Level 1 Dungeon (15 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 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. Close to the northwestern corner there's a small salt circle spread on the floor.
There's a wooden door to the south.
There are 2 wooden doors 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)

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

Room 2:


This room is well lit and the air has a mild putrid smell. A distant sound of screeching metal can be heard.
There are 2 wooden doors to the west.
There's a stone door to the north.

NPCs (1)

Male Halfling Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init +2; AC 15 (touch 13, flat-footed 13, misc 2, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 4, Will 4; STR: 9 (-1), DEX: 14 (2), CON: 13 (1), INT: 15 (2), WIS: 15 (2), CHA: 11 (0)
Feats: Combat Expertise, Great Fortitude
Skills: Balance 3, Bluff 2, Climb 1, Concentration 2, Escape Artist 3, Forgery 3, Heal 4, Hide 3, Intimidate 2, Jump 0, Move Silently 4, Ride 3, Search 3, Spot 3, Survival 3, Swim 0, Use Rope 5

Special Qualities: Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 3:


This room is barely lit. The air has a strong unpleasant smell. Near the western wall there's a few pieces of parchment.
There's an iron door to the south.
There's a wooden door to the south.
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
4000 cp
0 sp
0 gp
0 pp

Room 4:


This room is well lit.
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)

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

Room 5:


This room is magically lit. The air has a mild putrid smell.
There are 2 stone doors to the north.
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
Thieves' tools, masterwork {worth 50 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 6:


This room is well lit and the air is foggy.
There are 2 wooden doors to the east.
There's a wooden door to the north.

NPCs (1)

Durvrae Female Drow Rog1: CR 2 (ECL 3); HD 1d6; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 0, Ref 3, Will 1; STR: 16 (3), DEX: 12 (1), CON: 10 (0), INT: 8 (-1), WIS: 13 (1), CHA: 12 (1)
Feats: Improved Shield Bash
Skills: Appraise 2, Balance 2, Bluff 2, Disguise 2, Gather Information 2, Heal 2, Hide 3, Intimidate 4, Listen 2, Move Silently 4, Ride 2, Search 1, Spot 4, Survival 2, Disable Device 1, Sleight Of Hand 2, Tumble 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Trap finding; Sneak attack +1d6

Suggested armor: none

Treasure

Chalcedony {worth 40 gp}
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 7:


This room is adecuately lit. Close to the eastern wall there's a wooden amulet.
There's a stone door to the west.
There are 2 wooden doors to the south.

Traps (1)

Poison Dart Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 18; Cost: 700 gp; Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis).

NPCs (1)

RohGos,méd Female Elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +5; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 1, Will 4; STR: 13 (1), DEX: 13 (1), CON: 13 (1), INT: 16 (3), WIS: 14 (2), CHA: 14 (2)
Feats: Improved Initiative
Skills: Appraise 4, Balance 5, Climb 2, Concentration 3, Forgery 5, Intimidate 3, Jump 2, Listen 4, Move Silently 3, Ride 2, Search 4, Spot 3, Swim 2

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

Suggested armor: none

Treasure

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

Room 8:


This room is magically lit. Near the southern wall you see a yellow stain on the floor.

NPCs (1)

Female Human Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 0, Will 3; STR: 16 (3), DEX: 10 (0), CON: 12 (1), INT: 10 (0), WIS: 12 (1), CHA: 12 (1)
Feats: Blind-Fight, Negotiator
Skills: Balance 1, Climb 4, Concentration 2, Diplomacy 3, Escape Artist 1, Forgery 3, Hide 3, Intimidate 3, Move Silently 1, Search 2, Sense Motive 3, Spot 2, Swim 4, Handle Animal 3

Special Qualities: Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 9:


This room is adecuately lit. The air is hazey.
There's a wooden door to the north.
There's an iron door to the north.
There's a wooden door to the west.

NPCs (1)

Male Halfling Ftr1: CR 1 (ECL 1); HD 1d10; hp 13; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 7, Ref 3, Will 1; STR: 10 (0), DEX: 16 (3), CON: 16 (3), INT: 14 (2), WIS: 13 (1), CHA: 11 (0)
Feats: Great Fortitude, Deft Hands
Skills: Balance 4, Bluff 1, Climb 1, Diplomacy 2, Disguise 1, Escape Artist 4, Forgery 4, Heal 2, Move Silently 4, Ride 5, Spot 2, Swim 1, Use Rope 5, Sleight Of Hand 5

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 10:


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

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

Room 11:


This room is barely lit. The air is dense. You hear the faint sound of a groan, but can't quite place where it comes from. In the eastern wall you see a tattered cloak.

Traps (1)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

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
70 gp
0 cp
0 sp
0 pp

Room 12:


This room is well lit. Your nostrils are flooded by a foul stench. In the eastern wall you find a few rags. Close to you there's a ring.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Krulg Male Orc Brd1: CR 1 (ECL 1); HD 1d6; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 2, Ref 4, Will 3; STR: 18 (4), DEX: 15 (2), CON: 14 (2), INT: 10 (0), WIS: 12 (1), CHA: 9 (-1)
Feats: Deft Hands
Skills: Appraise 1, Balance 4, Concentration 3, Forgery 1, Hide 5, Move Silently 3, Sense Motive 2, Survival 2, Use Rope 4, Spellcraft 2, Tumble 3, Use Magic Device 0, Sleight Of Hand 4

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

Room 13:


This room is adecuately lit and the air is rare. Near the center of the room you find a small pile of rocks.
There's a stone door to the south.
There's a wooden door to the south.
There's a wooden door to the east.

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

No goods
Masterwork Scimitar {worth 315 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 14:


This room is barely lit and the air has a mild reek smell. Echoes of dripping water can be heard in the distance. Close to the southwestern corner you see a small mouse looking your way.
There's a wooden door to the east.
There's a stone 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
Masterwork Arrows (50) {worth 350 gp}
No items
110 gp
0 cp
0 sp
0 pp

Room 15:


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

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

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