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 up #0 Stair up #1

Room 1:


This room is barely lit. In the northeastern corner there's a patch of fungus.
There's a wooden door to the east.

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
10 pp
0 cp
0 sp
0 gp

Room 2:


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

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

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

Room 3:


This room is lightless.
There's a stone door to the south.
There's an iron 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
1000 cp
0 sp
0 gp
0 pp

Room 4:


This room is very dark. The air has an acrid smell.
There's a stone door to the east.
There's a wooden door to the east.

NPCs (1)

Male Githyanki Pal1: CR 2 (ECL 3); HD 1d10; hp 9; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 1, Ref 3, Will -1; STR: 8 (-1), DEX: 16 (3), CON: 9 (-1), INT: 9 (-1), WIS: 9 (-1), CHA: 9 (-1)
Feats: Athletic
Skills: Bluff 0, Climb 1, Diplomacy 0, Ride 4, Swim 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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
600 sp
0 cp
0 gp
0 pp

Room 5:


This room is well lit and your nostrils are flooded by a vile smell. You hear the faint sound of rusty hinges, but can't quite place where it comes from.
There's a stone door to the south.
There's a wooden door to the north.

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
0 cp
0 sp
0 gp
0 pp

Room 6:


This room is lit by a single torch. You hear the faint sound of screeching metal, but can't quite place where it comes from. Near the eastern wall you find a loose floor tile.
There's a stone door to the west.

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)

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
0 cp
0 sp
0 gp
0 pp

Room 7:


This room is well lit. Your nostrils are flooded by a moldy smell. Near the northwestern corner you see an illegible engraving on the floor. Close to you there's a bracelet.
There's a wooden door to the south.

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
120 gp
0 cp
0 sp
0 pp

Room 8:


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

Monsters (1)

Gnome:Svirfneblin: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+1 size, +4 chain shirt, +1 small shield); Atk: Short sword +2 melee; or light crossbow +2 ranged; Dmg: Short sword 1d6-1; or light crossbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral good; SV Fort 5 Ref 2 Will 2; STR 8, DEX 12, CON 12, INT 10, WIS 12, CHA 6;
Feats: Weapon Focus (short sword)
Skills: Hide +2*, Listen +4, Spot +2
Special Qualities: Svirfneblin traits, non-detection, speak with animals;

Treasure

Zircon {worth 60 gp}
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 9:


This room is lightless. The air has a biting stench.
There are 2 wooden doors to the south.
There's a stone door to the south.

NPCs (1)

Male Half-orc Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 1, Will -1; STR: 8 (-1), DEX: 12 (1), CON: 15 (2), INT: 10 (0), WIS: 9 (-1), CHA: 11 (0)
Feats: Agile
Skills: Balance 3, Concentration 3, Disguise 2, Escape Artist 3, Forgery 1, Gather Information 1, Heal 0, Intimidate 1, Jump 0, Listen 0, Move Silently 2, Search 1, Sense Motive 0, Use Rope 2, Handle Animal 2

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

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

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

Room 10:


This room is completely dark. Near the eastern wall you find a moldy parchment.
There's a stone door to the north.
There are 2 wooden doors to the west.

NPCs (1)

Female Dwarf Sor1: CR 1 (ECL 1); HD 1d4; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref 2, Will 2; STR: 8 (-1), DEX: 15 (2), CON: 20 (5), INT: 10 (0), WIS: 11 (0), CHA: 14 (2)
Feats: Nimble Fingers
Skills: Climb 0, Escape Artist 3, Gather Information 3, Heal 1, Hide 4, Search 2, Disable Device 2, Open Lock 4

Special Qualities: Darkvision: 60ft; Summon familiar

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

Treasure

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

Room 11:


This room is shrouded in magical darkness.
There's a wooden door to the west.

NPCs (1)

Male Half-elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 14; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 6, Ref -1, Will 0; STR: 10 (0), DEX: 8 (-1), CON: 18 (4), INT: 14 (2), WIS: 11 (0), CHA: 12 (1)
Feats: Agile
Skills: Balance 1, Bluff 3, Concentration 7, Diplomacy 4, Disguise 2, Escape Artist 1, Forgery 3, Hide 1, Intimidate 3, Jump 1, Ride 0, Search 3, Survival 1, Swim 2, Use Rope 1, Handle Animal 3

Special Qualities: Low-light vision; Immunities: sleep; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
Masterwork Siangham {worth 303 gp}
No items
150 gp
0 cp
0 sp
0 pp

Room 12:


This room is completely dark. The air is thick. You hear the sound of a gust of wind in the distance. Close to the center of the room you find a few pieces of stained glass (made to resemble gems).
There's a wooden door to the west.
There are 2 wooden doors to the north.

NPCs (1)

Male Githyanki Pal1: CR 2 (ECL 3); HD 1d10; hp 13; Init +3; AC 10 (touch 10, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 5, Ref -1, Will 3; STR: 12 (1), DEX: 9 (-1), CON: 16 (3), INT: 11 (0), WIS: 16 (3), CHA: 9 (-1)
Feats: Improved Initiative
Skills: Concentration 4, Escape Artist 0, Hide 0, Jump 2, Listen 4, Move Silently 0, Use Rope 0, Handle Animal 0

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

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

Room 13:


This room is shrouded in magical darkness. In the distance you seem to perceive the sound of footsteps.

NPCs (1)

Female Githyanki Mnk1: CR 2 (ECL 3); HD 1d8; hp 9; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 6, Will 1; STR: 14 (2), DEX: 19 (4), CON: 13 (1), INT: 12 (1), WIS: 9 (-1), CHA: 11 (0)
Feats: Negotiator, Point Blank Shot
Skills: Balance 5, Bluff 1, Climb 3, Diplomacy 2, Forgery 2, Gather Information 1, Heal 1, Intimidate 1, Jump 4, Listen 2, Sense Motive 1, Spot 0, Swim 3, Use Rope 6, Tumble 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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 14:


This room is lightless. The air has a yeasty smell. For an instant you hear the sound of footsteps, but then it stops.
There's a stone door to the south.
There's a wooden 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

brass mug with jade inlays {worth 300 gp}
No mundane items
No items
600 sp
0 cp
0 gp
0 pp

Room 15:


This room is barely lit.
There's an iron door to the east.
There are 2 wooden doors to the east.

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).

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
110 gp
0 cp
0 sp
0 pp

Room 16:


This room is completely dark. You are surrounded by a vile smell. You hear the sound of a groan in the distance. Close to the northern wall you see a broken ceramic bowl.

NPCs (1)

Nanraud Male Elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref -1, Will 1; STR: 13 (1), DEX: 9 (-1), CON: 10 (0), INT: 17 (3), WIS: 12 (1), CHA: 15 (2)
Feats: Great Fortitude, Armor Proficiency (light)
Skills: Appraise 5, Balance 0, Concentration 1, Diplomacy 3, Disguise 3, Forgery 4, Gather Information 4, Heal 2, Intimidate 4, Jump 2, Search 5, Sense Motive 3, Spot 2, Survival 2, Use Rope 0

Special Qualities: Immunities: sleep; Low-light vision

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
800 sp
0 cp
0 gp
0 pp

Room 17:


This room is lit by a single torch. Near the northeastern corner you find a crystal eye. Lying on the floor you see a door handle.
There are 2 stone doors to the north.

Monsters (1)

Lizardfolk: CR 1; HD 2d8+2 (11); Init +0; AC 15 (+5 natural) or 17 (+5 natural, +2 large shield); Atk: 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged; Dmg: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1; Special Atk: ; AL Usually neutral; SV Fort 1 Ref 3 Will 0; STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10;
Feats: Multiattack
Skills: Balance +4, Jump +7, Swim +9
Special Qualities: ;

Treasure

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

Room 18:


This room is well lit. The air is stale. You hear the sound of flowing water in the distance. In the southwestern corner you find a red stain on the floor.

Monsters (1)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

Treasure

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

Room 19:


This room is lightless. In the southern wall there's a pentagram drawn on the floor.
There's a wooden door to the north.

Monsters (1)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

No goods
No mundane items
Gloves of swimming and climbing {worth 6250 gp}
0 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