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

Room 1:


This room is barely lit. You hear the faint sound of burning torches, but can't quite place where it comes from. Close to the western wall there's a tiny piece of chalk.
There's an iron door to the west.
There's a wooden door to the south.

NPCs (1)

Male Githzerai Pal1: CR 2 (ECL 3); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 2, Will 3; STR: 10 (0), DEX: 14 (2), CON: 13 (1), INT: 9 (-1), WIS: 17 (3), CHA: 10 (0)
Feats: Improved Shield Bash
Skills: Diplomacy 1, Escape Artist 3, Search 0, Swim 1

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

Treasure

No goods
Acid (5 flasks, 10 gp each) {worth 50 gp}
No items
2000 cp

Room 2:


This room is completely dark and the air has a biting smell. In the eastern wall you find a moldy parchment.
There's a wooden door to the west.
There's an iron door to the north.

NPCs (1)

Kalanlaunim'vrae Female Drow Mnk1: CR 2 (ECL 3); HD 1d8; hp 9; Init -2; AC 11 (touch 10, flat-footed 11, misc 1); Atk +0; SR 12; AL NE; SV Fort 3, Ref 0, Will 3; STR: 16 (3), DEX: 7 (-2), CON: 12 (1), INT: 19 (4), WIS: 13 (1), CHA: 13 (1)
Feats: Run, Persuasive
Skills: Appraise 8, Bluff 4, Climb 5, Disguise 3, Escape Artist 0, Forgery 6, Gather Information 5, Heal 2, Hide 0, Intimidate 3, Jump 4, Listen 2, Search 6, Sense Motive 3, Survival 4, Swim 4, Use Rope -1, Tumble -1

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

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

Treasure

No goods
No mundane items
No items
5000 cp

Room 3:


This room is very dark. A distant sound of a bell can be heard.
There's a wooden door to the east.
There's an iron door to the north.
There's a wooden door to the south.

NPCs (1)

Ovguak Female Orc Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 2, Will 3; STR: 22 (6), DEX: 10 (0), CON: 11 (0), INT: 9 (-1), WIS: 13 (1), CHA: 10 (0)
Feats: Improved Shield Bash
Skills: Bluff 1, Climb 7, Escape Artist 1, Forgery 0, Gather Information 1, Hide 1, Move Silently 1, Search 1, Sense Motive 2, Decipher Script 0, Use Magic Device 1

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
Thunderstones (1 stones, 30 gp each) {worth 30 gp}
No items
130 gp

Room 4:


This room is lightless. Your nostrils are flooded by a bitter stench. In the northeastern corner there's a needle.
There's an iron door to the south.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

No goods
Smokesticks (1 sticks, 20 gp each) {worth 20 gp}
No items
120 gp

Room 5:


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

NPCs (1)

Female Githyanki 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 6, Will 3; STR: 12 (1), DEX: 18 (4), CON: 12 (1), INT: 13 (1), WIS: 16 (3), CHA: 15 (2)
Feats: Lightning Reflexes, Combat Expertise
Skills: Bluff 3, Concentration 2, Disguise 3, Forgery 2, Gather Information 4, Hide 5, Jump 2, Listen 4, Survival 5, Swim 2

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
No coins

Room 6:


This room is lit by a single torch.
There's a stone door to the south.

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
110 gp

Room 7:


This room is completely dark. Near the northwestern corner you find a broken hourglass.
There's a stone door to the east.

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
90 gp

Room 8:


This room is barely lit. The air has a flowery smell. You hear the faint sound of battle, but can't quite place where it comes from. In the northeastern corner you find a blood smudge on the floor.
There's a wooden door to the east.
There's an iron door to the east.
There's a wooden door to the north.

Traps (1)

Rolling Rock Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 22; Cost: 1,400 gp; Atk +10 melee (2d6, rock).

NPCs (1)

Male Githzerai Mnk1: CR 2 (ECL 3); HD 1d8; hp 9; Init +1; AC 12 (touch 11, flat-footed 11, misc 1); Atk +0; SR 6; AL NE; SV Fort 3, Ref 3, Will 3; STR: 17 (3), DEX: 13 (1), CON: 12 (1), INT: 10 (0), WIS: 12 (1), CHA: 10 (0)
Feats: Point Blank Shot, Blind-Fight
Skills: Climb 5, Concentration 2, Disguise 1, Escape Artist 2, Forgery 2, Heal 3, Hide 2, Listen 2, Move Silently 3, Search 1, Spot 2, Tumble 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
Masterwork Crossbow, light {worth 335 gp}
No items
700 sp

Room 9:


This room is adecuately lit. The air has a funny stench. Near the southeastern corner you see some pieces of smashed wood.
There's a wooden door to the north.
There's an iron door to the west.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

No goods
No mundane items
No items
No coins

Room 10:


This room is very dark.
There are 2 wooden doors to the south.

NPCs (1)

Female Halfling Clr1: CR 1 (ECL 1); HD 1d8; hp 9; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 0; STR: 6 (-2), DEX: 16 (3), CON: 12 (1), INT: 11 (0), WIS: 6 (-2), CHA: 11 (0)
Feats: Improved Shield Bash
Skills: Diplomacy 1, Forgery 1, Gather Information 2, Hide 4, Listen -1, Spot -1, Spellcraft 1

Special Qualities: Turn or rebuke undead

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

Treasure

No goods
Artisan's tools, masterwork {worth 55 gp}
No items
120 gp

Room 11:


This room is lightless.
There are 2 wooden doors to the south.

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
6000 cp

Room 12:


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

NPCs (1)

Gyrthtauron Male Elf Brd1: CR 1 (ECL 1); HD 1d6; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will 7; STR: 13 (1), DEX: 13 (1), CON: 13 (1), INT: 13 (1), WIS: 16 (3), CHA: 12 (1)
Feats: Iron Will
Skills: Appraise 3, Climb 2, Forgery 2, Hide 2, Intimidate 3, Jump 2, Ride 3, Search 3, Sense Motive 4, Survival 4, Swim 2, Use Rope 2, Spellcraft 3, Tumble 3

Special Qualities: Immunities: sleep; Low-light vision; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
No items
120 gp

Room 13:


This room is well lit. The air has a rancid smell.
There's an iron door to the north.
There's a stone 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)

Female Human Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 1; STR: 14 (2), DEX: 12 (1), CON: 12 (1), INT: 17 (3), WIS: 9 (-1), CHA: 16 (3)
Feats: Iron Will, Combat Expertise
Skills: Appraise 4, Bluff 4, Climb 3, Concentration 3, Disguise 6, Escape Artist 3, Forgery 4, Gather Information 4, Heal 0, Intimidate 4, Listen 2, Move Silently 3, Ride 2, Search 4, Sense Motive 0, Spot 0, Survival 0, Swim 4, Use Rope 3, Handle Animal 7

Special Qualities: 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
600 sp

Room 14:


This room is lightless and your nostrils are flooded by a biting stench. Close to the southern wall there's a broken hourglass.
There's an iron door to the west.
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
110 gp

Room 15:


This room is lightless. You hear the faint sound of a campfire, but can't quite place where it comes from.
There's a wooden door to the north.

NPCs (1)

Female Githzerai Bbn1: CR 2 (ECL 3); HD 1d12; hp 12; Init +5; AC 15 (touch 15, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 2, Ref 5, Will 2; STR: 16 (3), DEX: 20 (5), CON: 11 (0), INT: 7 (-2), WIS: 14 (2), CHA: 7 (-2)
Feats: Magical Aptitude
Skills: Balance 6, Climb 4, Escape Artist 6, Forgery -1, Gather Information -1, Move Silently 7, Sense Motive 3, Spellcraft 0, Use Magic Device 0

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 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
Undetectable alignment (potion) {worth 300 gp}
120 gp

Room 16:


This room is lightless.
There's a wooden door to the west.

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
No items
40 pp

Room 17:


This room is barely lit. Near the center of the room there's a loose floor tile.
There's a wooden door to the south.
There's an iron door to the south.
There's a stone 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).

NPCs (1)

Male Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 10; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 0, Ref 3, Will 1; STR: 3 (-4), DEX: 16 (3), CON: 6 (-2), INT: 5 (-3), WIS: 12 (1), CHA: 18 (4)
Feats: Stealthy
Skills: Heal 2, Hide 5, Listen 2, Move Silently 5, Ride 4, Spot 2

Special Qualities: 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
500 sp

Room 18:


This room is lightless. You are surrounded by a rotten smell. In the southern wall there's a blue stain on the floor.
There's a wooden door to the north.
There's a wooden door to the east.

NPCs (1)

uque'Shrinolu Male Drow Rgr1: CR 2 (ECL 3); HD 1d10; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 4, Ref 3, Will 1; STR: 10 (0), DEX: 16 (3), CON: 14 (2), INT: 15 (2), WIS: 12 (1), CHA: 13 (1)
Feats: Quick Draw
Skills: Appraise 3, Balance 5, Concentration 3, Diplomacy 2, Disguise 2, Escape Artist 5, Gather Information 3, Heal 2, Hide 5, Intimidate 2, Jump 1, Move Silently 4, Ride 4, Sense Motive 2, Spot 4, Survival 2, Swim 1, Use Rope 4

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
Darkwood Shield {worth 257 gp}
No items
120 gp

Room 19:


This room is magically lit. The air has a sour stench. Near the western wall you see some violet lichen.
There's a wooden door to the north.
There's a wooden door to the east.
There's an iron 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).

Monsters (1)

Vermin:Monstrous Spider, Medium-Size: CR 1; HD 2d8+2 (11); Init +3 (Dex); AC 14 (+3 Dex, +1 natural); Atk: Bite +4 melee; Dmg: Bite 1d6 and poison; Special Atk: Poison, web; AL Always neutral; SV Fort 4 Ref 3 Will 0; STR 11, DEX 17, CON 12, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +12, Hide +10, Jump +0*, Spot +7*
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
90 gp

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