Level 1 Dungeon (16 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 Stair down #0 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is magically lit. You hear the sound of growling in the distance.
There's a wooden door to the west.

Monsters (1)

Dragon:White Dragon, Wyrmling: CR 1; HD 3d12+3 (22); Init +0 (Dex); AC 14 (+2 size, +2 natural); Atk: Bite +5 melee, 2 Claws +0 melee; Dmg: Bite 1d, claw 1d3+0; Special Atk: Breath weapon; AL Always chaotic evil; SV Fort 4 Ref 3 Will 3; STR 11, DEX 10, CON 13, INT 6, WIS 11, CHA 6;
Feats: Any 1
Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3
Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;

Treasure

No goods
No mundane items
No items
4000 cp

Room 2:


This room is barely lit. Your nostrils are flooded by an indescribable stench. In the northeastern corner you see a needle.

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
110 gp

Room 3:


This room is very dark. The air has a mild acrid smell. In the southern wall you find some violet lichen.
There's an iron door to the north.
There's a wooden door to the east.

NPCs (1)

Female Halfling Rgr1: CR 1 (ECL 1); HD 1d10; hp 8; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 0, Ref 3, Will 0; STR: 10 (0), DEX: 16 (3), CON: 6 (-2), INT: 9 (-1), WIS: 11 (0), CHA: 13 (1)
Feats: Martial Weapon Proficiency
Skills: Bluff 4, Gather Information 4, Jump 1, Sense Motive 2, Survival 1, Use Rope 5

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

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

Treasure

No goods
Half-plate {worth 600 gp}
No items
No coins

Room 4:


This room is lightless. The air is humid. You hear the sound of a bell in the distance.
There's a wooden door to the south.

NPCs (1)

Female Dwarf 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 4; STR: 15 (2), DEX: 15 (2), CON: 17 (3), INT: 14 (2), WIS: 15 (2), CHA: 11 (0)
Feats: Diligent
Skills: Appraise 5, Balance 3, Bluff 1, Concentration 4, Diplomacy 1, Disguise 1, Forgery 4, Gather Information 1, Hide 3, Intimidate 2, Ride 3, Spot 3, Swim 3, Use Rope 3, Decipher Script 4

Special Qualities: Darkvision: 60ft; Summon familiar

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

Treasure

carved bone or ivory statuette {worth 60 gp}
No mundane items
No items
20 pp

Room 5:


This room is very dark. You hear the sound of tip toes in the distance. Near the center of the room you find a narrow crack on the floor. Close to you there's a sword hilt.
There's a wooden door to the east.
There's a stone door to the east.
There's a wooden door to the west.

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
120 gp

Room 6:


This room is magically lit.
There are 2 wooden doors to the east.

NPCs (1)

Male Half-orc Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 3, Will 3; STR: 15 (2), DEX: 17 (3), CON: 11 (0), INT: 10 (0), WIS: 13 (1), CHA: 9 (-1)
Feats: Blind-Fight
Skills: Balance 4, Climb 3, Concentration 1, Disguise 1, Hide 4, Jump 3, Spot 2

Special Qualities: Darkvision: 60ft; Summon familiar

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

Treasure

No goods
No mundane items
Breast plate +1 [Silent Moves] {worth 5100 gp}
No coins

Room 7:


This room is lit by a single torch. For an instant you hear the sound of conversation, but then it stops. In the eastern wall there's a broken hourglass.
There are 2 wooden doors to the east.

NPCs (1)

Female Duergar Brd1: CR 2 (ECL 2); HD 1d6; hp 6; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 0, Ref 1, Will 2; STR: 12 (1), DEX: 8 (-1), CON: 11 (0), INT: 15 (2), WIS: 11 (0), CHA: 11 (0)
Feats: Track
Skills: Appraise 3, Bluff 1, Escape Artist 0, Forgery 3, Gather Information 1, Heal 2, Hide 2, Ride 0, Spot 1, Survival 1, Swim 2, Use Rope 1, Decipher Script 4, Spellcraft 5, Tumble 0, Use Magic Device 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

Embroidered silk and velvet mantle with numerous moonstones {worth 1700 gp}
Backpack, empty {worth 2 gp}
No items
200 sp

Room 8:


This room is lightless.

Monsters (1)

Animal:Horse, Light: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +2 melee; Dmg: Hoof 1d4+1; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 13, 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
600 sp

Room 9:


This room is lightless. For an instant you hear the sound of footsteps, but then it stops.
There's a wooden door to the west.
There's an iron door to the north.

Traps (1)

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).

NPCs (1)

Greyqualyn Male Drow Brd1: CR 2 (ECL 3); HD 1d6; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 0, Ref 4, Will 0; STR: 14 (2), DEX: 15 (2), CON: 11 (0), INT: 19 (4), WIS: 7 (-2), CHA: 17 (3)
Feats: Improved Unarmed Strike
Skills: Appraise 6, Balance 3, Diplomacy 6, Disguise 4, Escape Artist 3, Forgery 5, Gather Information 5, Heal 1, Hide 5, Jump 4, Listen -1, Ride 5, Search 6, Survival 0, Swim 3, Decipher Script 6, Tumble 3, Use Magic Device 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 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
No coins

Room 10:


This room is lightless. In the southeastern corner you see some mold forming a strange pattern. Lying on the floor you see a statuette.
There's a wooden door to the north.
There's a stone door to the south.

NPCs (1)

Male Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 4, Ref 1, Will 3; STR: 12 (1), DEX: 13 (1), CON: 15 (2), INT: 15 (2), WIS: 8 (-1), CHA: 10 (0)
Feats: Iron Will
Skills: Appraise 3, Diplomacy 1, Disguise 1, Escape Artist 3, Forgery 3, Heal 1, Hide 4, Intimidate 2, Move Silently 3, Ride 2, Sense Motive 1, Survival 0, Swim 3, Use Rope 2, Handle Animal 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
Scroll: Summon Monster II (Clr2), Speak with Animals (Clr2) (150 gp each) {worth 300 gp}
100 sp

Room 11:


This room is barely lit. Near the northeastern corner you find a few ants.
There's a wooden door to the north.

NPCs (1)

Male Duergar Sor1: CR 2 (ECL 2); HD 1d4; hp 7; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 3, Ref 3, Will 3; STR: 14 (2), DEX: 16 (3), CON: 17 (3), INT: 12 (1), WIS: 12 (1), CHA: 9 (-1)
Feats: Two-Weapon Fighting
Skills: Appraise 2, Balance 4, Diplomacy 0, Escape Artist 5, Intimidate 0, Jump 4, Sense Motive 2, Spot 2, Survival 2, Swim 3

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Summon familiar

Suggested armor: none

Treasure

No goods
Masterwork Gauntlet, spiked {worth 305 gp}
No items
500 sp

Room 12:


This room is lightless. The air has a mild nasty smell. Close to the southwestern corner you find a moldy parchment.
There are 3 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
Scroll: Protection from Law (Sor/Wis1), Charm Person (Sor/Wis1) (25 gp each) {worth 50 gp}
90 gp

Room 13:


This room is well lit. The air has a strong woody smell. A distant sound of a campfire can be heard. Close to the western wall you see a blood smudge on the floor.
There's a wooden door to the south.
There's an iron door to the south.

NPCs (1)

Female Githzerai Rog1: CR 2 (ECL 3); HD 1d6; hp 6; Init +5; AC 15 (touch 15, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 7, Will 0; STR: 11 (0), DEX: 20 (5), CON: 10 (0), INT: 9 (-1), WIS: 11 (0), CHA: 12 (1)
Feats: Affinity
Skills: Bluff 3, Climb 2, Concentration 1, Disguise 2, Escape Artist 6, Heal 1, Hide 7, Intimidate 3, Move Silently 9, Ride 7, Search 0, Sense Motive 1, Spot 2, Survival 3, Decipher Script 2, Sleight Of Hand 6, Use Magic Device 2, Handle Animal 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Trap finding; Sneak attack +1d6

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

Treasure

No goods
Masterwork Longbow {worth 375 gp}
No items
100 gp

Room 14:


This room is well lit and your nostrils are flooded by a woody stench. Near the southwestern corner there's a broken hourglass. Lying on the floor you see a sickle.

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
Darkwood Shield {worth 257 gp}
No items
40 gp

Room 15:


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

NPCs (1)

Male Ogre Mage Bbn1: CR 9 (ECL 13); HD 5d8+1d12; hp 19; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 6, Ref -1, Will 1; STR: 27 (8), DEX: 8 (-1), CON: 19 (4), INT: 16 (3), WIS: 12 (1), CHA: 18 (4)
Feats: Nimble Fingers, Toughness, Self-Sufficient
Skills: Appraise 7, Balance 3, Bluff 7, Climb 12, Concentration 8, Diplomacy 7, Disguise 8, Escape Artist 0, Forgery 6, Gather Information 5, Heal 6, Hide 3, Intimidate 7, Jump 9, Listen 4, Move Silently 3, Ride 2, Search 5, Sense Motive 4, Spot 4, Survival 4, Use Rope 3, Handle Animal 7, Disable Device 5, Open Lock 1

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); 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
No coins

Room 16:


This room is barely lit.
There's a stone door to the west.
There's an iron door to the west.

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
Helm of comprehend languages and read magic {worth 5200 gp}
300 sp

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