Level 1 Dungeon (14 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 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


This room is magically lit. The air has a rancid stench. Echoes of a flute can be heard in the distance. In the northwestern corner you find two small rag dolls.
There's a wooden door to the west.

NPCs (1)

Female Dwarf Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 1, Will 0; STR: 12 (1), DEX: 13 (1), CON: 11 (0), INT: 14 (2), WIS: 11 (0), CHA: 4 (-3)
Feats: Improved Shield Bash
Skills: Appraise 3, Balance 4, Diplomacy -2, Disguise -2, Intimidate -2, Move Silently 2, Ride 4, Search 3, Sense Motive 1, Spot 1, Swim 3

Special Qualities: Darkvision: 60ft; 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
No mundane items
Scroll: Shield Other (Clr2), Augury (Clr2), Silence (Clr2) (150 gp each) {worth 450 gp}
700 sp
0 cp
0 gp
0 pp

Room 2:


This room is adecuately lit. A faint sound of clinging coins can be heard from here. Near the center of the room there's a moldy parchment.
There's a wooden door to the north.

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
40 gp
0 cp
0 sp
0 pp

Room 3:


This room is adecuately lit. Close to the southern wall you see a broken tile on the floor.
There's an iron door to the south.
There's a wooden door to the south.
There's a wooden door to the east.

Traps (2)

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).

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

NPCs (1)

Female Half-elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref -1, Will 1; STR: 14 (2), DEX: 9 (-1), CON: 11 (0), INT: 14 (2), WIS: 12 (1), CHA: 9 (-1)
Feats: Track
Skills: Balance 1, Bluff 0, Concentration 1, Disguise 1, Escape Artist 0, Forgery 3, Heal 3, Hide 0, Intimidate 1, Jump 3, Listen 3, Move Silently 1, Search 4, Sense Motive 2, Spot 2, Survival 3

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

Room 4:


This room is well lit. The air is foggy. Near the southern wall there's a water puddle.
There's a wooden door to the east.

NPCs (1)

Male Githyanki Sor1: CR 2 (ECL 3); HD 1d4; hp 6; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 3, Will 5; STR: 12 (1), DEX: 17 (3), CON: 14 (2), INT: 15 (2), WIS: 16 (3), CHA: 13 (1)
Feats: Deceitful
Skills: Balance 4, Climb 2, Diplomacy 2, Disguise 3, Escape Artist 4, Forgery 4, Heal 5, Listen 4, Ride 4, Search 3, Spot 5, Survival 4, Use Rope 5, Spellcraft 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Summon familiar

Suggested armor: none

Treasure

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

Room 5:


This room is lightless. The air is dense. You hear the faint sound of screeching metal, but can't quite place where it comes from.
There are 2 wooden doors to the east.
There's a stone door to the west.

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

No goods
No mundane items
No items
2000 cp
0 sp
0 gp
0 pp

Room 6:


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

NPCs (1)

Male Human Sor1: 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 5; STR: 15 (2), DEX: 15 (2), CON: 16 (3), INT: 12 (1), WIS: 17 (3), CHA: 17 (3)
Feats: Improved Shield Bash, Nimble Fingers
Skills: Appraise 3, Balance 3, Bluff 4, Climb 3, Diplomacy 4, Gather Information 4, Heal 4, Intimidate 4, Jump 3, Move Silently 4, Ride 4, Spot 5, Disable Device 3, Open Lock 4

Special Qualities: Summon familiar

Suggested armor: none

Treasure

amethyst {worth 80 gp}
No mundane items
No items
600 sp
0 cp
0 gp
0 pp

Room 7:


This room is well lit and the air has a mild fruity smell. You hear the sound of falling debris in the distance.
There are 2 wooden doors to the north.
There's a wooden door to the south.

NPCs (1)

Male Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 7; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will 1; STR: 6 (-2), DEX: 17 (3), CON: 9 (-1), INT: 13 (1), WIS: 8 (-1), CHA: 11 (0)
Feats: Negotiator
Skills: Appraise 3, Diplomacy 2, Escape Artist 4, Forgery 2, Gather Information 1, Heal 0, Hide 4, Ride 4, Search 2, Sense Motive 1, Spot 0, Swim -1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
120 gp
0 cp
0 sp
0 pp

Room 8:


This room is adecuately lit. Close to the eastern wall you see the remains of an eyepatch.
There's a wooden door to the east.
There's a wooden door to the south.

Monsters (1)

Sprite:Grig: CR 1; HD 1/2 d6+1 (2); Init +4 (Dex); AC 18 (+2 size, +4 Dex, +2 natural); Atk: Dagger +6 melee; or composite shortbow +6 ranged; Dmg: Dagger 1d4-3; or composite shortbow 1d4; Special Atk: Spell-like abilities, fiddle; AL Always neutral good; SV Fort 1 Ref 6 Will 3; STR 5, DEX 18, CON 13, INT 10, WIS 13, CHA 14;
Feats: Dodge, Weapon Finesse (dagger)
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4
Special Qualities: SR 17;

Treasure

No goods
Half-plate {worth 600 gp}
No items
200 sp
0 cp
0 gp
0 pp

Room 9:


This room is well lit. The air is foggy. A faint sound of screeching metal can be heard from here. Near the northeastern corner there's a loose floor tile.
There's a stone door to the west.
There's a wooden door to the west.
There's a wooden door to the south.

Monsters (1)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

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

Room 10:


This room is lightless and the air has a distinctive stench. Close to the northwestern corner you find a needle.
There's an iron door to the north.

NPCs (1)

Male Half-orc Brd1: CR 1 (ECL 1); HD 1d6; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 2; STR: 17 (3), DEX: 13 (1), CON: 18 (4), INT: 8 (-1), WIS: 10 (0), CHA: 12 (1)
Feats: Toughness
Skills: Balance 2, Bluff 3, Climb 5, Forgery 0, Gather Information 2, Listen 1, Spot 2, Survival 1, Spellcraft 0

Special Qualities: Darkvision: 60ft; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

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

Room 11:


This room is lightless. Echoes of a slammed door can be heard in the distance. Near the southern wall there's a dead mouse.
There's a stone door to the east.

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
No mundane items
Scroll: Protection from Arrows (Sor/Wis2), Detect Thoughts (Sor/Wis2), Darkness (Sor/Wis2) (150 gp each) {worth 450 gp}
30 gp
0 cp
0 sp
0 pp

Room 12:


This room is barely lit. A faint sound of scurrying mice can be heard from here.
There's a wooden door to the west.

NPCs (1)

Male Ogre Sor1: CR 4 (ECL 7); HD 4d8+1d4; hp 6; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 2, Ref -1, Will 2; STR: 21 (5), DEX: 9 (-1), CON: 14 (2), INT: 10 (0), WIS: 11 (0), CHA: 11 (0)
Feats: Point Blank Shot, Improved Shield Bash, Acrobatic
Skills: Bluff 1, Escape Artist 0, Heal 1, Jump 7, Search 2, Swim 6, Spellcraft 1, Tumble 1

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 13:


This room is very dark. Close to the southeastern corner you find some violet lichen. Close to you there's an eyepatch.
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)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

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

Room 14:


This room is very dark and the air has a floury stench.
There are 2 wooden doors to the east.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

No goods
No mundane items
No items
140 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