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 down #3 Stair up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


This room is lightless. Your nostrils are flooded by an indescribable stench.
There's a stone door to the north.
There's an iron door to the south.

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

Eye agate {worth 32 gp}
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 2:


This room is well lit and your nostrils are flooded by a distinctive stench. Close to the southern wall there's a broken vial.
There's a stone door to the east.
There are 2 wooden doors to the east.

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
600 sp
0 cp
0 gp
0 pp

Room 3:


This room is magically lit. You are surrounded by a sour smell.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Female Half-elf Clr1: CR 1 (ECL 1); HD 1d8; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 2, Will 3; STR: 14 (2), DEX: 14 (2), CON: 12 (1), INT: 10 (0), WIS: 12 (1), CHA: 12 (1)
Feats: Dodge
Skills: Climb 3, Escape Artist 4, Forgery 1, Hide 3, Move Silently 3, Spot 2, Swim 3

Special Qualities: Low-light vision; Immunities: sleep; 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
6000 cp
0 sp
0 gp
0 pp

Room 4:


This room is barely lit. Your nostrils are flooded by a nasty smell. In the northern wall you see some pieces of smashed wood. Lying on the floor you see a cornet.
There's a stone door to the north.
There's a wooden door to the east.

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
0 cp
0 sp
0 gp
0 pp

Room 5:


This room is completely dark and the air has a funny stench. Echoes of yawning can be heard in the distance.
There's a wooden door to the south.
There's a stone door to the south.

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
300 sp
0 cp
0 gp
0 pp

Room 6:


This room is barely lit. In the distance you seem to perceive the sound of yawning.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Vuzolin'aghar Female Drow Sor1: CR 2 (ECL 3); HD 1d4; hp 6; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref -2, Will 3; STR: 11 (0), DEX: 7 (-2), CON: 15 (2), INT: 16 (3), WIS: 12 (1), CHA: 15 (2)
Feats: Deceitful
Skills: Appraise 4, Balance 0, Bluff 3, Disguise 4, Escape Artist -1, Forgery 5, Gather Information 3, Heal 3, Hide 0, Listen 2, Move Silently 0, Ride -1, Search 4, Sense Motive 2, Use Rope -1, Spellcraft 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Summon familiar

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

Treasure

No goods
Acid (6 flasks, 10 gp each) {worth 60 gp}
No items
1000 cp
0 sp
0 gp
0 pp

Room 7:


This room is completely dark. For an instant you hear the sound of a campfire, but then it stops. In the center of the room you find a white feather.
There's a stone door to the north.
There are 2 stone doors to the east.

NPCs (1)

Female Duergar Rgr1: CR 2 (ECL 2); HD 1d10; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 4, Ref 1, Will 0; STR: 9 (-1), DEX: 13 (1), CON: 15 (2), INT: 13 (1), WIS: 10 (0), CHA: 7 (-2)
Feats: Quick Draw
Skills: Appraise 2, Balance 3, Bluff -1, Climb 0, Gather Information -1, Heal 1, Intimidate 0, Jump 0, Listen 2, Move Silently 2, Search 2, Spot 1, Swim 2, Use Rope 3

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 8:


This room is very dark and the air is hazey. Near the southeastern corner you find a dead mouse.
There's a stone door to the east.

Monsters (1)

Animal:Camel: CR 1; HD 3d8+6 (19); Init +3 (Dex); AC 13 (-1 size, +3 Dex, +1 natural); Atk: Bite +5 melee; Dmg: Bite 1d4+6; Special Atk: ; AL Always neutral; SV Fort 5 Ref 6 Will 1; STR 18, DEX 16, CON 14, INT 1, WIS 11, CHA 4;
Feats:
Skills: Listen +5, Spot +5
Special Qualities: Scent;

Treasure

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

Room 9:


This room is lit by a single torch. For an instant you hear the sound of screeching metal, but then it stops. Near the center of the room you find a scorch mark on the floor. You spot an old helm a few feet from you.
There's a wooden door to the east.

Monsters (1)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

No goods
Masterwork Crossbow, heavy {worth 350 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 10:


This room is well lit and the air is shallow. Near the western wall there's some violet lichen.
There's a wooden door to the east.

NPCs (1)

Male Half-elf Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 7; STR: 16 (3), DEX: 16 (3), CON: 15 (2), INT: 13 (1), WIS: 16 (3), CHA: 13 (1)
Feats: Iron Will
Skills: Concentration 3, Forgery 2, Jump 5, Move Silently 4, Search 2, Spot 4, Survival 5, Swim 4, Use Rope 4, Spellcraft 2

Special Qualities: Low-light vision; Immunities: sleep; Turn or rebuke undead

Suggested armor: none

Treasure

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

Room 11:


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

NPCs (1)

Male Githzerai Ftr1: CR 2 (ECL 3); HD 1d10; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 1, Ref 2, Will 2; STR: 14 (2), DEX: 15 (2), CON: 8 (-1), INT: 13 (1), WIS: 14 (2), CHA: 11 (0)
Feats: Self-Sufficient, Improved Unarmed Strike
Skills: Bluff 2, Gather Information 3, Heal 4, Hide 3, Listen 4, Search 3, Survival 4, Handle Animal 1

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

Suggested armor: Breast plate (+5AC, 200gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

Cloth of gold vestments {worth 100 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 12:


This room is lightless. A faint sound of a groan can be heard from here.
There's a wooden door to the east.

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
Scroll: Summon Monster II (Sor/Wis2) (150 gp) {worth 150 gp}
50 gp
0 cp
0 sp
0 pp

Room 13:


This room is well lit. A faint sound of rattling chains can be heard from here. Close to the northeastern corner you see a violet stain on the floor.
There's a wooden door to the north.
There's a stone door to the north.
There's a wooden 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
6000 cp
0 sp
0 gp
0 pp

Room 14:


This room is well lit and your nostrils are flooded by a strange stench.
There's a wooden door to the west.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, 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
110 gp
0 cp
0 sp
0 pp

Room 15:


This room is barely lit.
There's a stone door to the south.

NPCs (1)

Zesxae Male Drow Mnk1: CR 2 (ECL 3); HD 1d8; hp 8; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref 0, Will 1; STR: 6 (-2), DEX: 7 (-2), CON: 10 (0), INT: 13 (1), WIS: 9 (-1), CHA: 15 (2)
Feats: Acrobatic, Combat Expertise
Skills: Balance -1, Bluff 3, Concentration 1, Disguise 4, Gather Information 5, Hide -1, Intimidate 3, Jump 0, Ride 0, Sense Motive 2, Spot 0, Survival 0, Swim -1, Tumble 0

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: none

Treasure

No goods
Banded mail {worth 250 gp}
No items
100 sp
0 cp
0 gp
0 pp

Room 16:


This room is very dark.
There are 2 wooden doors to the east.
There's a stone door to the east.

Traps (1)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
Everburning torch {worth 110 gp}
No items
40 gp
0 cp
0 sp
0 pp

Room 17:


This room is barely lit. Your nostrils are flooded by a yeasty smell.
There's an iron door to the east.
There's a wooden door to the east.

NPCs (1)

Female Duergar Pal1: CR 2 (ECL 2); HD 1d10; hp 14; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 6, Ref 0, Will 2; STR: 14 (2), DEX: 11 (0), CON: 19 (4), INT: 12 (1), WIS: 14 (2), CHA: 9 (-1)
Feats: Blind-Fight
Skills: Diplomacy 0, Forgery 3, Heal 3, Jump 4, Ride 1, Sense Motive 3, Spot 3, Swim 3, Handle Animal 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Half-plate (+7AC, 600gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

No goods
Masterwork Greatclub {worth 305 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 18:


This room is barely lit and you are surrounded by a noxious smell. Close to the center of the room you see a piece of rotten rope.
There's a wooden door to the south.

NPCs (1)

Male Half-elf Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 3; STR: 7 (-2), DEX: 14 (2), CON: 14 (2), INT: 15 (2), WIS: 12 (1), CHA: 12 (1)
Feats: Endurance
Skills: Balance 3, Concentration 3, Disguise 3, Escape Artist 3, Gather Information 3, Heal 2, Hide 4, Intimidate 2, Move Silently 3, Search 3, Swim -1, Use Rope 3, Spellcraft 3

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

Suggested armor: none

Treasure

No goods
No mundane items
Longsword +5 [Keen] [Mighty Cleaving] {worth 148315 gp}
3000 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