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 down #2 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is very dark and the air has a mild sour smell. For an instant you hear the sound of tip toes, but then it stops.
There's an iron door to the north.
There's a wooden door to the south.

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

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

Room 2:


This room is well lit. In the northern wall you find a patch of fungus.
There's a stone 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

Obsidian {worth 64 gp}
No mundane items
No items
90 gp
0 cp
0 sp
0 pp

Room 3:


This room is well lit and your nostrils are flooded by a yeasty smell. Close to the center of the room you find some mold forming a strange pattern.
There's a stone door to the west.

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
2000 cp
0 sp
0 gp
0 pp

Room 4:


This room is completely dark. In the southern wall you find a wooden amulet.
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
5000 cp
0 sp
0 gp
0 pp

Room 5:


This room is barely lit. You hear the sound of yawning in the distance. In the northwestern corner you see a small pile of ash. Close to you there's a key.
There are 2 wooden doors to the north.

NPCs (1)

Male Human Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 1; STR: 11 (0), DEX: 16 (3), CON: 13 (1), INT: 9 (-1), WIS: 8 (-1), CHA: 9 (-1)
Feats: Persuasive, Point Blank Shot
Skills: Bluff 1, Climb 1, Concentration 2, Forgery 1, Hide 4, Intimidate 1, Jump 1, Listen 0, Move Silently 4, Ride 4, Spot 0, Swim 1, Use Rope 5, Handle Animal 0

Special Qualities: Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 6:


This room is adecuately lit. Echoes of a slammed door can be heard in the distance. Close to you there's a flute.
There's a wooden door to the north.
There's a wooden door to the south.

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 Drd1: CR 2 (ECL 2); HD 1d8; hp 11; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 5, Ref 3, Will 4; STR: 12 (1), DEX: 17 (3), CON: 16 (3), INT: 11 (0), WIS: 15 (2), CHA: 10 (0)
Feats: Blind-Fight
Skills: Bluff 1, Climb 2, Diplomacy 1, Listen 3, Move Silently 4, Ride 5, Search 2, Sense Motive 4, Survival 3, Swim 2, Use Rope 5, Spellcraft 1

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

Room 7:


This room is very dark. You hear the sound of clanging swords in the distance.
There's a stone door to the west.

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

Room 8:


This room is barely lit and the air has an indescribable stench.
There's a wooden door to the south.
There's a stone door to the east.

NPCs (1)

Female Ogre Mage Wiz1: CR 9 (ECL 13); HD 5d8+1d4; hp 9; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 5, Ref 3, Will 5; STR: 20 (5), DEX: 13 (1), CON: 21 (5), INT: 19 (4), WIS: 17 (3), CHA: 15 (2)
Feats: Deceitful, Lightning Reflexes, Self-Sufficient
Skills: Appraise 8, Balance 4, Bluff 5, Climb 9, Concentration 9, Diplomacy 6, Disguise 4, Escape Artist 5, Forgery 6, Gather Information 3, Heal 5, Hide 2, Intimidate 3, Jump 7, Listen 5, Move Silently 5, Ride 5, Search 7, Sense Motive 6, Spot 7, Survival 5, Swim 9, Use Rope 4, Spellcraft 5

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); Summon familiar; Scribe scroll

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

Treasure

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

Room 9:


This room is completely dark. You hear the sound of conversation in the distance.
There's a wooden door to the east.
There's a stone door to the east.

NPCs (1)

Male Duergar Ftr1: CR 2 (ECL 2); HD 1d10; hp 13; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 5, Ref 2, Will 0; STR: 13 (1), DEX: 14 (2), CON: 16 (3), INT: 14 (2), WIS: 11 (0), CHA: 10 (0)
Feats: Athletic, Point Blank Shot
Skills: Balance 3, Bluff 2, Climb 3, Concentration 5, Escape Artist 3, Heal 1, Intimidate 1, Listen 2, Move Silently 3, Search 3, Sense Motive 1, Survival 2, Swim 3

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison

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

Treasure

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

Room 10:


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

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

black pearl {worth 600 gp}
No mundane items
No items
600 sp
0 cp
0 gp
0 pp

Room 11:


This room is well lit. The air has a minty smell. For an instant you hear the sound of clinging coins, but then it stops. In the northern wall you see two small rag dolls. Close to you there's an old helm.
There's a wooden door 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
Chain shirt {worth 100 gp}
No items
50 gp
0 cp
0 sp
0 pp

Room 12:


This room is completely dark and you are surrounded by a noxious smell. A distant sound of tip toes can be heard.
There's a wooden door to the east.

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).

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
0 cp
0 sp
0 gp
0 pp

Room 13:


This room is magically lit and the air is foggy. In the eastern wall there's a needle.
There are 2 wooden doors to the east.
There's a wooden door to the south.

NPCs (1)

Myggatha Female Orc Bbn1: CR 1 (ECL 1); HD 1d12; hp 17; Init -2; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 4, Ref -2, Will 1; STR: 17 (3), DEX: 6 (-2), CON: 15 (2), INT: 15 (2), WIS: 13 (1), CHA: 9 (-1)
Feats: Toughness
Skills: Appraise 3, Balance -1, Bluff 2, Climb 4, Diplomacy 0, Disguise 0, Escape Artist -1, Forgery 4, Heal 2, Hide -1, Intimidate 2, Jump 5, Ride -1, Sense Motive 3, Swim 4, Use Rope 0

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

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

Treasure

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

Room 14:


This room is very dark and the air has a mild nasty smell. Close to the southeastern corner you find some bread crumbs.
There's a wooden door to the north.

NPCs (1)

Male Half-orc Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 2, Will -2; STR: 16 (3), DEX: 14 (2), CON: 11 (0), INT: 5 (-3), WIS: 6 (-2), CHA: 8 (-1)
Feats: Acrobatic
Skills: Concentration 1, Diplomacy 0, Jump 5, Ride 3, Handle Animal 0, Tumble 4

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

Room 15:


This room is well lit. For an instant you hear the sound of growling, but then it stops. Near the northeastern corner you see a white stain on the floor.
There are 2 wooden doors to the south.

Monsters (1)

Animal:Snake, Medium-Size Viper: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Special Qualities: Scent;

Treasure

No goods
Backpack, empty {worth 2 gp}
No items
6000 cp
0 sp
0 gp
0 pp

Room 16:


This room is lightless. In the southeastern corner you see the remains of an eyepatch.
There's a stone door 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).

NPCs (1)

Male Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 2, Will 3; STR: 16 (3), DEX: 14 (2), CON: 16 (3), INT: 8 (-1), WIS: 13 (1), CHA: 9 (-1)
Feats: Combat Reflexes
Skills: Concentration 4, Escape Artist 3, Survival 2, Spellcraft 0

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

Room 17:


This room is lit by an unknown glow and your nostrils are flooded by a yeasty stench. Near the southeastern corner you see a yellow stain on the floor.
There's an iron door to the west.
There's a wooden door to the south.

Monsters (1)

Ghoul:Lacedon: 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
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 18:


This room is magically lit. For an instant you hear the sound of growling, but then it stops. Near the southern wall there's a broken vial.
There's a wooden door to the east.
There's a stone door to the east.

NPCs (1)

Male Halfling Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init -1; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref -1, Will 2; STR: 11 (0), DEX: 8 (-1), CON: 12 (1), INT: 18 (4), WIS: 10 (0), CHA: 7 (-2)
Feats: Nimble Fingers
Skills: Appraise 6, Bluff -1, Diplomacy 0, Disguise -1, Escape Artist 0, Forgery 5, Gather Information 0, Heal 3, Hide 1, Intimidate -1, Jump 2, Listen 1, Move Silently 0, Search 5, Sense Motive 1, Spot 1, Survival 2, Swim 4, Use Rope 0, Handle Animal -1, Spellcraft 5, Disable Device 6, Open Lock 1

Special Qualities: Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
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