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)

Poison Needle Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 22; Disable Device DC 20; Cost: 1,300 gp; Atk +8 ranged (1 plus greenblood oil poison).

Poison Dart Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 18; Cost: 700 gp; Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis).

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)

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
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)

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).

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)

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
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)

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
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)

Sprite:Grig: CR 1; HD 1/2 d6+1 (2); Init +4 (Dex); AC 18 (+2 size, +4 Dex, +2 natural); Atk: Dagger +6 melee; or composite shortbow +6 ranged; Dmg: Dagger 1d4-3; or composite shortbow 1d4; Special Atk: Spell-like abilities, fiddle; AL Always neutral good; SV Fort 1 Ref 6 Will 3; STR 5, DEX 18, CON 13, INT 10, WIS 13, CHA 14;
Feats: Dodge, Weapon Finesse (dagger)
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4
Special Qualities: SR 17;

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)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

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