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 down #1 Stair up #0

Room 1:


This room is well lit. In the eastern wall there's a broken vial.
There's a stone door to the north.
There's a wooden door to the west.

NPCs (1)

Female Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 3, Will 1; STR: 16 (3), DEX: 16 (3), CON: 14 (2), INT: 7 (-2), WIS: 13 (1), CHA: 14 (2)
Feats: Quick Draw
Skills: Appraise -1, Concentration 3, Jump 5, Move Silently 5, Spot 2, Survival 2

Special Qualities: 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
400 sp
0 cp
0 gp
0 pp

Room 2:


This room is lit by a single torch. In the northwestern corner you find a needle.
There's an iron door to the south.
There's an iron door to the east.
There's an iron door to the north.

NPCs (1)

Female Githzerai Pal1: CR 2 (ECL 3); HD 1d10; hp 11; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 3, Will 1; STR: 11 (0), DEX: 16 (3), CON: 13 (1), INT: 8 (-1), WIS: 13 (1), CHA: 17 (3)
Feats: Diligent
Skills: Appraise 1, Escape Artist 4, Move Silently 4, Sense Motive 3, Decipher Script 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

freshwater (irregular) pearl {worth 27 gp}
No mundane items
Shortspear +4 [Ghost Touch] {worth 82302 gp}
120 gp
0 cp
0 sp
0 pp

Room 3:


This room is magically lit. Your nostrils are flooded by a biting smell. A distant sound of burning torches can be heard.
There's a stone door to the north.
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
400 sp
0 cp
0 gp
0 pp

Room 4:


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

Monsters (1)

Grimlock: CR 1; HD 2d8+2 (11); Init +1 (Dex); AC 15 (+1 Dex, +4 natural); Atk: Battleaxe +4 melee; Dmg: Battleaxe 1d8+3; Special Atk: Blindsight; AL Always neutral evil; SV Fort 1 Ref 4 Will 2; STR 15, DEX 13, CON 13, INT 10, WIS 8, CHA 6;
Feats: Alertness
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Special Qualities: Immunities, scent;

Treasure

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

Room 5:


This room is lightless. Near the southern wall you find a narrow crack on the floor.
There's a wooden door to the south.
There's a wooden door to the north.
There's a wooden door to the east.

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 Dwarf Sor1: CR 1 (ECL 1); HD 1d4; hp 7; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref -1, Will 4; STR: 14 (2), DEX: 8 (-1), CON: 16 (3), INT: 11 (0), WIS: 14 (2), CHA: 6 (-2)
Feats: Armor Proficiency (light)
Skills: Disguise -1, Gather Information -1, Hide 0, Jump 3, Move Silently 0, Spot 3, Use Rope 0, Spellcraft 1

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

No goods
Masterwork Sword, bastard {worth 335 gp}
No items
60 gp
0 cp
0 sp
0 pp

Room 6:


This room is barely lit. The air has a mild fruity smell. Near the northwestern corner there's a small salt circle spread on the floor.
There's a wooden door 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

silver chalice with lapis lazuli gems {worth 90 gp}
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 7:


This room is adecuately lit. Close to the southwestern corner there's a piece of broken mirror.
There's an iron door to the west.
There's a stone door to the east.

NPCs (1)

Female Ogre Sor1: CR 4 (ECL 7); HD 4d8+1d4; hp 7; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref 0, Will 4; STR: 22 (6), DEX: 10 (0), CON: 17 (3), INT: 7 (-2), WIS: 15 (2), CHA: 9 (-1)
Feats: Martial Weapon Proficiency, Negotiator, Point Blank Shot
Skills: Diplomacy 1, Sense Motive 4

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

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

Room 8:


This room is lit by a single torch. Close to the northern wall there's a small ball of yarn.
There's a stone door to the north.

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 9:


This room is shrouded in magical darkness and your nostrils are flooded by an earthy stench.
There's a wooden door to the north.
There's a stone door to the south.
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
140 gp
0 cp
0 sp
0 pp

Room 10:


This room is completely dark. You are surrounded by a floury smell.
There are 3 wooden doors to the south.

NPCs (1)

Female Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 4; Init -3; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref -3, Will 3; STR: 15 (2), DEX: 5 (-3), CON: 11 (0), INT: 6 (-2), WIS: 13 (1), CHA: 13 (1)
Feats: Negotiator
Skills: Diplomacy 3, Sense Motive 3

Special Qualities: Darkvision: 60ft; Summon familiar; Scribe scroll

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

Treasure

Cloth of gold vestments {worth 130 gp}
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 11:


This room is very dark.
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
90 gp
0 cp
0 sp
0 pp

Room 12:


This room is very dark. Near the western wall there's a pentagram drawn on the floor.
There's a wooden door to the south.
There's a wooden door to the east.

NPCs (1)

Female Half-elf Clr1: CR 1 (ECL 1); HD 1d8; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 8, Ref 1, Will 4; STR: 10 (0), DEX: 13 (1), CON: 18 (4), INT: 13 (1), WIS: 14 (2), CHA: 18 (4)
Feats: Great Fortitude
Skills: Bluff 6, Concentration 6, Gather Information 5, Hide 3, Intimidate 5, Jump 1, Listen 3, Move Silently 2, Swim 1

Special Qualities: Low-light vision; Immunities: sleep; Turn or rebuke undead

Suggested armor: none

Treasure

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

Room 13:


This room is adecuately lit. The air is foggy. Lying on the floor you see a belt buckle.
There's a wooden door to the south.
There's a stone door to the south.
There's a wooden door to the east.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

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

Room 14:


This room is completely dark.
There's a wooden door to the west.

NPCs (1)

Erediant Female Elf Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 0, Will 4; STR: 11 (0), DEX: 10 (0), CON: 11 (0), INT: 15 (2), WIS: 14 (2), CHA: 12 (1)
Feats: Improved Shield Bash
Skills: Balance 1, Disguise 3, Escape Artist 3, Forgery 3, Gather Information 2, Heal 3, Hide 1, Jump 1, Search 3, Sense Motive 3, Spot 3, Swim 1, Use Rope 1

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

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

Treasure

Cloth of gold vestments {worth 80 gp}
Masterwork Crossbow, hand {worth 400 gp}
No items
800 sp
0 cp
0 gp
0 pp

Room 15:


This room is lit by a single torch. You are surrounded by an earthy smell.
There's a wooden door to the north.

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

Room 16:


This room is completely dark and your nostrils are flooded by a fruity smell. A faint sound of screaming can be heard from here. Close to the northeastern corner you see a burnt torch.
There's a stone door to the north.
There are 2 wooden doors to the east.

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

Room 17:


This room is lit by a single torch. For an instant you hear the sound of whispers, but then it stops. Near the northeastern corner you find a small pile of dust.
There's a wooden door to the south.

NPCs (1)

Female Githyanki Wiz1: CR 2 (ECL 3); HD 1d4; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 1, Will 2; STR: 13 (1), DEX: 12 (1), CON: 13 (1), INT: 12 (1), WIS: 10 (0), CHA: 12 (1)
Feats: Toughness
Skills: Balance 3, Bluff 2, Concentration 2, Disguise 2, Escape Artist 2, Heal 1, Hide 2, Move Silently 2, Spot 1, Swim 3

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

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

Treasure

No goods
No mundane items
No items
700 sp
0 cp
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