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 up #0 Stair up #1 Stair up #2 Stair up #3 Stair up #4 Stair up #5

Room 1:


This room is adecuately lit. Near the center of the room you find a scorch mark on the ceiling.
There's a wooden door to the west.
There are 2 wooden doors to the east.

NPCs (1)

Female Halfling Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 0, Ref 4, Will 1; STR: 6 (-2), DEX: 18 (4), CON: 11 (0), INT: 9 (-1), WIS: 9 (-1), CHA: 14 (2)
Feats: Run
Skills: Diplomacy 3, Listen 0, Sense Motive 0, Spot 0

Special Qualities: Summon familiar

Suggested armor: none

Treasure

No goods
Masterwork Light steel shield {worth 159 gp}
No items
3000 cp

Room 2:


This room is well lit.
There's a stone door to the north.
There's a wooden door to the east.

NPCs (1)

Female Ogre Drd1: CR 4 (ECL 7); HD 5d8; hp 12; Init -3; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 6, Ref -1, Will 3; STR: 24 (7), DEX: 5 (-3), CON: 19 (4), INT: 14 (2), WIS: 12 (1), CHA: 10 (0)
Feats: Self-Sufficient, Lightning Reflexes, Endurance
Skills: Appraise 3, Balance -1, Climb 9, Diplomacy 1, Disguise 1, Gather Information 1, Heal 5, Hide -2, Intimidate 2, Jump 8, Listen 4, Search 5, Survival 5, Use Rope -2, Handle Animal 1

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
No mundane items
No items
No coins

Room 3:


This room is lit by a single torch. Near the southwestern corner you find a burnt torch.
There's a wooden door to the east.
There's an iron door to the east.
There's a wooden door to the south.

NPCs (1)

Female Ogre Rgr1: CR 4 (ECL 7); HD 4d8+1d10; hp 12; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 4, Ref -1, Will -1; STR: 24 (7), DEX: 8 (-1), CON: 15 (2), INT: 11 (0), WIS: 9 (-1), CHA: 10 (0)
Feats: Self-Sufficient, Track, Acrobatic
Skills: Appraise 1, Balance 0, Bluff 2, Climb 9, Concentration 3, Disguise 1, Gather Information 1, Heal 3, Jump 10, Search 1, Survival 2, Swim 8, Handle Animal 1, Tumble 1

Special Qualities: Darkvision: 60ft; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
No mundane items
No items
700 sp

Room 4:


This room is lit by an unknown glow. You are surrounded by a reek smell. Close to the western wall you find a water puddle.
There's a wooden door to the north.
There's a wooden door to the south.
There's a wooden door to the west.

Monsters (1)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

No goods
No mundane items
No items
6000 cp

Room 5:


This room is lit by an unknown glow.
There's a stone door to the east.
There's an iron door to the south.

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
No mundane items
No items
5000 cp

Room 6:


This room is magically lit. The air has a putrid stench.
There's a wooden door to the east.
There's a wooden door to the north.

NPCs (1)

Vorneyl'yln Female Drow Pal1: CR 2 (ECL 3); HD 1d10; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 4, Ref -1, Will 1; STR: 10 (0), DEX: 8 (-1), CON: 15 (2), INT: 14 (2), WIS: 13 (1), CHA: 15 (2)
Feats: Diligent
Skills: Appraise 4, Diplomacy 3, Disguise 4, Forgery 5, Gather Information 4, Intimidate 3, Search 3, Sense Motive 2, Spot 2, Swim 3, Handle Animal 3, Decipher Script 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

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

Room 7:


This room is lightless. In the distance you seem to perceive the sound of clinging coins. Close to the northwestern corner there's several paper scraps laying on the floor.
There's a wooden door to the south.

Monsters (1)

Animal:Shark, Medium-Size: CR 1; HD 3d8+3 (16); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d6+1; Special Atk: ; AL Always neutral; SV Fort 4 Ref 5 Will 2; STR 13, DEX 15, CON 13, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Listen +7, Spot +7
Special Qualities: Keen scent;

Treasure

No goods
No mundane items
No items
70 gp

Room 8:


This room is completely dark. Your nostrils are flooded by a rancid smell.
There's a stone door to the north.

NPCs (1)

Female Half-elf Drd1: CR 1 (ECL 1); HD 1d8; hp 7; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref -2, Will 2; STR: 10 (0), DEX: 6 (-2), CON: 8 (-1), INT: 10 (0), WIS: 11 (0), CHA: 13 (1)
Feats: Improved Shield Bash
Skills: Bluff 2, Climb 2, Disguise 3, Forgery 1, Gather Information 2, Hide 0, Listen 1, Move Silently -1, Search 3, Survival 1, Swim 1

Special Qualities: Low-light vision; Immunities: sleep; 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
No coins

Room 9:


This room is well lit. In the center of the room there's a wooden amulet.
There's a stone door to the south.
There's a wooden door to the south.
There's a wooden 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
Holy water (1 flasks, 25 gp each) {worth 25 gp}
No items
600 sp

Room 10:


This room is very dark and the air is thin.
There are 2 wooden doors to the north.
There's a wooden door to the south.

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).

NPCs (1)

Female Duergar Mnk1: CR 2 (ECL 2); HD 1d8; hp 7; Init 0; AC 11 (touch 10, flat-footed 11, misc 1); Atk +0; SR 0; AL LE; SV Fort 1, Ref 2, Will 3; STR: 12 (1), DEX: 11 (0), CON: 8 (-1), INT: 17 (3), WIS: 13 (1), CHA: 6 (-2)
Feats: Combat Expertise, Athletic
Skills: Appraise 5, Balance 2, Climb 3, Concentration 2, Diplomacy -1, Disguise 0, Escape Artist 1, Forgery 5, Gather Information -1, Heal 2, Hide 1, Jump 2, Listen 2, Sense Motive 3, Spot 4, Survival 3, Swim 4, Tumble 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
Masterwork Whip {worth 301 gp}
No items
100 gp

Room 11:


This room is adecuately lit. In the eastern wall you see a few ants. Lying on the floor you see a boot heel.
There's a wooden door to the south.
There's a wooden door 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
No items
150 gp

Room 12:


This room is very dark. Close to the northeastern corner there's a piece of rotten rope.
There's a wooden door to the north.

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
60 gp

Room 13:


This room is lit by a single torch.
There are 2 stone doors to the west.

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
500 sp

Room 14:


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

NPCs (1)

Female Githzerai Rgr1: CR 2 (ECL 3); HD 1d10; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 4, Ref 3, Will -1; STR: 10 (0), DEX: 16 (3), CON: 15 (2), INT: 15 (2), WIS: 8 (-1), CHA: 13 (1)
Feats: Endurance
Skills: Appraise 3, Balance 4, Disguise 2, Escape Artist 4, Forgery 3, Heal 1, Hide 5, Intimidate 2, Jump 1, Ride 4, Search 3, Sense Motive 2, Spot 0, Swim 2, Use Rope 6, Handle Animal 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 1st favored enemy; Track; Wild empathy

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

Treasure

Large well-done wool tapestry {worth 400 gp}
Masterwork Axe, throwing {worth 308 gp}
No items
70 gp

Room 15:


This room is lightless. In the northern wall you find a piece of rotten rope.
There's an iron door to the south.

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)

Shagatha Female Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 3, Ref 1, Will 0; STR: 22 (6), DEX: 13 (1), CON: 12 (1), INT: 15 (2), WIS: 11 (0), CHA: 9 (-1)
Feats: Blind-Fight
Skills: Balance 2, Diplomacy 2, Disguise 0, Escape Artist 2, Listen 1, Move Silently 2, Ride 3, Search 3, Survival 3, Swim 8

Special Qualities: Darkvision: 60ft; Light sensitivity; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: none

Treasure

No goods
Masterwork Shortbow, composite (+0 Str bonus) {worth 375 gp}
No items
700 sp

Room 16:


This room is barely lit.
There are 3 iron doors to the east.

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
Holy water (2 flasks, 25 gp each) {worth 50 gp}
No items
No coins

Room 17:


This room is completely dark. The air has a noxious stench. You spot an eyepatch a few feet from you.
There's a wooden door to the east.

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

No goods
No mundane items
No items
30 pp

Room 18:


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

NPCs (1)

Male Gnome Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 0, Will -3; STR: 10 (0), DEX: 11 (0), CON: 15 (2), INT: 10 (0), WIS: 5 (-3), CHA: 12 (1)
Feats: Mounted Combat
Skills: Appraise 1, Balance 1, Diplomacy 4, Disguise 2, Escape Artist 1, Forgery 1, Heal -2, Move Silently 2, Ride 1, Search 1, Handle Animal 4

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
800 sp

Room 19:


This room is barely lit. Close to you there's a boot heel.
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).

NPCs (1)

Female Human Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref -1, Will 1; STR: 12 (1), DEX: 8 (-1), CON: 12 (1), INT: 8 (-1), WIS: 12 (1), CHA: 8 (-1)
Feats: Track, Acrobatic
Skills: Concentration 2, Diplomacy 0, Disguise 0, Jump 3, Ride 1, Spot 2, Swim 2, Use Rope 0, Tumble 1

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
100 gp

Room 20:


This room is completely dark. Your nostrils are flooded by a floury smell. Close to the center of the room there's a dead mouse.
There's a wooden door to the west.

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

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