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

Room 1:


This room is very dark.
There's an iron door to the north.
There's a stone door to the north.
There's a wooden door to the east.

NPCs (1)

Female Duergar Pal1: CR 2 (ECL 2); HD 1d10; hp 14; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 6, Ref 1, Will 3; STR: 12 (1), DEX: 12 (1), CON: 18 (4), INT: 15 (2), WIS: 13 (1), CHA: 6 (-2)
Feats: Iron Will
Skills: Concentration 5, Disguise 0, Gather Information 0, Heal 2, Hide 3, Jump 2, Ride 2, Search 3, Sense Motive 2, Spot 3, Survival 2, Use Rope 2

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

Suggested armor: Full plate (+8AC, 1500gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

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

Room 2:


This room is well lit. The air has a strong moldy smell. Close to the northwestern corner you find a pentagram drawn on the floor.
There's a wooden door to the east.
There's a wooden door to the north.
There's a wooden 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

rich purple corundum {worth 2400 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 3:


This room is lit by a single torch.
There are 2 wooden doors to the south.
There's a stone door to the south.

Monsters (1)

Animal:Squid: CR 1; HD 3d8 (13); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: 10 arms +4 melee, bite -1 melee; Dmg: Arms 0, bite 1d6+1; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 2; STR 14, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Ink cloud, jet;

Treasure

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

Room 4:


This room is magically lit. You hear the sound of rattling chains in the distance. Near the southeastern corner there's a black marble.
There's a stone door to the south.
There are 2 wooden doors to the east.

Monsters (1)

Animal:Horse, Heavy: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee; Dmg: Hoof 1d6+2; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 15, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

Treasure

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

Room 5:


This room is completely dark and you are surrounded by a sulphur smell.
There's a wooden door to the east.

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)

Ereiniâgor Female Elf Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 4, Will 2; STR: 7 (-2), DEX: 15 (2), CON: 10 (0), INT: 13 (1), WIS: 11 (0), CHA: 16 (3)
Feats: Nimble Fingers
Skills: Balance 4, Bluff 6, Concentration 1, Diplomacy 4, Escape Artist 3, Forgery 4, Gather Information 4, Hide 3, Intimidate 4, Move Silently 3, Ride 3, Survival 1, Decipher Script 2, Tumble 3, Use Magic Device 4, Disable Device 3, Open Lock 4

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

Room 6:


This room is well lit. A faint sound of rattling chains can be heard from here.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

GaurDenginlô Female Elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 3; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 3, Will 3; STR: 12 (1), DEX: 16 (3), CON: 8 (-1), INT: 15 (2), WIS: 13 (1), CHA: 13 (1)
Feats: Improved Shield Bash
Skills: Concentration 0, Diplomacy 2, Forgery 3, Gather Information 2, Heal 2, Intimidate 2, Jump 4, Move Silently 5, Ride 4, Search 3, Survival 3, Spellcraft 3

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

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

Treasure

No goods
Masterwork Bolts, crossbow (50) {worth 350 gp}
No items
6000 cp
0 sp
0 gp
0 pp

Room 7:


This room is completely dark. The air is stale. Close to the northwestern corner you see a blue stain on the floor.
There's a stone door to the south.
There's a wooden door to the south.

NPCs (1)

Female Ogre Rgr1: CR 4 (ECL 7); HD 4d8+1d10; hp 15; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 7, Ref 0, Will 2; STR: 25 (7), DEX: 10 (0), CON: 20 (5), INT: 8 (-1), WIS: 14 (2), CHA: 6 (-2)
Feats: Agile, Diligent, Stealthy
Skills: Appraise 1, Balance 2, Climb 8, Concentration 6, Diplomacy -1, Escape Artist 2, Forgery 0, Heal 3, Hide 2, Intimidate -1, Move Silently 2, Sense Motive 3, Survival 3, Swim 9, Use Rope 1, Decipher Script 1

Special Qualities: Darkvision: 60ft; 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 8:


This room is very dark. The air is hazey. Close to the southwestern corner there's a pile of bones.
There's a wooden door to the east.
There's a wooden door to the south.

Monsters (1)

Animal:Mule: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +4 melee; Dmg: Hoof 1d4+3; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 1; STR 16, DEX 13, CON 17, INT 2, WIS 11, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: ;

Treasure

No goods
Musical instrument, masterwork {worth 100 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 9:


This room is well lit.

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
100 gp
0 cp
0 sp
0 pp

Room 10:


This room is barely lit and the air has a mild putrid smell. In the northeastern corner you find a piece of rotten rope.
There's an iron door to the north.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Male Halfling Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 5, Ref 3, Will 1; STR: 6 (-2), DEX: 16 (3), CON: 13 (1), INT: 16 (3), WIS: 12 (1), CHA: 9 (-1)
Feats: Great Fortitude
Skills: Appraise 4, Balance 4, Bluff 3, Climb -1, Concentration 3, Diplomacy 0, Disguise 3, Escape Artist 4, Forgery 5, Gather Information 0, Heal 2, Hide 4, Intimidate 0, Listen 2, Search 4, Survival 3, Swim -1, Use Rope 5

Special Qualities: 1st favored enemy; Track; Wild empathy

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 11:


This room is well lit and your nostrils are flooded by a foul stench. A distant sound of falling debris can be heard. Near the northern wall you see some violet lichen.
There's a wooden door to the north.

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
0 cp
0 sp
0 gp
0 pp

Room 12:


This room is magically lit. Your nostrils are flooded by a bitter smell.
There's an iron door to the south.

NPCs (1)

Gimchar Male Dwarf Drd1: CR 1 (ECL 1); HD 1d8; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 1, Will 2; STR: 15 (2), DEX: 12 (1), CON: 6 (-2), INT: 11 (0), WIS: 10 (0), CHA: 9 (-1)
Feats: Shield Proficiency
Skills: Balance 2, Bluff 0, Climb 4, Concentration -1, Disguise 0, Escape Artist 2, Heal 2, Hide 2, Intimidate 0, Listen 2, Ride 2, Search 1, Swim 3

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
No items
4000 cp
0 sp
0 gp
0 pp

Room 13:


This room is lightless.
There's a stone door to the north.

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
No mundane items
Aid (potion) {worth 300 gp}
80 gp
0 cp
0 sp
0 pp

Room 14:


This room is very dark. You hear the faint sound of clinging coins, but can't quite place where it comes from.
There's an iron door to the north.
There's a wooden door to the north.

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
200 sp
0 cp
0 gp
0 pp

Room 15:


This room is very dark and the air is thick.
There are 2 wooden doors to the west.
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
90 gp
0 cp
0 sp
0 pp

Room 16:


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

NPCs (1)

Male Githyanki Sor1: CR 2 (ECL 3); HD 1d4; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 0, Will 2; STR: 17 (3), DEX: 11 (0), CON: 15 (2), INT: 13 (1), WIS: 10 (0), CHA: 16 (3)
Feats: Improved Unarmed Strike
Skills: Appraise 2, Climb 5, Forgery 2, Heal 1, Jump 4, Search 2, Sense Motive 1, Swim 4, Use Rope 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
700 sp
0 cp
0 gp
0 pp

Room 17:


This room is well lit and the air is thick.
There are 2 wooden doors to the west.

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
80 gp
0 cp
0 sp
0 pp

Room 18:


This room is lightless. Close to you there's a golden tooth.

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)

Omath Male Orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 4, Ref 4, Will 4; STR: 13 (1), DEX: 14 (2), CON: 15 (2), INT: 11 (0), WIS: 11 (0), CHA: 8 (-1)
Feats: Combat Reflexes, Iron Will
Skills: Balance 4, Bluff 0, Concentration 4, Diplomacy 0, Disguise 1, Hide 4, Move Silently 3, Ride 4, Swim 2, Use Rope 3, Tumble 3

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
Masterwork Shuriken {worth 301 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 19:


This room is lightless. You hear the faint sound of footsteps, but can't quite place where it comes from.
There are 2 wooden doors to the south.
There's a stone door to the south.

Monsters (1)

Vermin:Monstrous Scorpion, Medium-Size: CR 1; HD 2d8+4 (13); Init +0; AC 14 (+4 natural); Atk: 2 claws +2 melee, sting -3 melee; Dmg: Claw 1d4+1, sting 1d4 and poison; Special Atk: Improved grab, squeeze, poison; AL Always neutral; SV Fort 5 Ref 0 Will 0; STR 13, DEX 10, CON 14, INT , WIS 10, CHA 2;
Feats:
Skills: Climb +8, Hide +8, Spot +7
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
2000 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