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)

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).

Wall Blade Trap: CR 1; mechanical; trigger: touch; reset: automatic; Search DC 22; Disable Device DC 22; Cost: 2,500 gp; hidden switch bypass (25), Atk +10 melee (2d4/x4, scythe).

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)

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
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)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

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).

Monsters (1)

Gnome:Svirfneblin: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+1 size, +4 chain shirt, +1 small shield); Atk: Short sword +2 melee; or light crossbow +2 ranged; Dmg: Short sword 1d6-1; or light crossbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral good; SV Fort 5 Ref 2 Will 2; STR 8, DEX 12, CON 12, INT 10, WIS 12, CHA 6;
Feats: Weapon Focus (short sword)
Skills: Hide +2*, Listen +4, Spot +2
Special Qualities: Svirfneblin traits, non-detection, speak with animals;

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)

Animal:Squid: CR 1; HD 3d8 (13); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: 10 arms +4 melee, bite -1 melee; Dmg: Arms 0, bite 1d6+1; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 2; STR 14, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Ink cloud, jet;

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)

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
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: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
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)

Animal:Horse, Heavy: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee; Dmg: Hoof 1d6+2; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 15, 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
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