Level 1 Dungeon (18 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 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


This room is well lit. In the center of the room you see a moldy parchment.
There are 2 wooden doors to the west.
There's a wooden door to the north.

NPCs (1)

Female Human Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 1, Will 2; STR: 12 (1), DEX: 12 (1), CON: 10 (0), INT: 13 (1), WIS: 15 (2), CHA: 12 (1)
Feats: Nimble Fingers, Negotiator
Skills: Appraise 3, Balance 3, Climb 3, Diplomacy 3, Disguise 2, Gather Information 2, Heal 3, Hide 2, Jump 2, Search 2, Sense Motive 4, Survival 3, Swim 2, Handle Animal 2, Disable Device 3, Open Lock 3

Special Qualities: Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

No goods
Masterwork Crossbow, heavy {worth 350 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 2:


This room is well lit. Near the center of the room there's a small pile of dust.
There are 2 iron doors to the south.
There's an iron door to the west.

Monsters (1)

Elemental:Water Elemental, Small: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral; SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
Masterwork Greatsword {worth 350 gp}
No items
120 gp
0 cp
0 sp
0 pp

Room 3:


This room is adecuately lit. Near the northeastern corner you see a narrow crack on the ceiling.
There's a stone door to the east.

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
70 gp
0 cp
0 sp
0 pp

Room 4:


This room is adecuately lit. The air has a strong vile smell.
There are 2 wooden doors to the north.
There's a wooden door to the west.

Traps (1)

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).

NPCs (1)

Male Duergar Rog1: CR 2 (ECL 2); HD 1d6; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 1, Ref 3, Will 2; STR: 11 (0), DEX: 13 (1), CON: 12 (1), INT: 15 (2), WIS: 14 (2), CHA: 11 (0)
Feats: Combat Expertise
Skills: Appraise 4, Balance 4, Bluff 1, Climb 3, Concentration 3, Diplomacy 2, Disguise 1, Escape Artist 2, Forgery 4, Gather Information 1, Heal 3, Hide 2, Jump 3, Listen 3, Move Silently 2, Ride 2, Spot 3, Survival 4, Swim 2, Use Rope 3, Open Lock 3, Tumble 5, Use Magic Device 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Trap finding; Sneak attack +1d6

Suggested armor: Leather armor (+2AC, 10gp, Max Dex bonus: 6, Spell failure: 10%)

Treasure

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

Room 5:


This room is lightless and the air is dense. Close to the eastern wall there's a small ball of yarn.
There's a wooden door to the south.

NPCs (1)

Female Half-orc Drd1: CR 1 (ECL 1); HD 1d8; hp 6; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 5, Will 3; STR: 16 (3), DEX: 17 (3), CON: 6 (-2), INT: 6 (-2), WIS: 13 (1), CHA: 9 (-1)
Feats: Lightning Reflexes
Skills: Balance 4, Concentration 1, Jump 4, Ride 4, Swim 4, Spellcraft -1

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

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 6:


This room is well lit.
There are 2 wooden doors to the east.

NPCs (1)

Omarvyll Female Drow Sor1: CR 2 (ECL 3); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 2, Will 3; STR: 14 (2), DEX: 14 (2), CON: 12 (1), INT: 16 (3), WIS: 13 (1), CHA: 13 (1)
Feats: Track
Skills: Appraise 5, Balance 3, Bluff 4, Concentration 2, Diplomacy 2, Heal 2, Intimidate 3, Jump 4, Move Silently 4, Ride 4, Sense Motive 2, Spot 2, Spellcraft 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Summon familiar

Suggested armor: none

Treasure

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

Room 7:


This room is very dark and the air has a moldy smell.
There's a stone door to the south.
There's a wooden door to the south.

NPCs (1)

Bini Male Dwarf Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init +4; AC 11 (touch 10, flat-footed 11, misc 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 2, Will 3; STR: 16 (3), DEX: 11 (0), CON: 14 (2), INT: 8 (-1), WIS: 12 (1), CHA: 12 (1)
Feats: Improved Initiative, Magical Aptitude
Skills: Disguise 2, Escape Artist 1, Forgery 1, Heal 3, Hide 1, Jump 5, Spot 2, Use Rope 1, Tumble 1, Spellcraft 1, Use Magic Device 3

Special Qualities: Darkvision: 60ft; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 8:


This room is lit by a single torch. The air has a damp smell. For an instant you hear the sound of conversation, but then it stops.
There are 2 wooden doors to the south.

NPCs (1)

Female Duergar Pal1: CR 2 (ECL 2); HD 1d10; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 2, Ref 3, Will 2; STR: 12 (1), DEX: 16 (3), CON: 11 (0), INT: 9 (-1), WIS: 14 (2), CHA: 10 (0)
Feats: Armor Proficiency (light)
Skills: Diplomacy 1, Search 0, Sense Motive 3, Handle Animal 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: none

Treasure

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

Room 9:


This room is lightless. Echoes of scurrying mice can be heard in the distance.
There's a wooden door to the north.
There's a wooden door to the west.

Monsters (1)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

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

Room 10:


This room is barely lit. The air has a mild vile smell. You hear the sound of dripping water in the distance. Near the eastern wall you see a white feather.
There's a wooden door to the east.
There are 2 wooden doors to the north.

NPCs (1)

Chaszyrr Female Drow Rgr1: CR 2 (ECL 3); HD 1d10; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 2, Ref 0, Will 0; STR: 9 (-1), DEX: 11 (0), CON: 10 (0), INT: 17 (3), WIS: 10 (0), CHA: 17 (3)
Feats: Combat Reflexes
Skills: Appraise 7, Balance 1, Climb 1, Concentration 1, Escape Artist 1, Forgery 4, Gather Information 5, Hide 2, Intimidate 5, Jump 2, Listen 2, Move Silently 1, Search 4, Sense Motive 1, Swim 1, Use Rope 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 1st favored enemy; Track; Wild empathy

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

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

Room 11:


This room is adecuately lit. Your nostrils are flooded by a burnt stench. You hear the faint sound of a flute, but can't quite place where it comes from. In the center of the room you see a narrow crack on the ceiling.
There's a wooden door to the south.

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:Dog, Riding: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 16 (+2 Dex, +4 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+3; Special Atk: ; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 15, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

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

Room 12:


This room is magically lit.
There are 3 wooden doors to the south.

Traps (1)

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)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

No goods
No mundane items
No items
2000 cp
0 sp
0 gp
0 pp

Room 13:


This room is shrouded in magical darkness. Your nostrils are flooded by a sweet stench. Lying on the floor you see a bell.
There's a wooden door to the north.
There's a stone door to the north.

Traps (1)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

NPCs (1)

Female Gnome Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 0, Will 0; STR: 10 (0), DEX: 11 (0), CON: 12 (1), INT: 13 (1), WIS: 7 (-2), CHA: 18 (4)
Feats: Acrobatic
Skills: Bluff 5, Concentration 2, Diplomacy 5, Escape Artist 1, Forgery 2, Heal -1, Intimidate 5, Jump 2, Listen -1, Ride 1, Survival -1, Use Rope 1, Tumble 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Summon familiar; Scribe scroll

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 14:


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

NPCs (1)

Shaboka Female Orc Clr1: CR 1 (ECL 1); HD 1d8; hp 7; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref 3, Will 4; STR: 18 (4), DEX: 16 (3), CON: 9 (-1), INT: 12 (1), WIS: 14 (2), CHA: 7 (-2)
Feats: Mounted Combat
Skills: Concentration 0, Diplomacy -1, Disguise -1, Forgery 2, Gather Information -1, Intimidate -1, Listen 3, Ride 5, Spot 3, Swim 5, Spellcraft 2

Special Qualities: Darkvision: 60ft; Light sensitivity; Turn or rebuke undead

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

Treasure

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

Room 15:


This room is well lit. You hear the faint sound of a groan, but can't quite place where it comes from.
There's a stone door to the south.

Traps (1)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

Monsters (1)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

brass mug with jade inlays {worth 500 gp}
Half-plate {worth 600 gp}
No items
3000 cp
0 sp
0 gp
0 pp

Room 16:


This room is completely dark. Close to you there's an eyepatch.
There's a stone door to the west.
There's a wooden door to the west.

NPCs (1)

Male Gnome Wiz1: CR 1 (ECL 1); HD 1d4; hp 8; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 3; STR: 12 (1), DEX: 16 (3), CON: 18 (4), INT: 10 (0), WIS: 12 (1), CHA: 7 (-2)
Feats: Deceitful
Skills: Balance 4, Concentration 5, Disguise 0, Escape Artist 4, Forgery 2, Gather Information 0, Listen 2, Ride 4, Spellcraft 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Summon familiar; Scribe scroll

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

Treasure

No goods
Climber's kit {worth 80 gp}
No items
800 sp
0 cp
0 gp
0 pp

Room 17:


This room is completely dark. A distant sound of clanging swords can be heard.
There are 3 wooden doors to the west.

Monsters (1)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

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

Room 18:


This room is lit by a single torch. For an instant you hear the sound of flowing water, but then it stops. In the center of the room there's a scorch mark on the floor. You spot a ring a few feet from you.
There's a wooden door to the west.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

No goods
No mundane items
No items
80 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