Level 1 Dungeon (20 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 Room #20 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


This room is magically lit. The air has a sour stench. Near the northern wall there's a few rags.
There's a stone door to the south.
There's a wooden door to the south.
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
100 sp
0 cp
0 gp
0 pp

Room 2:


This room is barely lit. Close to the northeastern corner there's a broken ceramic bowl. You spot a pouch of tobacco a few feet from you.
There's a wooden door to the south.

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

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

Room 3:


This room is completely dark. You spot a bronze cup a few feet from you.
There's a wooden door to the south.
There's a wooden door to the west.
There's a stone door to the east.

Monsters (1)

Dwarf:Derro: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dagger +1 melee; or repeating light crossbow+1 ranged; Dmg: Dagger 1d4; crossbow 1d6 and poison; Special Atk: ; AL Usually chaotic evil; SV Fort 3 Ref 0 Will 0; STR 9, DEX 14, CON 13, INT 10, WIS 10, CHA 6;
Feats: Blind-Fight
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Special Qualities: Darkvision, derro traits, SR 18, sunlight vulnerability;

Treasure

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

Room 4:


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

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)

Dryad: CR 1; HD 2d6 (7); Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (+2 Dex); Atk: Dagger +1 melee; Dmg: Dagger 1d4; Special Atk: Spell-like abilities; AL Always chaotic good; SV Fort 0 Ref 5 Will 5; STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18;
Feats: Alertness, Dodge, Improved Initiative
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7
Special Qualities: Symbiosis;

Treasure

No goods
Masterwork Shortbow, composite (+2 Str bonus) {worth 525 gp}
No items
70 gp
0 cp
0 sp
0 pp

Room 5:


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

NPCs (1)

Female Ogre Mage Clr1: CR 9 (ECL 13); HD 6d8; hp 10; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 4, Ref 0, Will 8; STR: 21 (5), DEX: 11 (0), CON: 15 (2), INT: 10 (0), WIS: 18 (4), CHA: 16 (3)
Feats: Persuasive, Athletic, Iron Will
Skills: Balance 1, Bluff 5, Climb 7, Concentration 3, Disguise 6, Forgery 2, Gather Information 5, Heal 6, Intimidate 5, Jump 6, Ride 2, Sense Motive 6, Spot 6, Survival 5, Swim 7, Use Rope 2, Spellcraft 1

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); 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
0 cp
0 sp
0 gp
0 pp

Room 6:


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

NPCs (1)

DîFuinmîr Female Elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 1, Will 0; STR: 10 (0), DEX: 12 (1), CON: 9 (-1), INT: 16 (3), WIS: 11 (0), CHA: 13 (1)
Feats: Athletic
Skills: Balance 3, Bluff 2, Climb 2, Concentration 0, Diplomacy 2, Gather Information 3, Heal 1, Hide 3, Intimidate 3, Listen 2, Move Silently 4, Ride 2, Search 5, Spot 1, Swim 2, Use Rope 2, Handle Animal 3

Special Qualities: Immunities: sleep; Low-light vision; Fast movement; Illiteracy; Rage: 1/day

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

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

Room 7:


This room is well lit and you are surrounded by a woody smell. Close to the southwestern corner you see a violet stain on the floor.
There's a wooden door to the south.
There's an iron door to the south.

NPCs (1)

Male Halfling Brd1: CR 1 (ECL 1); HD 1d6; hp 7; Init -1; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 1, Will 5; STR: 8 (-1), DEX: 8 (-1), CON: 13 (1), INT: 15 (2), WIS: 16 (3), CHA: 12 (1)
Feats: Investigator
Skills: Bluff 2, Climb 0, Concentration 2, Diplomacy 3, Disguise 2, Gather Information 3, Heal 5, Hide 0, Intimidate 2, Jump 0, Listen 4, Search 3, Spot 4, Swim 1, Use Rope 1, Spellcraft 4, Tumble 1, Use Magic Device 2

Special Qualities: 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
0 cp
0 sp
0 gp
0 pp

Room 8:


This room is lit by an unknown glow. Your nostrils are flooded by a rancid stench. Near the eastern wall you find a loose floor tile.
There's an iron door to the west.
There's a wooden door to the west.
There's a wooden door to the east.

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
6000 cp
0 sp
0 gp
0 pp

Room 9:


This room is lightless. The air has a mild indescribable smell.
There's a wooden door to the west.
There's a stone door to the north.

NPCs (1)

Female Duergar Wiz1: CR 2 (ECL 2); HD 1d4; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 2, Ref 1, Will 4; STR: 10 (0), DEX: 12 (1), CON: 15 (2), INT: 13 (1), WIS: 15 (2), CHA: 10 (0)
Feats: Combat Reflexes
Skills: Bluff 2, Climb 1, Disguise 1, Gather Information 1, Heal 3, Search 3, Survival 3, Swim 1, Use Rope 2, Spellcraft 2

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

Room 10:


This room is lightless and the air has a sulphur smell. Near the northern wall there's a narrow crack on the ceiling. Close to you there's a harp.
There are 2 wooden doors to the east.

Monsters (1)

Elemental:Fire Elemental, Small: CR 1; HD 2d8 (9); Init +5 (+1 Dex, +4 Improved Initiative); AC 15 (+1 size, +1 Dex, +3 natural); Atk: Slam +3 melee; Dmg: Slam 1d4 and 1d4 fire; Special Atk: Burn; AL Usually neutral; SV Fort 0 Ref 4 Will 0; STR 10, DEX 13, CON 10, INT 4, WIS 11, CHA 11;
Feats: Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental, fire subtype;

Treasure

No goods
No mundane items
Scroll: Mount (Sor/Wis1), Detect Undead (Sor/Wis1), Summon Monster I (Sor/Wis1) (25 gp each) {worth 75 gp}
110 gp
0 cp
0 sp
0 pp

Room 11:


This room is adecuately lit. You hear the sound of growling in the distance. Close to the eastern wall there's two small rag dolls.
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
600 sp
0 cp
0 gp
0 pp

Room 12:


This room is very dark. A distant sound of whispers can be heard. In the southern wall there's a pentagram drawn on the floor.

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).

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
0 cp
0 sp
0 gp
0 pp

Room 13:


This room is well lit. The air has a foul smell. Close to the northwestern corner you find a few pieces of stained glass (made to resemble gems).
There's a wooden door to the south.
There's a stone door to the south.

NPCs (1)

Grong Male Orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 3, Ref 1, Will -1; STR: 14 (2), DEX: 13 (1), CON: 12 (1), INT: 12 (1), WIS: 9 (-1), CHA: 12 (1)
Feats: Endurance, Athletic
Skills: Balance 2, Bluff 2, Climb 4, Concentration 2, Diplomacy 2, Intimidate 3, Move Silently 2, Search 2, Sense Motive 0, Spot 0, Survival 0, Swim 4

Special Qualities: Darkvision: 60ft; Light sensitivity

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

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

Room 14:


This room is completely dark and the air is rare.

Monsters (1)

Animal:Mule: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +4 melee; Dmg: Hoof 1d4+3; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 1; STR 16, DEX 13, CON 17, INT 2, WIS 11, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: ;

Treasure

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

Room 15:


This room is completely dark. You spot a hair pin a few feet from you.
There's a stone door to the north.
There's a stone door to the west.
There's a wooden door to the west.

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)

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

Room 16:


This room is completely dark. Close to the northwestern corner you find a broken tile on the floor. Close to you there's an eyepatch.
There's a wooden door to the east.
There's a stone door to the north.

NPCs (1)

Female Githzerai Ftr1: CR 2 (ECL 3); HD 1d10; hp 11; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 4, Will -1; STR: 17 (3), DEX: 18 (4), CON: 13 (1), INT: 13 (1), WIS: 8 (-1), CHA: 12 (1)
Feats: Combat Reflexes, Affinity
Skills: Bluff 2, Diplomacy 2, Forgery 3, Hide 5, Listen 0, Ride 6, Search 2, Survival 0, Use Rope 5, Handle Animal 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC)

Suggested armor: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

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

Room 17:


This room is lightless and the air has a strong stagnant smell.
There are 2 wooden doors to the south.

NPCs (1)

Eledh'muilindîr Male Elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init +5; AC 15 (touch 15, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 5, Will 2; STR: 14 (2), DEX: 20 (5), CON: 10 (0), INT: 9 (-1), WIS: 14 (2), CHA: 10 (0)
Feats: Martial Weapon Proficiency
Skills: Bluff 2, Forgery 0, Hide 7, Intimidate 2, Search 0, Spot 4, Swim 3, Handle Animal 1

Special Qualities: Immunities: sleep; Low-light vision; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

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

Room 18:


This room is very dark. In the western wall you find a few ants.
There's a wooden door to the north.
There's a stone door to the east.

NPCs (1)

Female Dwarf Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref -1, Will 2; STR: 11 (0), DEX: 9 (-1), CON: 10 (0), INT: 14 (2), WIS: 15 (2), CHA: 8 (-1)
Feats: Alertness
Skills: Appraise 3, Bluff 0, Climb 3, Escape Artist 0, Forgery 3, Gather Information 1, Hide 1, Intimidate 0, Jump 2, Listen 4, Sense Motive 5, Spot 4, Survival 3, Use Rope 0, Handle Animal 1

Special Qualities: Darkvision: 60ft; 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
20 pp
0 cp
0 sp
0 gp

Room 19:


This room is adecuately lit. The air is shallow.
There's a wooden door to the west.

NPCs (1)

Molraniss Male Drow Rgr1: CR 2 (ECL 3); HD 1d10; hp 13; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 5, Ref -1, Will 0; STR: 16 (3), DEX: 8 (-1), CON: 17 (3), INT: 16 (3), WIS: 10 (0), CHA: 20 (5)
Feats: Agile
Skills: Appraise 5, Balance 1, Bluff 7, Climb 4, Disguise 6, Escape Artist 1, Gather Information 9, Heal 1, Hide 0, Intimidate 9, Listen 2, Move Silently 2, Ride 1, Search 5, Spot 1, Handle Animal 6

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

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

Treasure

No goods
Chain shirt {worth 100 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 20:


This room is lightless. Close to the northwestern corner there's a small salt circle spread on the floor.
There are 3 wooden doors to the south.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

No goods
Alchemist's fire (3 flasks, 20 gp each) {worth 60 gp}
No items
600 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