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 up #0

Room 1:


This room is lit by a single torch. You hear the faint sound of whispers, but can't quite place where it comes from. Close to the northeastern corner you see a tiny piece of chalk.
There's a wooden door to the east.
There's a stone door 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)

Ghoul:Lacedon: 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 Hammer, light {worth 301 gp}
No items
30 gp

Room 2:


This room is barely lit. Close to the southern wall there's a tiny piece of chalk.
There's an iron door to the south.

NPCs (1)

Male Githyanki Mnk1: CR 2 (ECL 3); HD 1d8; hp 12; Init +3; AC 14 (touch 13, flat-footed 11, misc 1); Atk +0; SR 6; AL NE; SV Fort 6, Ref 5, Will 3; STR: 10 (0), DEX: 16 (3), CON: 19 (4), INT: 17 (3), WIS: 12 (1), CHA: 11 (0)
Feats: Point Blank Shot, Athletic
Skills: Appraise 4, Balance 6, Climb 4, Concentration 5, Diplomacy 3, Disguise 2, Gather Information 2, Heal 4, Intimidate 2, Jump 1, Listen 2, Move Silently 5, Ride 4, Search 5, Spot 2, Survival 2, Swim 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

Embroidered and bejeweled glove {worth 4000 gp}
Masterwork Sword, bastard {worth 335 gp}
No items
90 gp

Room 3:


This room is adecuately lit. The air has a fruity stench. You hear the sound of falling debris in the distance.
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
Full plate {worth 1500 gp}
No items
90 gp

Room 4:


This room is shrouded in magical darkness. In the southeastern corner there's two small rag dolls.
There are 2 wooden doors to the north.

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
No items
800 sp

Room 5:


This room is magically lit. You hear the faint sound of falling debris, but can't quite place where it comes from. In the northeastern corner you find a red stain on the floor.
There's a wooden door to the east.
There's a stone door to the south.

NPCs (1)

Er-cundhothndîr Male Elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 0, Will 0; STR: 10 (0), DEX: 10 (0), CON: 11 (0), INT: 8 (-1), WIS: 11 (0), CHA: 14 (2)
Feats: Investigator, Combat Reflexes
Skills: Concentration 1, Gather Information 5, Heal 1, Use Rope 1

Special Qualities: Immunities: sleep; Low-light vision

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

Treasure

No goods
No mundane items
No items
5000 cp

Room 6:


This room is barely lit. Lying on the floor you see a mirror.
There's a wooden door to the east.
There's a wooden door to the west.

NPCs (1)

Dan 'randĂ­reth Female Elf Sor1: CR 1 (ECL 1); HD 1d4; hp 1; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -3, Ref 1, Will 2; STR: 10 (0), DEX: 12 (1), CON: 5 (-3), INT: 9 (-1), WIS: 11 (0), CHA: 9 (-1)
Feats: Nimble Fingers
Skills: Climb 1, Jump 1, Sense Motive 1, Swim 1, Disable Device 1, Open Lock 3

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

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

Treasure

gold and topaz bottle stopper cork {worth 1300 gp}
Artisan's tools, masterwork {worth 55 gp}
No items
160 gp

Room 7:


This room is very dark and the air is hazey. Close to the center of the room you see a piece of rotten rope.
There's a wooden door to the west.
There's a wooden door 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)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

No goods
No mundane items
Scroll: Read Magic (Sor/Wis0) (12 gp, 5 sp) {worth 12.5 gp}
130 gp

Room 8:


This room is well lit. You hear the faint sound of screeching metal, but can't quite place where it comes from.
There's an iron door to the south.

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
3000 cp

Room 9:


This room is barely lit and the air has a strong foul smell. In the southeastern corner there's a piece of cloth. You spot a key ring a few feet from you.
There's a wooden door to the east.

NPCs (1)

Male Half-elf Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 1, Will 1; STR: 12 (1), DEX: 12 (1), CON: 15 (2), INT: 15 (2), WIS: 9 (-1), CHA: 11 (0)
Feats: Track
Skills: Climb 2, Concentration 3, Diplomacy 1, Disguise 1, Escape Artist 3, Forgery 3, Hide 2, Jump 2, Sense Motive 0, Spot 0, Swim 5, Spellcraft 3

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

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

Treasure

No goods
Masterwork Javelin {worth 301 gp}
No items
800 sp

Room 10:


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

NPCs (1)

Male Human Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 3, Will 1; STR: 8 (-1), DEX: 17 (3), CON: 14 (2), INT: 10 (0), WIS: 12 (1), CHA: 9 (-1)
Feats: Magical Aptitude, Dodge
Skills: Appraise 1, Concentration 4, Diplomacy 0, Forgery 3, Gather Information 0, Heal 2, Intimidate 1, Jump 0, Move Silently 4, Search 2, Spot 2, Survival 5, Spellcraft 2, Use Magic Device 1

Special Qualities: Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
No items
100 sp

Room 11:


This room is barely lit. The air has a minty stench.
There's an iron door to the west.

NPCs (1)

Female Gnome Rgr1: CR 1 (ECL 1); HD 1d10; hp 13; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 5, Ref 0, Will 1; STR: 11 (0), DEX: 11 (0), CON: 16 (3), INT: 12 (1), WIS: 12 (1), CHA: 6 (-2)
Feats: Magical Aptitude
Skills: Appraise 3, Balance 1, Climb 2, Gather Information -1, Heal 2, Hide 1, Listen 3, Ride 1, Search 2, Survival 3, Swim 1, Use Rope 4, Handle Animal -1, Spellcraft 3, Use Magic Device 0

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
Elixir of fire breath {worth 1100 gp}
40 gp

Room 12:


This room is completely dark. In the southwestern corner you see a water puddle.
There's a stone door to the east.

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
100 gp

Room 13:


This room is lightless. For an instant you hear the sound of conversation, but then it stops. Close to the center of the room there's a white feather.
There's an iron door to the west.

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).

NPCs (1)

Male Half-orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 12; Init -2; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref -2, Will 2; STR: 18 (4), DEX: 7 (-2), CON: 14 (2), INT: 8 (-1), WIS: 14 (2), CHA: 7 (-2)
Feats: Weapon Finesse, Stealthy
Skills: Disguise -1, Hide 0, Listen 3, Move Silently 0, Survival 3, Use Rope -1

Special Qualities: Darkvision: 60ft

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

Treasure

No goods
No mundane items
Pearl of power, 2nd-level spell {worth 4000 gp}
10 pp

Room 14:


This room is barely lit and the air is rare. Echoes of a groan can be heard in the distance. In the northeastern corner there's a patch of fungus.
There are 2 wooden doors to the west.

NPCs (1)

Female Dwarf Bbn1: CR 1 (ECL 1); HD 1d12; hp 15; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 5, Ref -1, Will 2; STR: 16 (3), DEX: 9 (-1), CON: 16 (3), INT: 9 (-1), WIS: 10 (0), CHA: 8 (-1)
Feats: Iron Will
Skills: Concentration 4, Diplomacy 0, Disguise 0, Escape Artist 0, Heal 1, Hide 1, Intimidate 0, Listen 2, Use Rope 1

Special Qualities: Darkvision: 60ft; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

brass mug with jade inlays {worth 100 gp}
No mundane items
No items
90 gp

Room 15:


This room is lightless. Your nostrils are flooded by a moldy smell. Near the eastern wall you find a piece of cloth. Close to you there's a mantle.
There are 2 wooden doors to the east.

Traps (1)

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

Male Duergar Sor1: CR 2 (ECL 2); HD 1d4; hp 7; Init +3; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 3, Ref -1, Will 1; STR: 12 (1), DEX: 9 (-1), CON: 17 (3), INT: 8 (-1), WIS: 9 (-1), CHA: 8 (-1)
Feats: Improved Initiative
Skills: Forgery 0, Heal 0, Jump 2, Swim 2

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

Suggested armor: none

Treasure

No goods
Masterwork Bolts, crossbow (50) {worth 350 gp}
No items
100 sp

Room 16:


This room is lightless and your nostrils are flooded by a flowery stench. In the eastern wall there's a broken hourglass.
There's a wooden door to the north.
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
Full plate {worth 1500 gp}
No items
100 sp

Room 17:


This room is lightless and your nostrils are flooded by a flowery stench. You hear the sound of whispers in the distance. Near the northeastern corner there's a violet stain on the floor.
There's a wooden door to the west.

NPCs (1)

Arnlaegael Female Elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 3; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 4, Will 1; STR: 15 (2), DEX: 14 (2), CON: 9 (-1), INT: 11 (0), WIS: 9 (-1), CHA: 8 (-1)
Feats: Lightning Reflexes
Skills: Diplomacy 1, Forgery 1, Heal 0, Hide 4, Listen 0, Search 1

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
140 gp

Room 18:


This room is completely dark and your nostrils are flooded by a woody smell. Close to the western wall there's a dead mouse.

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).

NPCs (1)

Female Ogre Ftr1: CR 4 (ECL 7); HD 4d8+1d10; hp 11; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 3, Ref 0, Will 3; STR: 25 (7), DEX: 10 (0), CON: 13 (1), INT: 8 (-1), WIS: 16 (3), CHA: 11 (0)
Feats: Stealthy, Armor Proficiency (light), Martial Weapon Proficiency, Combat Reflexes
Skills: Hide 2, Move Silently 2, Search 0, Sense Motive 4, Swim 8, Handle Animal 1

Special Qualities: Darkvision: 60ft

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

Treasure

No goods
No mundane items
No items
60 gp

Room 19:


This room is magically lit. The air has a strong noxious smell. A faint sound of burning torches can be heard from here. Close to you there's a golden tooth.
There's an iron door to the east.
There's a stone door to the east.
There's a wooden door to the south.

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
No mundane items
No items
No coins

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