Level 1 Dungeon (20 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 Room #20 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair down #5 Stair up #0 Stair up #1

Room 1:


This room is completely dark. The air is dense.
There's an iron door to the south.
There's a wooden door to the west.
There's a wooden door to the east.

Monsters (1)

Vermin:Monstrous Spider, Medium-Size: CR 1; HD 2d8+2 (11); Init +3 (Dex); AC 14 (+3 Dex, +1 natural); Atk: Bite +4 melee; Dmg: Bite 1d6 and poison; Special Atk: Poison, web; AL Always neutral; SV Fort 4 Ref 3 Will 0; STR 11, DEX 17, CON 12, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +12, Hide +10, Jump +0*, Spot +7*
Special Qualities: Vermin;

Treasure

No goods
Banded mail {worth 250 gp}
No items
130 gp

Room 2:


This room is well lit. The air has a strong unpleasant smell. Near the eastern wall you find a rusty dagger hilt.
There are 2 wooden doors to the west.
There's a stone door to the west.

NPCs (1)

Female Half-elf Clr1: CR 1 (ECL 1); HD 1d8; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 1, Will 3; STR: 7 (-2), DEX: 12 (1), CON: 11 (0), INT: 10 (0), WIS: 13 (1), CHA: 16 (3)
Feats: Improved Unarmed Strike
Skills: Appraise 1, Climb 0, Jump -1, Ride 2, Search 1, Sense Motive 2, Swim -1

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

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

Treasure

No goods
No mundane items
No items
5000 cp

Room 3:


This room is lightless. You are surrounded by a fruity smell.
There's a stone door to the south.
There's a wooden door to the west.

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
No items
No coins

Room 4:


This room is lightless and the air has a strong fresh smell. For an instant you hear the sound of tip toes, but then it stops. In the southwestern corner there's a tiny piece of chalk.
There are 2 wooden doors to the east.

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
90 gp

Room 5:


This room is barely lit and the air is hazey. Echoes of tip toes can be heard in the distance.
There's a wooden door to the west.

NPCs (1)

Male Githzerai Pal1: CR 2 (ECL 3); HD 1d10; hp 13; Init +5; AC 15 (touch 15, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 5, Ref 5, Will 3; STR: 17 (3), DEX: 21 (5), CON: 17 (3), INT: 10 (0), WIS: 16 (3), CHA: 12 (1)
Feats: Stealthy
Skills: Climb 4, Concentration 4, Disguise 2, Hide 7, Intimidate 2, Jump 5, Move Silently 7, Handle Animal 3

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

Treasure

No goods
No mundane items
No items
120 gp

Room 6:


This room is completely dark. Your nostrils are flooded by a foul smell. You spot a boot heel a few feet from you.
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).

NPCs (1)

Male Ogre Mage Rog1: CR 9 (ECL 13); HD 5d8+1d6; hp 9; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 3, Ref 4, Will 2; STR: 22 (6), DEX: 14 (2), CON: 16 (3), INT: 13 (1), WIS: 14 (2), CHA: 17 (3)
Feats: Investigator, Stealthy, Negotiator
Skills: Appraise 3, Balance 4, Bluff 6, Climb 10, Concentration 6, Diplomacy 7, Escape Artist 4, Forgery 3, Gather Information 6, Hide 6, Intimidate 7, Jump 8, Listen 3, Move Silently 6, Ride 3, Search 5, Sense Motive 5, Spot 5, Survival 3, Swim 7, Use Rope 4, Disable Device 2, Open Lock 6, Decipher Script 2, Sleight Of Hand 4, Tumble 6, Use Magic Device 6

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); Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
50 gp

Room 7:


This room is very dark.
There are 2 wooden doors to the east.
There's a wooden 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
80 gp

Room 8:


This room is well lit.
There are 2 wooden doors to the south.
There's a stone door to the east.

NPCs (1)

Male Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 3, Will 0; STR: 10 (0), DEX: 16 (3), CON: 11 (0), INT: 15 (2), WIS: 10 (0), CHA: 9 (-1)
Feats: Acrobatic
Skills: Appraise 3, Balance 5, Bluff 0, Diplomacy 0, Disguise 0, Escape Artist 4, Forgery 3, Gather Information 1, Intimidate 1, Jump 3, Ride 4, Search 4, Sense Motive 1, Spot 2, Survival 1, Swim 1, Handle Animal 2, Tumble 5

Special Qualities: 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
100 sp

Room 9:


This room is adecuately lit. Near the eastern wall you see a burnt torch.
There's a wooden door to the west.

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
500 sp

Room 10:


This room is very dark and the air has a strong rotten smell.
There are 2 wooden doors to the north.
There's a wooden door to the west.

NPCs (1)

Male Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 5, Ref 4, Will 3; STR: 10 (0), DEX: 14 (2), CON: 17 (3), INT: 13 (1), WIS: 12 (1), CHA: 15 (2)
Feats: Lightning Reflexes
Skills: Appraise 4, Climb 1, Diplomacy 4, Disguise 4, Escape Artist 3, Forgery 2, Gather Information 4, Heal 2, Listen 2, Move Silently 3, Ride 4, Sense Motive 2, Spot 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 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
6000 cp

Room 11:


This room is barely lit. The air is foggy.
There's a stone door to the south.
There's a wooden door to the west.

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).

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 comb with moonstones {worth 900 gp}
No mundane items
No items
70 gp

Room 12:


This room is magically lit. Echoes of a groan can be heard in the distance.
There's a wooden door to the south.
There's a stone door to the west.
There's a wooden door to the north.

NPCs (1)

Sharzyr'in Female Drow Mnk1: CR 2 (ECL 3); HD 1d8; hp 10; Init 0; AC 11 (touch 10, flat-footed 11, misc 1); Atk +0; SR 12; AL NE; SV Fort 4, Ref 2, Will 3; STR: 13 (1), DEX: 11 (0), CON: 14 (2), INT: 16 (3), WIS: 13 (1), CHA: 14 (2)
Feats: Martial Weapon Proficiency, Negotiator
Skills: Balance 1, Bluff 4, Climb 3, Diplomacy 5, Forgery 6, Heal 3, Hide 1, Intimidate 4, Listen 2, Ride 3, Search 4, Sense Motive 3, Spot 3, Swim 3, Use Rope 3, Tumble 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
800 sp

Room 13:


This room is magically lit. The air has a strong reek smell.
There's a stone door to the south.
There's a stone door to the north.

NPCs (1)

Male Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 1; STR: 4 (-3), DEX: 15 (2), CON: 12 (1), INT: 11 (0), WIS: 12 (1), CHA: 18 (4)
Feats: Athletic
Skills: Bluff 5, Climb 0, Concentration 2, Diplomacy 5, Gather Information 5, Jump -2, Listen 2, Swim -1, Handle Animal 5

Special Qualities: Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
No items
130 gp

Room 14:


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

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).

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-plated steel longsword with jet jewel in hilt {worth 1000 gp}
No mundane items
No items
70 gp

Room 15:


This room is very dark and your nostrils are flooded by a putrid smell. Near the western wall you find a broken hourglass.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

Female Half-orc Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref -1, Will 2; STR: 14 (2), DEX: 9 (-1), CON: 14 (2), INT: 6 (-2), WIS: 11 (0), CHA: 12 (1)
Feats: Self-Sufficient
Skills: Heal 2, Survival 2

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

Suggested armor: none

Treasure

No goods
Masterwork Longbow, composite (+2 Str bonus) {worth 600 gp}
No items
120 gp

Room 16:


This room is lightless. Your nostrils are flooded by a biting smell. In the western wall you see some violet lichen.
There's a wooden door to the south.

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
Everburning torch {worth 110 gp}
No items
60 gp

Room 17:


This room is barely lit.
There's a stone 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
Scroll: Ventriloquism (Sor/Wis1) (25 gp) {worth 25 gp}
90 gp

Room 18:


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

NPCs (1)

Lltzaer'gloth Female Drow Rog1: CR 2 (ECL 3); HD 1d6; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref 5, Will 0; STR: 10 (0), DEX: 16 (3), CON: 15 (2), INT: 15 (2), WIS: 11 (0), CHA: 15 (2)
Feats: Magical Aptitude
Skills: Appraise 3, Balance 5, Climb 1, Diplomacy 3, Escape Artist 4, Forgery 3, Gather Information 4, Heal 1, Hide 5, Intimidate 5, Jump 2, Listen 3, Move Silently 4, Ride 4, Search 4, Sense Motive 2, Spot 2, Survival 1, Swim 2, Use Rope 5, Disable Device 3, Open Lock 4, Sleight Of Hand 4, Tumble 6, Use Magic Device 5, Spellcraft 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Trap finding; Sneak attack +1d6

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

Treasure

Chrysoprase {worth 40 gp}
No mundane items
Eagle's splendor (potion) {worth 300 gp}
700 sp

Room 19:


This room is lightless. In the distance you seem to perceive the sound of screaming.
There's a wooden door to the south.
There's a wooden door to the west.
There's a stone door to the north.

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

No goods
Masterwork Scimitar {worth 315 gp}
No items
100 gp

Room 20:


This room is lightless. The air has a mild funny smell. Close to the northeastern corner there's a scorch mark on the floor.
There's a stone door to the east.
There's a stone door to the north.

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

No goods
Everburning torch {worth 110 gp}
No items
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