp

Room 8:


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

NPCs (1)

Male Ogre Mage Ftr1: CR 9 (ECL 13); HD 5d8+1d10; hp 14; Init +4; AC 18 (touch 13, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 6, Ref 4, Will 3; STR: 22 (6), DEX: 18 (4), CON: 18 (4), INT: 14 (2), WIS: 17 (3), CHA: 21 (5)
Feats: Track, Dodge, Persuasive, Nimble Fingers
Skills: Appraise 6, Bluff 10, Climb 7, Concentration 5, Diplomacy 9, Disguise 7, Escape Artist 5, Forgery 6, Gather Information 7, Heal 5, Hide 8, Intimidate 8, Listen 4, Move Silently 7, Ride 6, Search 3, Sense Motive 4, Spot 7, Swim 9, Use Rope 7, Handle Animal 6, Disable Device 4, Open Lock 6

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)

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

Treasure

Obsidian {worth 96 gp}
No mundane items
No items
500 sp

Room 9:


This room is barely lit. You are surrounded by a nasty smell. Near the eastern wall you see a pile of bones.
There's a stone door to the east.

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
Breastplate {worth 200 gp}
No items
100 gp

Room 10:


This room is very dark and the air has a mild minty smell. For an instant you hear the sound of battle, but then it stops.
There's a wooden door to the east.

Monsters (1)

Animal:Shark, Medium-Size: CR 1; HD 3d8+3 (16); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d6+1; Special Atk: ; AL Always neutral; SV Fort 4 Ref 5 Will 2; STR 13, DEX 15, CON 13, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Listen +7, Spot +7
Special Qualities: Keen scent;

Treasure

No goods
No mundane items
No items
120 gp

Room 11:


This room is shrouded in magical darkness and the air has a damp smell. Near the northwestern corner you find a white stain on the floor.
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
1000 cp

Room 12:


This room is shrouded in magical darkness. Near the northwestern corner you find a white feather. Lying on the floor you see a belt buckle.
There's a wooden door to the west.
There's a wooden door to the south.

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
400 sp

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