Level 1 Dungeon (14 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


This room is lit by a single torch. For an instant you hear the sound of scurrying mice, but then it stops. Near the southeastern corner you find some bread crumbs.
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

Silver comb with moonstones {worth 700 gp}
No mundane items
No items
700 sp
0 cp
0 gp
0 pp

Room 2:


This room is very dark and the air has a strong sweet smell.
There's a wooden door to the south.
There's a wooden door to the north.

NPCs (1)

Female Gnome Pal1: CR 1 (ECL 1); HD 1d10; hp 9; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 1, Ref 3, Will 0; STR: 9 (-1), DEX: 17 (3), CON: 9 (-1), INT: 12 (1), WIS: 10 (0), CHA: 8 (-1)
Feats: Shield Proficiency
Skills: Appraise 2, Bluff 0, Climb 0, Disguise 0, Escape Artist 4, Gather Information 0, Heal 1, Hide 4, Move Silently 4, Ride 4, Spot 1, Handle Animal 0

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

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

Room 3:


This room is barely lit and your nostrils are flooded by a foul stench.
There's a stone door to the north.

NPCs (1)

Female Githyanki Rog1: CR 2 (ECL 3); HD 1d6; hp 8; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 1, Will 1; STR: 14 (2), DEX: 9 (-1), CON: 15 (2), INT: 14 (2), WIS: 13 (1), CHA: 12 (1)
Feats: Track
Skills: Appraise 3, Balance 2, Climb 3, Concentration 3, Diplomacy 2, Disguise 2, Escape Artist 1, Gather Information 4, Heal 5, Hide 1, Intimidate 3, Jump 4, Search 4, Spot 2, Survival 2, Swim 3, Use Rope 0, Disable Device 4, Open Lock 1, Sleight Of Hand 3, Tumble 1, Use Magic Device 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Trap finding; Sneak attack +1d6

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

Treasure

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

Room 4:


This room is lightless. Your nostrils are flooded by a smoky smell.
There's a stone door to the west.

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

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

Room 5:


This room is lightless. In the eastern wall you see a piece of cloth.
There's a wooden door to the east.

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
700 sp
0 cp
0 gp
0 pp

Room 6:


This room is completely dark and the air has a minty stench. In the distance you seem to perceive the sound of whispers.
There's an iron door to the east.
There's a wooden door to the east.
There's a stone door to the north.

Traps (1)

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)

Brabok Male Orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 4; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 0, Will 2; STR: 18 (4), DEX: 11 (0), CON: 11 (0), INT: 13 (1), WIS: 10 (0), CHA: 11 (0)
Feats: Persuasive
Skills: Appraise 2, Balance 1, Bluff 2, Climb 5, Diplomacy 1, Disguise 1, Escape Artist 1, Forgery 2, Gather Information 1, Intimidate 2, Listen 1, Move Silently 1, Search 2, Sense Motive 1

Special Qualities: Darkvision: 60ft; Light sensitivity; Summon familiar; Scribe scroll

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

Treasure

No goods
No mundane items
Handy haversack {worth 2000 gp}
300 sp
0 cp
0 gp
0 pp

Room 7:


This room is very dark.
There's a wooden door to the north.
There's an iron door to the north.

NPCs (1)

Male Githzerai Pal1: CR 2 (ECL 3); HD 1d10; hp 10; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 2, Ref 4, Will 2; STR: 12 (1), DEX: 19 (4), CON: 11 (0), INT: 9 (-1), WIS: 14 (2), CHA: 12 (1)
Feats: Run
Skills: Disguise 2, Heal 3, Sense Motive 3, Swim 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 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
No items
90 gp
0 cp
0 sp
0 pp

Room 8:


This room is lit by a single torch. Near the southeastern corner you see a rusty dagger hilt.
There's a stone door to the west.

NPCs (1)

Female Halfling Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init +1; AC 13 (touch 12, flat-footed 12, misc 1, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 5, Will 3; STR: 6 (-2), DEX: 13 (1), CON: 14 (2), INT: 17 (3), WIS: 13 (1), CHA: 7 (-2)
Feats: Lightning Reflexes, Shield Proficiency
Skills: Balance 2, Climb 1, Diplomacy -1, Disguise 0, Escape Artist 3, Forgery 5, Heal 2, Hide 2, Listen 2, Move Silently 4, Ride 2, Sense Motive 3, Spot 3, Survival 4, Swim 0, Use Rope 2

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

Suggested armor: none

Treasure

black pearl {worth 900 gp}
Darkwood Shield {worth 257 gp}
No items
120 gp
0 cp
0 sp
0 pp

Room 9:


This room is lightless. Your nostrils are flooded by a fresh stench. Close to the southwestern corner there's an illegible engraving on the floor.
There's an iron door to the west.
There's a wooden door to the south.

NPCs (1)

Male Half-elf Rog1: CR 1 (ECL 1); HD 1d6; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 1, Will 2; STR: 11 (0), DEX: 8 (-1), CON: 13 (1), INT: 10 (0), WIS: 14 (2), CHA: 12 (1)
Feats: Toughness
Skills: Balance 0, Climb 2, Concentration 2, Diplomacy 2, Disguise 3, Escape Artist 0, Forgery 2, Gather Information 5, Hide 1, Intimidate 2, Jump 3, Listen 4, Move Silently 0, Sense Motive 3, Spot 4, Survival 3, Swim 1, Open Lock 0, Decipher Script 1, Tumble 0, Use Magic Device 2

Special Qualities: Low-light vision; Immunities: sleep; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 10:


This room is lightless. The air has a mild sulphur smell.
There's a wooden door to the north.
There's a stone door to the east.
There's an iron 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)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
Full plate {worth 1500 gp}
No items
700 sp
0 cp
0 gp
0 pp

Room 11:


This room is lit by an unknown glow and your nostrils are flooded by a biting smell.
There's a stone door to the east.
There are 2 wooden doors to the north.

NPCs (1)

Female Ogre Wiz1: CR 4 (ECL 7); HD 4d8+1d4; hp 7; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref 4, Will 3; STR: 17 (3), DEX: 15 (2), CON: 16 (3), INT: 8 (-1), WIS: 12 (1), CHA: 7 (-2)
Feats: Lightning Reflexes, Acrobatic, Power Attack
Skills: Jump 5, Listen 2, Sense Motive 2, Spot 2, Swim 4, Tumble 4

Special Qualities: Darkvision: 60ft; Summon familiar; Scribe scroll

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

Treasure

No goods
Acid (6 flasks, 10 gp each) {worth 60 gp}
No items
70 gp
0 cp
0 sp
0 pp

Room 12:


This room is well lit and the air is foggy.
There's a wooden door to the north.
There's a wooden door to the west.
There's a wooden door to the south.

Traps (2)

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).

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).

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
4000 cp
0 sp
0 gp
0 pp

Room 13:


This room is lit by a single torch. Near the southwestern corner there's a broken belt buckle.
There's a wooden door to the east.

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

No goods
Hourglass {worth 25 gp}
No items
130 gp
0 cp
0 sp
0 pp

Room 14:


This room is well lit.
There's a wooden door to the south.
There's a stone door to the east.

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
Full plate {worth 1500 gp}
No items
200 sp
0 cp
0 gp
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