Level 1 Dungeon (19 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair down #5 Stair down #6 Stair down #7 Stair up #0 Stair up #1

Room 1:


This room is completely dark.
There's a stone door to the south.
There's an iron door to the south.
There's a wooden door to the west.

NPCs (1)

Female Duergar Clr1: CR 2 (ECL 2); HD 1d8; hp 12; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 6, Ref 0, Will 0; STR: 18 (4), DEX: 10 (0), CON: 18 (4), INT: 12 (1), WIS: 6 (-2), CHA: 4 (-3)
Feats: Acrobatic
Skills: Bluff -1, Climb 5, Diplomacy -1, Disguise -2, Forgery 2, Jump 6, Listen 0, Sense Motive -1, Survival 0, Tumble 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Turn or rebuke undead

Suggested armor: none

Treasure

No goods
No mundane items
No items
110 gp

Room 2:


This room is barely lit. The air has a mild unpleasant smell.
There's an iron door to the east.
There's a stone door to the south.

NPCs (1)

Female Ogre Mage Mnk1: CR 9 (ECL 13); HD 6d8; hp 11; Init 0; AC 16 (touch 9, flat-footed 16, natural 5, misc 2, size -1); Atk +0; SR 19; AL CE; SV Fort 5, Ref 2, Will 4; STR: 25 (7), DEX: 10 (0), CON: 16 (3), INT: 20 (5), WIS: 15 (2), CHA: 24 (7)
Feats: Agile, Investigator, Mounted Combat, Persuasive
Skills: Appraise 9, Balance 2, Bluff 9, Climb 11, Concentration 5, Diplomacy 11, Disguise 11, Escape Artist 2, Forgery 9, Gather Information 9, Heal 6, Hide 4, Intimidate 9, Jump 11, Listen 4, Move Silently 4, Ride 3, Search 9, Sense Motive 6, Spot 6, Survival 6, Swim 11, Use Rope 4, Tumble 2

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); Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

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

Treasure

No goods
No mundane items
No items
90 gp

Room 3:


This room is completely dark and the air has a strong moldy smell.
There's a wooden door to the south.
There's a stone door to the west.
There's a wooden door to the west.

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
Breastplate {worth 200 gp}
No items
400 sp

Room 4:


This room is lightless. Near the eastern wall you find a patch of fungus.
There's a wooden door to the north.
There's a wooden door to the east.

NPCs (1)

Fang uiair Female Elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 3, Will 3; STR: 14 (2), DEX: 16 (3), CON: 11 (0), INT: 14 (2), WIS: 16 (3), CHA: 16 (3)
Feats: Diligent
Skills: Appraise 4, Balance 4, Diplomacy 5, Disguise 4, Forgery 3, Gather Information 5, Heal 4, Hide 4, Intimidate 5, Jump 3, Listen 5, Ride 4, Spot 5, Survival 5, Swim 3, Use Rope 4, Handle Animal 6, Decipher Script 4

Special Qualities: Immunities: sleep; Low-light vision; 1st favored enemy; Track; Wild empathy

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
Full plate {worth 1500 gp}
No items
90 gp

Room 5:


This room is adecuately lit. Near the eastern wall there's a wooden amulet.
There's a stone door to the south.
There's a wooden door to the west.

NPCs (1)

Male Halfling Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will 3; STR: 16 (3), DEX: 16 (3), CON: 13 (1), INT: 16 (3), WIS: 12 (1), CHA: 13 (1)
Feats: Blind-Fight
Skills: Appraise 4, Balance 4, Bluff 2, Concentration 4, Gather Information 2, Heal 2, Hide 7, Intimidate 3, Listen 2, Sense Motive 2, Spot 2, Survival 2, Spellcraft 5

Special Qualities: Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
150 gp

Room 6:


This room is lightless. Close to the southwestern corner there's a pentagram drawn on the floor.
There's a wooden door to the west.

NPCs (1)

Female Half-elf Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref -2, Will 4; STR: 9 (-1), DEX: 7 (-2), CON: 11 (0), INT: 4 (-3), WIS: 14 (2), CHA: 14 (2)
Feats: Agile
Skills: Appraise -2, Balance 0, Escape Artist 0, Spot 3, Survival 3, Use Rope -1

Special Qualities: Low-light vision; Immunities: sleep; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
No items
60 gp

Room 7:


This room is barely lit.
There's a stone door to the south.

NPCs (1)

Male Githyanki Rgr1: CR 2 (ECL 3); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 4, Ref 2, Will 0; STR: 8 (-1), DEX: 14 (2), CON: 15 (2), INT: 16 (3), WIS: 11 (0), CHA: 10 (0)
Feats: Acrobatic
Skills: Appraise 5, Balance 4, Bluff 1, Disguise 1, Heal 3, Hide 3, Jump 3, Move Silently 6, Search 4, Sense Motive 4, Spot 3, Swim 1, Use Rope 3, Handle Animal 1, Tumble 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
No mundane items
No items
120 gp

Room 8:


This room is well lit and the air has a mild floury smell. In the southeastern corner you find a scorch mark on the floor. Lying on the floor you see a pouch of tobacco.
There's a wooden door to the east.

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).

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
Darkwood Buckler {worth 205 gp}
No items
No coins

Room 9:


This room is magically lit and your nostrils are flooded by a biting stench.
There's a stone door to the north.

Traps (1)

Wall Blade Trap: CR 1; mechanical; trigger: touch; reset: automatic; Search DC 22; Disable Device DC 22; Cost: 2,500 gp; hidden switch bypass (25), Atk +10 melee (2d4/x4, scythe).

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
5000 cp

Room 10:


This room is lightless. You are surrounded by a moldy smell.
There's an iron door to the north.

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)

Male Githyanki Clr1: CR 2 (ECL 3); HD 1d8; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 1, Will 3; STR: 8 (-1), DEX: 13 (1), CON: 8 (-1), INT: 13 (1), WIS: 13 (1), CHA: 9 (-1)
Feats: Toughness
Skills: Balance 2, Bluff 0, Concentration 0, Disguise 0, Forgery 2, Gather Information 0, Intimidate 1, Listen 3, Survival 2, Use Rope 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Turn or rebuke undead

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

Treasure

No goods
No mundane items
Sword, short +4 [Spell Storing] {worth 82310 gp}
110 gp

Room 11:


This room is barely lit. Near the northeastern corner there's a blue stain on the floor.
There are 2 wooden doors to the east.

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
Masterwork Urgrosh, dwarven {worth 650 gp}
No items
500 sp

Room 12:


This room is lightless and the air is rare. Close to the northern wall there's a broken tile on the floor.
There's a wooden door to the east.

NPCs (1)

Male Half-orc Drd1: CR 1 (ECL 1); HD 1d8; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 1; STR: 11 (0), DEX: 16 (3), CON: 14 (2), INT: 13 (1), WIS: 8 (-1), CHA: 14 (2)
Feats: Stealthy
Skills: Appraise 2, Climb 1, Concentration 4, Diplomacy 4, Disguise 3, Escape Artist 7, Forgery 2, Heal 0, Hide 6, Intimidate 3, Listen 0, Move Silently 5, Use Rope 5, Spellcraft 3

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
Climber's kit {worth 80 gp}
No items
No coins

Room 13:


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

NPCs (1)

Female Githyanki Rog1: CR 2 (ECL 3); HD 1d6; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 3, Will -1; STR: 14 (2), DEX: 13 (1), CON: 12 (1), INT: 12 (1), WIS: 9 (-1), CHA: 14 (2)
Feats: Combat Reflexes
Skills: Appraise 2, Balance 2, Bluff 3, Climb 3, Concentration 2, Diplomacy 4, Escape Artist 2, Forgery 2, Gather Information 6, Jump 3, Listen 0, Move Silently 3, Search 5, Sense Motive 1, Survival 0, Swim 3, Use Rope 2, Disable Device 3, Open Lock 3, Decipher Script 2, Sleight Of Hand 2, Tumble 4, Use Magic Device 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
150 gp

Room 14:


This room is lit by an unknown glow and the air has an earthy smell.
There's an iron door to the west.

NPCs (1)

Female Githyanki Brd1: CR 2 (ECL 3); HD 1d6; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 5, Will 1; STR: 16 (3), DEX: 17 (3), CON: 14 (2), INT: 8 (-1), WIS: 8 (-1), CHA: 11 (0)
Feats: Two-Weapon Fighting
Skills: Balance 4, Bluff 1, Concentration 3, Move Silently 5, Search 0, Sense Motive 0, Swim 7, Tumble 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
Wand of Magic missile (1st) {worth 750 gp}
80 gp

Room 15:


This room is very dark.
There's a stone door to the north.
There's a wooden door to the north.
There's an iron door to the east.

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
Full plate {worth 1500 gp}
No items
200 sp

Room 16:


This room is completely dark. In the southern wall you find a burnt torch. You spot a pouch of tobacco a few feet from you.
There's a wooden door to the east.

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

fire opal pendant on a fine gold chain {worth 1400 gp}
No mundane items
No items
No coins

Room 17:


This room is very dark.
There are 2 wooden doors to the west.
There's a stone 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)

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
50 gp

Room 18:


This room is lightless and your nostrils are flooded by a fruity smell. Near the eastern wall you see some pieces of smashed wood. Lying on the floor you see a fishing rod.
There's a wooden door to the east.

NPCs (1)

Female Githzerai Wiz1: CR 2 (ECL 3); HD 1d4; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 1, Will 5; STR: 14 (2), DEX: 13 (1), CON: 15 (2), INT: 13 (1), WIS: 17 (3), CHA: 15 (2)
Feats: Shield Proficiency
Skills: Climb 4, Disguise 4, Gather Information 3, Hide 2, Intimidate 3, Listen 4, Move Silently 2, Spot 5, Survival 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
No items
100 gp

Room 19:


This room is adecuately lit. Echoes of falling debris can be heard in the distance. Near the southern wall there's a violet stain on the floor. You spot a hair pin a few feet from you.
There's a wooden door to the north.
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
Masterwork Longbow, composite (+3 Str bonus) {worth 700 gp}
No items
800 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