Level 1 Dungeon (19 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 Room #19 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


This room is magically lit.
There are 2 stone doors to the south.
There's a stone door to the east.

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
130 gp
0 cp
0 sp
0 pp

Room 2:


This room is barely lit. Near the southwestern corner there's a narrow crack on the floor. You spot a cornet a few feet from you.

NPCs (1)

Male Ogre Bbn1: CR 4 (ECL 7); HD 4d8+1d12; hp 14; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 4, Ref -1, Will 1; STR: 22 (6), DEX: 9 (-1), CON: 15 (2), INT: 7 (-2), WIS: 12 (1), CHA: 9 (-1)
Feats: Athletic, Alertness, Combat Reflexes
Skills: Climb 8, Escape Artist 0, Heal 2, Hide 1, Intimidate 0, Jump 7, Listen 3, Sense Motive 2, Spot 3, Swim 8

Special Qualities: Darkvision: 60ft; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
Masterwork Greataxe {worth 320 gp}
No items
140 gp
0 cp
0 sp
0 pp

Room 3:


This room is very dark. A faint sound of whispers can be heard from here. You spot a sword hilt a few feet from you.
There's an iron door to the south.
There's a wooden door to the west.

Monsters (1)

Gnoll: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 natural, +4 scale, +2 large shield); Atk: Battleaxe +3 melee; or shortbow +1 ranged; Dmg: Battleaxe 1d8+2; or shortbow 1d6; Special Atk: ; AL Usually chaotic evil; SV Fort 4 Ref 0 Will 0; STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8;
Feats: Power Attack
Skills: Listen +3, Spot +3
Special Qualities: Darkvision 60 ft.;

Treasure

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

Room 4:


This room is lightless and your nostrils are flooded by a moldy smell. Echoes of a slammed door can be heard in the distance.
There's a wooden door to the east.
There's a stone door to the north.
There's a stone door to the west.

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)

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

freshwater (irregular) pearl {worth 4 gp}
No mundane items
No items
70 gp
0 cp
0 sp
0 pp

Room 5:


This room is magically lit and the air has a mild funny smell. Near the northeastern corner there's a white feather.
There's a stone door to the north.
There's a wooden door to the east.

NPCs (1)

Female Duergar Bbn1: CR 2 (ECL 2); HD 1d12; hp 13; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 3, Ref 3, Will 0; STR: 11 (0), DEX: 16 (3), CON: 12 (1), INT: 9 (-1), WIS: 10 (0), CHA: 8 (-1)
Feats: Investigator
Skills: Bluff 0, Climb 1, Diplomacy 0, Escape Artist 7, Forgery 0, Gather Information 1, Search 1, Spot 1, Handle Animal 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
140 gp
0 cp
0 sp
0 pp

Room 6:


This room is adecuately lit. You are surrounded by a damp smell. Close to the center of the room you find a small mouse looking your way.
There's a wooden door to the west.

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
Masterwork Light steel shield {worth 159 gp}
No items
120 gp
0 cp
0 sp
0 pp

Room 7:


This room is lightless. The air has a biting stench. In the northwestern corner there's a few rags.
There's an iron door to the north.

Traps (1)

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).

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

Room 8:


This room is adecuately lit. Echoes of clanging swords can be heard in the distance. In the center of the room you see a pile of bones.
There's a stone door to the east.

NPCs (1)

Male Ogre Mnk1: CR 4 (ECL 7); HD 5d8; hp 11; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 5, Ref 4, Will 2; STR: 21 (5), DEX: 15 (2), CON: 17 (3), INT: 7 (-2), WIS: 10 (0), CHA: 9 (-1)
Feats: Acrobatic, Negotiator, Endurance, Magical Aptitude
Skills: Balance 3, Bluff 0, Climb 6, Diplomacy 1, Heal 1, Hide 3, Jump 7, Sense Motive 2, Swim 6, Tumble 4, Spellcraft 0, Use Magic Device 1

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
70 gp
0 cp
0 sp
0 pp

Room 9:


This room is well lit. A distant sound of screeching metal can be heard. In the southwestern corner you find a scorch mark on the ceiling.
There's a wooden door to the north.
There's a wooden door to the south.

Monsters (1)

Pseudodragon: CR 1; HD 2d12+2 (15); Init +0; AC 18 (+2 size, +6 natural); Atk: Sting +4 melee, bite -1 melee; Dmg: Sting 1d3 and poison, bite 1; Special Atk: Poison; AL Always neutral good; SV Fort 4 Ref 3 Will 4; STR 11, DEX 11, CON 13, INT 10, WIS 12, CHA 10;
Feats: Alertness
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5
Special Qualities: See invisibility, telepathy, immunities, SR 19;

Treasure

No goods
Masterwork Shortbow, composite (+1 Str bonus) {worth 450 gp}
No items
600 sp
0 cp
0 gp
0 pp

Room 10:


This room is very dark and the air has a moldy smell. A distant sound of a groan can be heard.
There's a wooden door to the south.

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

NPCs (1)

Female Githyanki Wiz1: CR 2 (ECL 3); HD 1d4; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 4, Ref 2, Will 4; STR: 14 (2), DEX: 14 (2), CON: 18 (4), INT: 18 (4), WIS: 15 (2), CHA: 10 (0)
Feats: Martial Weapon Proficiency
Skills: Appraise 5, Concentration 5, Diplomacy 1, Escape Artist 3, Forgery 6, Gather Information 2, Heal 4, Hide 6, Intimidate 1, Jump 3, Listen 3, Move Silently 3, Ride 3, Search 7, Sense Motive 3, Survival 3

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

Suggested armor: none

Treasure

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

Room 11:


This room is lightless and your nostrils are flooded by a strange stench. Close to the northeastern corner you find a pentagram drawn on the floor.
There's a wooden door to the west.

NPCs (1)

Male Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 9; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 4, Will 4; STR: 10 (0), DEX: 18 (4), CON: 12 (1), INT: 16 (3), WIS: 14 (2), CHA: 15 (2)
Feats: Combat Reflexes
Skills: Bluff 3, Climb 2, Concentration 3, Diplomacy 3, Disguise 4, Escape Artist 5, Gather Information 4, Intimidate 4, Jump 1, Move Silently 8, Search 6, Sense Motive 4, Spot 3, Survival 3, Use Rope 5, Handle Animal 3, Spellcraft 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 12:


This room is adecuately lit. Echoes of flowing water can be heard in the distance.
There's a wooden door to the north.

Monsters (1)

Fungus:Shrieker: CR 1; HD 2d8+2 (11); Init -5 (Int); AC 13 (+3 natural); Atk: ; Dmg: ; Special Atk: Shriek; AL Always neutral; SV Fort 4 Ref Will -4; STR , DEX , CON 13, INT 1, WIS 2, CHA 1;
Feats:
Skills:
Special Qualities: Plant;

Treasure

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

Room 13:


This room is lit by an unknown glow and the air has a distinctive stench. Echoes of burning torches can be heard in the distance. Near the northeastern corner there's a white feather.
There's a stone door to the west.

NPCs (1)

Owaggaak Female Orc Clr1: CR 1 (ECL 1); HD 1d8; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 2, Will 0; STR: 11 (0), DEX: 14 (2), CON: 6 (-2), INT: 9 (-1), WIS: 7 (-2), CHA: 9 (-1)
Feats: Investigator
Skills: Climb 1, Forgery 0, Gather Information 1, Heal -1, Spellcraft 0

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

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

Treasure

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

Room 14:


This room is adecuately lit and the air has a flowery stench. In the southeastern corner you see a small salt circle spread on the floor.
There are 2 wooden doors to the south.

NPCs (1)

Tazhryszen Female Drow Wiz1: 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 5; STR: 12 (1), DEX: 15 (2), CON: 13 (1), INT: 16 (3), WIS: 17 (3), CHA: 15 (2)
Feats: Alertness
Skills: Balance 4, Bluff 4, Concentration 2, Diplomacy 3, Disguise 3, Escape Artist 3, Forgery 5, Gather Information 3, Heal 5, Listen 5, Move Silently 3, Sense Motive 5, Spot 5, Survival 4, Swim 2, Spellcraft 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 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
5000 cp
0 sp
0 gp
0 pp

Room 15:


This room is completely dark. The air has a mild moldy smell. For an instant you hear the sound of screeching metal, but then it stops. In the western wall you see a moldy parchment.
There's a stone door to the east.

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

coral {worth 120 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 16:


This room is barely lit. A faint sound of battle can be heard from here. Near the western wall you find a small pile of dust.
There's a stone door to the west.

NPCs (1)

Female Gnome Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init -2; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref -2, Will 1; STR: 11 (0), DEX: 7 (-2), CON: 11 (0), INT: 11 (0), WIS: 13 (1), CHA: 12 (1)
Feats: Acrobatic
Skills: Appraise 1, Bluff 2, Climb 1, Concentration 1, Diplomacy 2, Forgery 2, Gather Information 2, Heal 2, Intimidate 2, Jump 2, Search 1, Spot 2, Survival 2, Use Rope -1, Tumble 0

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 1st favored enemy; Track; Wild empathy

Suggested armor: none

Treasure

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

Room 17:


This room is very dark. The air has a strong vile smell.
There are 2 wooden doors to the east.

Traps (1)

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).

NPCs (1)

Female Half-elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 7; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref -2, Will 0; STR: 13 (1), DEX: 7 (-2), CON: 16 (3), INT: 10 (0), WIS: 7 (-2), CHA: 10 (0)
Feats: Deceitful
Skills: Bluff 1, Disguise 2, Forgery 2, Gather Information 1, Intimidate 1, Jump 2, Sense Motive -1, Survival -1, Swim 2, Spellcraft 1

Special Qualities: Low-light vision; Immunities: sleep; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

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

Room 18:


This room is barely lit and the air has a foul smell. Close to the southeastern corner you see a narrow crack on the ceiling.
There's a wooden door to the north.

Traps (1)

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.

NPCs (1)

Nauglaion Male Elf Drd1: CR 1 (ECL 1); HD 1d8; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 1, Will 8; STR: 15 (2), DEX: 13 (1), CON: 14 (2), INT: 14 (2), WIS: 18 (4), CHA: 9 (-1)
Feats: Iron Will
Skills: Appraise 3, Balance 4, Bluff 0, Climb 3, Disguise 1, Hide 3, Jump 4, Move Silently 3, Ride 2, Search 3, Sense Motive 5, Survival 7, Swim 5, Handle Animal 0

Special Qualities: Immunities: sleep; Low-light vision; Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 19:


This room is very dark. The air has a strange smell. In the distance you seem to perceive the sound of scurrying mice. Lying on the floor you see a monocle.
There's a stone door to the south.
There's a wooden door to the south.
There's a wooden door to the east.

NPCs (1)

Bruhtar Female Drow Brd1: CR 2 (ECL 3); HD 1d6; hp 7; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 1, Will 5; STR: 12 (1), DEX: 8 (-1), CON: 13 (1), INT: 14 (2), WIS: 17 (3), CHA: 15 (2)
Feats: Blind-Fight
Skills: Appraise 3, Diplomacy 3, Escape Artist 0, Forgery 3, Gather Information 4, Hide 1, Intimidate 4, Jump 2, Listen 5, Move Silently 0, Search 4, Survival 5, Use Rope 1, Decipher Script 3, Tumble 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
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