Level 1 Dungeon (17 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 Stair down #0 Stair up #0

Room 1:


This room is lightless.
There's an iron door to the north.

Traps (1)

Rolling Rock Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 22; Cost: 1,400 gp; Atk +10 melee (2d6, rock).

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

ceremonial electrum dagger with a star ruby in the pommel {worth 800 gp}
Lock, good {worth 80 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 2:


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

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

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

Room 3:


This room is well lit. You spot a rusty dagger a few feet from you.
There's an iron door 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
20 gp
0 cp
0 sp
0 pp

Room 4:


This room is well lit. Echoes of dripping water can be heard in the distance. In the northeastern corner there's a small ball of yarn.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Female Ogre Mage Ftr1: CR 9 (ECL 13); HD 5d8+1d10; hp 15; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 7, Ref 2, Will 6; STR: 19 (4), DEX: 14 (2), CON: 20 (5), INT: 10 (0), WIS: 18 (4), CHA: 18 (4)
Feats: Iron Will, Combat Reflexes, Stealthy, Weapon Finesse
Skills: Appraise 1, Balance 3, Concentration 6, Diplomacy 6, Disguise 5, Heal 6, Hide 4, Intimidate 5, Jump 7, Move Silently 4, Search 2, Sense Motive 7, Spot 5, Survival 6, Swim 5

Special Qualities: Darkvision: 60ft; Regeneration: 5; Spell-like abilities (at will): Darkness, Invisibility; Spell-like abilities (1/day): Charm person (DC14), Cone of cold (DC18), Gaseous form, Polymorph, Sleep (DC14)

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

Treasure

No goods
No mundane items
Scroll: Desecrate (Clr2), Delay Poison (Clr2), Speak with Animals (Clr2) (150 gp each) {worth 450 gp}
300 sp
0 cp
0 gp
0 pp

Room 5:


This room is lightless.
There are 2 wooden doors to the north.
There's a wooden door to the west.

Traps (2)

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).

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.

NPCs (1)

Owaguak Female Orc Clr1: CR 1 (ECL 1); HD 1d8; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 3, Ref 1, Will 0; STR: 21 (5), DEX: 13 (1), CON: 12 (1), INT: 6 (-2), WIS: 7 (-2), CHA: 9 (-1)
Feats: Negotiator
Skills: Diplomacy 1, Sense Motive 0

Special Qualities: Darkvision: 60ft; Light sensitivity; Turn or rebuke undead

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

Treasure

No goods
No mundane items
Scroll: Animal Messenger (Clr2), Gentle Repose (Clr2), Silence (Clr2) (150 gp each) {worth 450 gp}
6000 cp
0 sp
0 gp
0 pp

Room 6:


This room is adecuately lit and the air has a sulphur stench. In the northeastern corner you find several paper scraps laying on the floor.
There are 2 wooden doors to the north.
There's a wooden door to the west.

NPCs (1)

Female Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 5, Ref 1, Will 7; STR: 13 (1), DEX: 12 (1), CON: 16 (3), INT: 14 (2), WIS: 16 (3), CHA: 9 (-1)
Feats: Iron Will
Skills: Appraise 3, Balance 2, Bluff 0, Climb 3, Diplomacy 0, Escape Artist 3, Forgery 3, Gather Information 0, Intimidate 0, Jump 2, Listen 4, Move Silently 3, Ride 3, Search 3, Spot 5, Survival 5, Swim 2, Handle Animal 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Animal companion; Nature sense; Wild empathy

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

Treasure

deep blue spinel {worth 300 gp}
No mundane items
No items
100 gp
0 cp
0 sp
0 pp

Room 7:


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

Traps (1)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

Female Githyanki Wiz1: CR 2 (ECL 3); HD 1d4; hp 4; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 0, Will 1; STR: 14 (2), DEX: 11 (0), CON: 10 (0), INT: 13 (1), WIS: 9 (-1), CHA: 16 (3)
Feats: Investigator
Skills: Appraise 2, Climb 3, Escape Artist 1, Forgery 2, Gather Information 5, Intimidate 4, Jump 3, Listen 1, Ride 2, Use Rope 1, Spellcraft 2

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

Suggested armor: none

Treasure

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

Room 8:


This room is very dark.
There's a stone door to the west.
There's a stone door to the north.

Monsters (1)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

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

Room 9:


This room is adecuately lit and the air has a mild reek smell.
There's a stone door to the south.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

NPCs (1)

Female Ogre Mage Drd1: CR 9 (ECL 13); HD 6d8; hp 13; Init +6; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 7, Ref 2, Will 6; STR: 22 (6), DEX: 15 (2), CON: 21 (5), INT: 20 (5), WIS: 19 (4), CHA: 15 (2)
Feats: Improved Initiative, Dodge, Negotiator
Skills: Appraise 9, Balance 6, Bluff 6, Climb 10, Concentration 9, Diplomacy 4, Disguise 6, Escape Artist 5, Forgery 7, Gather Information 6, Heal 8, Hide 6, Intimidate 6, Jump 10, Listen 8, Move Silently 6, Ride 6, Search 9, Sense Motive 6, Spot 6, Survival 6, Swim 9, Use Rope 6, Handle Animal 5, Spellcraft 7

Special Qualities: Darkvision: 60ft; Regeneration: 5; Spell-like abilities (at will): Darkness, Invisibility; Spell-like abilities (1/day): Charm person (DC14), Cone of cold (DC18), Gaseous form, Polymorph, Sleep (DC14); Animal companion; Nature sense; Wild empathy

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 10:


This room is barely lit. The air has a nasty stench. Close to the northeastern corner you find a red stain on the floor.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

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
600 sp
0 cp
0 gp
0 pp

Room 11:


This room is shrouded in magical darkness. In the northeastern corner there's a violet stain on the floor.
There's a wooden door to the north.
There's a stone door to the south.

NPCs (1)

Iblin Male Dwarf Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +6; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 0; STR: 11 (0), DEX: 14 (2), CON: 12 (1), INT: 13 (1), WIS: 10 (0), CHA: 11 (0)
Feats: Improved Initiative
Skills: Appraise 4, Diplomacy 1, Disguise 1, Forgery 2, Hide 4, Intimidate 1, Jump 1, Listen 1, Move Silently 3, Search 5, Sense Motive 1, Survival 2, Handle Animal 1

Special Qualities: Darkvision: 60ft; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

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

Room 12:


This room is lit by a single torch. Close to you there's a flute.
There's a wooden door to the north.
There's a stone door to the north.
There's a wooden door to the east.

NPCs (1)

Female Dwarf Brd1: CR 1 (ECL 1); HD 1d6; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will 0; STR: 16 (3), DEX: 13 (1), CON: 12 (1), INT: 10 (0), WIS: 7 (-2), CHA: 6 (-2)
Feats: Blind-Fight
Skills: Appraise 1, Bluff 0, Climb 4, Disguise -1, Heal -1, Listen -1, Move Silently 4, Ride 2, Search 1, Spot -1, Survival -1, Tumble 2, Use Magic Device -1

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
0 cp
0 sp
0 gp
0 pp

Room 13:


This room is lit by a single torch.
There's a wooden door 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
70 gp
0 cp
0 sp
0 pp

Room 14:


This room is very dark. Close to the southern wall there's a few rags.
There's a wooden door to the west.
There's an iron door to the west.
There's a wooden door to the north.

Traps (2)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares).

Swinging Block Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 20; Disable Device DC 20; Cost: 500 gp; Atk +5 melee (4d6, stone block).

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
Masterwork Rapier {worth 320 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 15:


This room is lit by a single torch. In the southern wall you see a violet stain on the floor.
There's a stone door to the west.
There's a wooden door to the west.

NPCs (1)

Tindurisael Female Elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 2; STR: 11 (0), DEX: 14 (2), CON: 15 (2), INT: 13 (1), WIS: 15 (2), CHA: 16 (3)
Feats: Improved Shield Bash, Negotiator
Skills: Appraise 2, Bluff 5, Diplomacy 5, Disguise 4, Escape Artist 3, Forgery 2, Listen 3, Move Silently 3, Ride 3, Sense Motive 4, Spot 3, Use Rope 3

Special Qualities: Immunities: sleep; Low-light vision

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
Chain shirt {worth 100 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 16:


This room is very dark. Echoes of footsteps can be heard in the distance. Close to the western wall there's a water puddle.
There's an iron door to the south.
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
No mundane items
No items
110 gp
0 cp
0 sp
0 pp

Room 17:


This room is shrouded in magical darkness. The air has a nasty smell.
There's an iron door to the south.

NPCs (1)

Female Dwarf Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 1, Will 5; STR: 6 (-2), DEX: 12 (1), CON: 15 (2), INT: 11 (0), WIS: 16 (3), CHA: 10 (0)
Feats: Blind-Fight
Skills: Appraise 1, Climb -1, Forgery 1, Move Silently 3, Ride 2, Swim -1, Use Rope 2

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
100 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