Level 1 Dungeon (18 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 Stair down #0 Stair down #1 Stair down #2 Stair up #0 Stair up #1

Room 1:


This room is lit by a single torch and the air is stale.
There are 3 wooden doors to the east.

Traps (2)

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.

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)

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
No mundane items
No items
200 sp

Room 2:


This room is adecuately lit and the air is thick.
There's an iron door to the east.

Monsters (1)

Ghoul:Ghoul: CR 1; HD 2d12 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; 2 claws +0 melee; Dmg: Bite 1d6+1 and paralysis; claw 1d3 and paralysis; Special Atk: Paralysis, create spawn; AL Always chaotic evil; SV Fort 0 Ref 2 Will 5; STR 13, DEX 15, CON , INT 13, WIS 14, CHA 16;
Feats: Multiattack, Weapon Finesse (bite)
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
Special Qualities: Undead, +2 turn resistance;

Treasure

No goods
Masterwork Longbow, composite (+3 Str bonus) {worth 700 gp}
No items
No coins

Room 3:


This room is lightless.
There's an iron door to the west.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Grozafur Male Dwarf Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref -1, Will 1; STR: 14 (2), DEX: 8 (-1), CON: 12 (1), INT: 14 (2), WIS: 8 (-1), CHA: 13 (1)
Feats: Martial Weapon Proficiency
Skills: Appraise 3, Balance 0, Climb 3, Concentration 3, Diplomacy 2, Escape Artist 0, Hide 0, Intimidate 2, Ride 0, Spot 1, Survival 1, Swim 3, Use Rope 0

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
80 gp

Room 4:


This room is very dark and the air is shallow. Close to the southwestern corner there's a small pile of ash.
There's an iron door to the south.
There's a wooden door to the south.

NPCs (1)

Dûn falas Male Elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 2; STR: 10 (0), DEX: 16 (3), CON: 12 (1), INT: 8 (-1), WIS: 11 (0), CHA: 13 (1)
Feats: Great Fortitude
Skills: Disguise 2, Intimidate 2, Use Rope 5

Special Qualities: Immunities: sleep; Low-light vision; 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
300 sp

Room 5:


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

NPCs (1)

Fairuial Female Elf Sor1: CR 1 (ECL 1); HD 1d4; hp 2; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -2, Ref 2, Will 5; STR: 5 (-3), DEX: 15 (2), CON: 7 (-2), INT: 10 (0), WIS: 17 (3), CHA: 11 (0)
Feats: Endurance
Skills: Concentration -1, Diplomacy 1, Escape Artist 3, Heal 4, Jump -2, Survival 4, Swim -2, Spellcraft 1

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

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

Treasure

No goods
No mundane items
No items
200 sp

Room 6:


This room is lightless. Close to the northeastern corner you see a broken vial.
There's a wooden door to the east.

NPCs (1)

Male Half-elf Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init -2; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref -2, Will -1; STR: 14 (2), DEX: 7 (-2), CON: 10 (0), INT: 14 (2), WIS: 9 (-1), CHA: 12 (1)
Feats: Magical Aptitude
Skills: Appraise 3, Climb 5, Diplomacy 2, Heal 0, Jump 3, Listen 0, Move Silently 0, Search 3, Sense Motive 2, Spot 0, Swim 3, Spellcraft 4, Use Magic Device 3

Special Qualities: Low-light vision; Immunities: sleep; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

tourmaline {worth 80 gp}
No mundane items
No items
60 gp

Room 7:


This room is shrouded in magical darkness. In the western wall you find a small salt circle spread on the floor.
There's a wooden door to the north.
There's a wooden door to the west.
There's a wooden door to the south.

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)

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
Masterwork Sword, two-bladed {worth 700 gp}
No items
90 gp

Room 8:


This room is adecuately lit and the air has a mild putrid smell. A distant sound of screeching metal can be heard.
There's a stone door to the west.
There's an iron door to the south.

NPCs (1)

Arn goroth Female Elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 9; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref -1, Will -1; STR: 14 (2), DEX: 9 (-1), CON: 8 (-1), INT: 15 (2), WIS: 9 (-1), CHA: 13 (1)
Feats: Combat Reflexes, Armor Proficiency (light)
Skills: Appraise 3, Escape Artist 1, Gather Information 4, Heal 0, Intimidate 2, Listen 0, Move Silently 0, Search 3, Spot 0, Survival 0, Swim 3, Handle Animal 3

Special Qualities: Immunities: sleep; Low-light vision

Suggested armor: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

No goods
No mundane items
No items
110 gp

Room 9:


This room is very dark and you are surrounded by a funny smell. For an instant you hear the sound of footsteps, but then it stops.
There's a stone door to the west.
There's a wooden door to the west.

Traps (1)

Poison Needle Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 22; Disable Device DC 20; Cost: 1,300 gp; Atk +8 ranged (1 plus greenblood oil poison).

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
70 gp

Room 10:


This room is barely lit. In the southeastern corner there's a small pile of dust.
There's an iron door to the south.
There's a stone door to the east.
There's a wooden door to the north.

NPCs (1)

Haelriia'yrr Male Drow Bbn1: CR 2 (ECL 3); HD 1d12; hp 13; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 3, Ref 2, Will 0; STR: 11 (0), DEX: 15 (2), CON: 12 (1), INT: 14 (2), WIS: 10 (0), CHA: 15 (2)
Feats: Diligent
Skills: Appraise 5, Balance 3, Bluff 3, Concentration 3, Gather Information 3, Heal 1, Intimidate 3, Jump 2, Listen 1, Move Silently 3, Ride 5, Sense Motive 2, Spot 3, Survival 1, Use Rope 3, Handle Animal 4, Decipher Script 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
Antitoxin (1 doses, 50 gp each) {worth 50 gp}
No items
50 gp

Room 11:


This room is lightless. Your nostrils are flooded by a vile smell. Close to the center of the room there's some rotten cheese.
There's a stone door to the north.
There's a wooden door to the west.
There's a wooden door to the south.

NPCs (1)

Male Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 0, Will 6; STR: 9 (-1), DEX: 10 (0), CON: 16 (3), INT: 8 (-1), WIS: 14 (2), CHA: 9 (-1)
Feats: Iron Will
Skills: Jump 0, Ride 1, Sense Motive 3, Spellcraft 0

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

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

Treasure

No goods
No mundane items
No items
500 sp

Room 12:


This room is barely lit and you are surrounded by a fresh smell. You hear the faint sound of a slammed door, but can't quite place where it comes from. In the northern wall there's a pentagram drawn on the floor.
There's a wooden door to the north.

NPCs (1)

Male Gnome Wiz1: CR 1 (ECL 1); HD 1d4; hp 4; Init -2; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 0, Ref -2, Will 2; STR: 8 (-1), DEX: 7 (-2), CON: 11 (0), INT: 10 (0), WIS: 10 (0), CHA: 12 (1)
Feats: Shield Proficiency
Skills: Bluff 2, Diplomacy 2, Hide -1, Jump 0, Listen 1, Ride -1, Spot 1, Spellcraft 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
No items
110 gp

Room 13:


This room is lit by a single torch. Near the northwestern corner you see a wooden amulet.
There are 2 wooden doors to the east.
There's an iron door to the south.

Traps (1)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

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
No mundane items
No items
90 gp

Room 14:


This room is shrouded in magical darkness and the air is rare. Near the western wall you see a needle.
There's a wooden door to the north.
There are 2 wooden doors to the east.

NPCs (1)

Female Gnome Mnk1: CR 1 (ECL 1); HD 1d8; hp 12; Init +1; AC 14 (touch 12, flat-footed 13, misc 2, size 1); Atk +0; SR 0; AL TN; SV Fort 6, Ref 3, Will 4; STR: 11 (0), DEX: 12 (1), CON: 19 (4), INT: 14 (2), WIS: 14 (2), CHA: 10 (0)
Feats: Point Blank Shot, Endurance
Skills: Appraise 4, Bluff 2, Climb 2, Diplomacy 1, Escape Artist 4, Hide 2, Intimidate 1, Jump 3, Listen 4, Ride 3, Search 4, Spot 3, Use Rope 2, Tumble 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
70 gp

Room 15:


This room is adecuately lit. The air has a strong woody smell. Close to the western wall you see a piece of rotten rope.
There's a wooden door to the east.
There's a wooden door to the north.
There's a wooden door to the south.

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
No mundane items
No items
50 gp

Room 16:


This room is lit by a single torch. Close to the northern wall you see a pentagram drawn on the floor.
There's a wooden door to the west.

Monsters (1)

Dryad: CR 1; HD 2d6 (7); Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (+2 Dex); Atk: Dagger +1 melee; Dmg: Dagger 1d4; Special Atk: Spell-like abilities; AL Always chaotic good; SV Fort 0 Ref 5 Will 5; STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18;
Feats: Alertness, Dodge, Improved Initiative
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7
Special Qualities: Symbiosis;

Treasure

Carved harp of exotic wood with ivory inlay and zircon gems {worth 1200 gp}
No mundane items
Ring: Jumping {worth 2500 gp}
400 sp

Room 17:


This room is lit by a single torch and you are surrounded by a stagnant smell. Echoes of yawning can be heard in the distance.
There's a wooden door to the north.

NPCs (1)

Dilolin Male Drow Brd1: CR 2 (ECL 3); HD 1d6; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref 3, Will 2; STR: 17 (3), DEX: 13 (1), CON: 14 (2), INT: 13 (1), WIS: 10 (0), CHA: 17 (3)
Feats: Alertness
Skills: Appraise 2, Balance 4, Bluff 5, Concentration 3, Diplomacy 4, Disguise 4, Escape Artist 2, Gather Information 4, Intimidate 4, Jump 4, Listen 3, Search 2, Sense Motive 2, Spot 2, Decipher Script 3, Spellcraft 2

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
3000 cp

Room 18:


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

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

No goods
No mundane items
No items
5000 cp

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