Level 1 Dungeon (17 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 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1

Room 1:


This room is adecuately lit and the air has a biting smell. You hear the faint sound of clinging coins, but can't quite place where it comes from. Close to the western wall you find a rusty dagger hilt. Close to you there's a cornet.
There's a wooden door to the west.
There's a wooden door to the south.

NPCs (1)

Female Ogre Clr1: CR 4 (ECL 7); HD 5d8; hp 12; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 6, Ref 0, Will 5; STR: 25 (7), DEX: 11 (0), CON: 18 (4), INT: 11 (0), WIS: 16 (3), CHA: 12 (1)
Feats: Deft Hands, Point Blank Shot, Investigator
Skills: Appraise 1, Balance 1, Climb 8, Disguise 2, Escape Artist 1, Gather Information 3, Heal 4, Ride 1, Use Rope 2, Sleight Of Hand 2

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

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

Treasure

silver-plated steel longsword with jet jewel in hilt {worth 900 gp}
No mundane items
Endure elements (potion) {worth 50 gp}
110 gp
0 cp
0 sp
0 pp

Room 2:


This room is well lit. You are surrounded by a yeasty smell.
There's a wooden door to the north.
There's a stone door to the north.
There's a wooden door to the west.

Monsters (1)

Elf:Drow: CR 1; HD 1d8-1 (3); Init +1 (Dex); AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk: Longsword +1 melee; or longbow +2 ranged; Dmg: Longsword 1d8; or longbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral evil; SV Fort 1 Ref 1 Will 0; STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 9;
Feats: Weapon Focus (longbow)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Special Qualities: Darkvision, SR 11, elven traits, light blindness;

Treasure

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

Room 3:


This room is very dark and the air is hazey.
There's a wooden door to the east.
There's a stone door to the south.

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

No goods
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 4:


This room is adecuately lit.
There are 2 wooden doors to the north.
There's a wooden door to the east.

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)

Male Gnome Brd1: CR 1 (ECL 1); HD 1d6; hp 9; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 5, Will 4; STR: 8 (-1), DEX: 13 (1), CON: 17 (3), INT: 14 (2), WIS: 15 (2), CHA: 16 (3)
Feats: Lightning Reflexes
Skills: Balance 2, Bluff 4, Concentration 4, Disguise 4, Escape Artist 3, Forgery 4, Heal 4, Hide 3, Intimidate 7, Jump 1, Move Silently 3, Search 3, Sense Motive 3, Swim 0, Tumble 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
4000 cp
0 sp
0 gp
0 pp

Room 5:


This room is adecuately lit and you are surrounded by a noxious smell. In the northeastern corner you see a small ball of yarn.
There's a wooden door to the north.

NPCs (1)

Male Githyanki Ftr1: CR 2 (ECL 3); HD 1d10; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 4, Ref 3, Will 0; STR: 13 (1), DEX: 17 (3), CON: 14 (2), INT: 15 (2), WIS: 10 (0), CHA: 15 (2)
Feats: Point Blank Shot, Combat Reflexes
Skills: Appraise 6, Climb 2, Concentration 3, Escape Artist 5, Hide 5, Move Silently 4, Ride 4, Sense Motive 1, Swim 2, Handle Animal 4

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

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

Treasure

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

Room 6:


This room is very dark. Your nostrils are flooded by a noxious stench. Close to the eastern wall you find a wooden amulet.
There are 2 wooden doors to the east.
There's a wooden door to the north.

NPCs (1)

Thogorth Male Orc Drd1: CR 1 (ECL 1); HD 1d8; hp 11; Init +4; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 5, Ref 0, Will 2; STR: 14 (2), DEX: 11 (0), CON: 16 (3), INT: 11 (0), WIS: 10 (0), CHA: 3 (-4)
Feats: Improved Initiative
Skills: Bluff -3, Climb 3, Concentration 4, Diplomacy -3, Forgery 1, Intimidate -3, Jump 4, Listen 1, Move Silently 1, Search 1, Sense Motive 3, Handle Animal -3, Spellcraft 1

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
100 gp
0 cp
0 sp
0 pp

Room 7:


This room is lit by a single torch. The air is stale.
There's an iron door to the west.
There's a wooden door to the west.

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
700 sp
0 cp
0 gp
0 pp

Room 8:


This room is lightless. The air is shallow.
There's an iron door to the north.
There's a stone door to the north.

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
110 gp
0 cp
0 sp
0 pp

Room 9:


This room is lit by an unknown glow. Lying on the floor you see a chain.
There's a wooden door to the north.
There's a stone door to the north.
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
600 sp
0 cp
0 gp
0 pp

Room 10:


This room is shrouded in magical darkness. You spot a toy warrior a few feet from you.

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
0 cp
0 sp
0 gp
0 pp

Room 11:


This room is adecuately lit. The air has a sour stench. Close to you there's a whistle.
There's a wooden door to the south.

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
200 sp
0 cp
0 gp
0 pp

Room 12:


This room is magically lit.
There's a wooden door to the west.
There's a wooden door to the north.
There's a stone door to the north.

NPCs (1)

Loméntillael Female Elf Pal1: CR 1 (ECL 1); HD 1d10; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 1, Will 1; STR: 13 (1), DEX: 13 (1), CON: 8 (-1), INT: 6 (-2), WIS: 12 (1), CHA: 17 (3)
Feats: Weapon Finesse
Skills:

Special Qualities: Immunities: sleep; Low-light vision; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

No goods
Masterwork Axe, orc double {worth 660 gp}
No items
60 gp
0 cp
0 sp
0 pp

Room 13:


This room is lit by an unknown glow and your nostrils are flooded by an earthy stench. Near the northeastern corner there's a piece of cloth.
There's a wooden door to the east.

NPCs (1)

Shadagi Female Orc Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 3, Ref 2, Will 3; STR: 17 (3), DEX: 15 (2), CON: 12 (1), INT: 14 (2), WIS: 13 (1), CHA: 8 (-1)
Feats: Investigator
Skills: Concentration 3, Escape Artist 3, Forgery 4, Gather Information 1, Heal 2, Hide 3, Jump 5, Listen 3, Move Silently 3, Ride 4, Search 6, Sense Motive 4, Spot 2, Use Rope 3

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

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

Treasure

Eyepatch with mock eye of sapphire and moonstone {worth 1600 gp}
No mundane items
No items
300 sp
0 cp
0 gp
0 pp

Room 14:


This room is lit by a single torch. The air has an acrid stench. A faint sound of rusty hinges can be heard from here.
There's a wooden door to the east.
There's an iron door to the east.
There's a wooden door to the north.

Monsters (1)

Elf:Drow: CR 1; HD 1d8-1 (3); Init +1 (Dex); AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk: Longsword +1 melee; or longbow +2 ranged; Dmg: Longsword 1d8; or longbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral evil; SV Fort 1 Ref 1 Will 0; STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 9;
Feats: Weapon Focus (longbow)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Special Qualities: Darkvision, SR 11, elven traits, light blindness;

Treasure

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

Room 15:


This room is lightless. Close to the eastern wall there's several paper scraps laying on the floor.
There are 3 wooden doors to the west.

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).

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

old masterpiece painting {worth 1000 gp}
No mundane items
No items
150 gp
0 cp
0 sp
0 pp

Room 16:


This room is barely lit. Close to you there's a bowl.
There's a wooden door to the north.

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 17:


This room is well lit.
There's a wooden door to the south.
There's an iron door to the south.

NPCs (1)

Female Human Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 1; STR: 10 (0), DEX: 14 (2), CON: 12 (1), INT: 6 (-2), WIS: 12 (1), CHA: 10 (0)
Feats: Investigator, Magical Aptitude
Skills: Gather Information 2, Move Silently 3, Sense Motive 2, Spot 2, Swim 1, Spellcraft 0, Use Magic Device 2

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

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

Treasure

No goods
Antitoxin (1 doses, 50 gp each) {worth 50 gp}
No items
0 cp
0 sp
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