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 up #0 Stair up #1 Stair up #2 Stair up #3 Stair up #4 Stair up #5 Stair up #6 Stair up #7

Room 1:


This room is completely dark. Your nostrils are flooded by a nasty stench. Near the northwestern corner there's a few rags.
There's a wooden door to the east.
There's a wooden door to the north.
There's a stone door to the west.

Traps (1)

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).

NPCs (1)

Male Half-orc Rog1: CR 1 (ECL 1); HD 1d6; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 4, Will 1; STR: 18 (4), DEX: 14 (2), CON: 15 (2), INT: 13 (1), WIS: 13 (1), CHA: 13 (1)
Feats: Affinity
Skills: Appraise 2, Balance 3, Bluff 2, Climb 7, Concentration 3, Disguise 2, Escape Artist 3, Forgery 2, Gather Information 4, Hide 4, Intimidate 2, Jump 5, Listen 2, Ride 5, Search 2, Spot 2, Survival 4, Use Rope 5, Decipher Script 4, Sleight Of Hand 4, Tumble 4, Use Magic Device 3, Handle Animal 3

Special Qualities: Darkvision: 60ft; Trap finding; Sneak attack +1d6

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

Treasure

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

Room 2:


This room is very dark and the air is thin.
There are 2 wooden doors 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
No mundane items
No items
70 gp

Room 3:


This room is lit by a single torch and the air has a mild moldy smell.
There's a stone door to the west.

NPCs (1)

Ilphrathara Male Drow Rgr1: CR 2 (ECL 3); HD 1d10; hp 11; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 3, Ref 0, Will -3; STR: 13 (1), DEX: 10 (0), CON: 12 (1), INT: 14 (2), WIS: 5 (-3), CHA: 14 (2)
Feats: Endurance
Skills: Balance 1, Bluff 3, Concentration 2, Diplomacy 3, Disguise 3, Escape Artist 2, Forgery 3, Gather Information 5, Heal -2, Hide 1, Intimidate 4, Listen -2, Sense Motive -2, Spot -2, Survival -1, Use Rope 2, Handle Animal 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
No mundane items
No items
70 gp

Room 4:


This room is adecuately lit. You hear the sound of battle in the distance. Near the northwestern corner there's a piece of broken mirror. You spot a bracelet a few feet from you.
There's a wooden door to the south.

NPCs (1)

Shyntintra'fein Female Drow Drd1: CR 2 (ECL 3); HD 1d8; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 4, Ref 1, Will 1; STR: 15 (2), DEX: 13 (1), CON: 14 (2), INT: 13 (1), WIS: 9 (-1), CHA: 17 (3)
Feats: Shield Proficiency
Skills: Bluff 4, Climb 4, Concentration 3, Disguise 7, Escape Artist 2, Forgery 2, Heal 0, Listen 1, Move Silently 3, Ride 2, Search 2, Sense Motive 0, Spot 0, Use Rope 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Masterwork Glaive {worth 308 gp}
No items
100 gp

Room 5:


This room is adecuately lit.
There's a stone door to the west.

NPCs (1)

Female Gnome Bbn1: CR 1 (ECL 1); HD 1d12; hp 11; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 1, Ref 1, Will 1; STR: 12 (1), DEX: 12 (1), CON: 8 (-1), INT: 11 (0), WIS: 12 (1), CHA: 14 (2)
Feats: Improved Unarmed Strike
Skills: Bluff 3, Concentration 0, Diplomacy 3, Forgery 1, Heal 2, Hide 2, Listen 2, Move Silently 2, Ride 2, Search 1, Sense Motive 3, Use Rope 3, 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
Masterwork Arrows (50) {worth 350 gp}
No items
70 gp

Room 6:


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

NPCs (1)

Male Githyanki Bbn1: CR 2 (ECL 3); HD 1d12; hp 15; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 5, Ref 2, Will 0; STR: 13 (1), DEX: 14 (2), CON: 16 (3), INT: 14 (2), WIS: 10 (0), CHA: 12 (1)
Feats: Endurance
Skills: Appraise 4, Balance 3, Bluff 2, Climb 3, Concentration 4, Escape Artist 4, Forgery 3, Gather Information 2, Hide 3, Intimidate 3, Move Silently 3, Ride 4, Search 3, Spot 3, Survival 2, Swim 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
No items
10 pp

Room 7:


This room is well lit. The air is thick. Close to the northern wall there's a piece of rotten rope.
There's a wooden door to the south.
There's a wooden door to the west.
There's an iron door to the west.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

No goods
No mundane items
No items
110 gp

Room 8:


This room is well lit. Close to the southeastern corner you find a pile of bones.
There are 3 wooden doors to the north.

NPCs (1)

Female Dwarf Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 2; STR: 16 (3), DEX: 13 (1), CON: 13 (1), INT: 17 (3), WIS: 14 (2), CHA: 8 (-1)
Feats: Improved Shield Bash, Investigator
Skills: Bluff 0, Climb 4, Diplomacy 0, Escape Artist 2, Gather Information 2, Heal 5, Intimidate 1, Listen 3, Ride 2, Search 4, Sense Motive 3, Spot 3, Survival 4, Use Rope 3, Handle Animal 0

Special Qualities: Darkvision: 60ft

Suggested armor: Full plate (+8AC, 1500gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
No items
200 sp

Room 9:


This room is very dark. Close to the northern wall you see an illegible engraving on the floor.
There's an iron door to the east.

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
600 sp

Room 10:


This room is lightless. A distant sound of flowing water can be heard.
There's a wooden door to the west.

Monsters (1)

Elemental:Water Elemental, Small: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral; SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, CON 13, INT 4, WIS 11, CHA 11;
Feats: Power Attack
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
No mundane items
No items
110 gp

Room 11:


This room is well lit. Your nostrils are flooded by a flowery stench.
There's an iron door to the west.
There's a stone door to the south.

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
Alchemist's fire (4 flasks, 20 gp each) {worth 80 gp}
No items
120 gp

Room 12:


This room is very dark. A faint sound of a slammed door can be heard from here.
There's a wooden door to the west.
There's a stone 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).

NPCs (1)

Female Gnome Rog1: CR 1 (ECL 1); HD 1d6; hp 9; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 0; STR: 14 (2), DEX: 13 (1), CON: 16 (3), INT: 9 (-1), WIS: 11 (0), CHA: 13 (1)
Feats: Persuasive
Skills: Appraise 0, Bluff 6, Concentration 4, Disguise 2, Forgery 0, Gather Information 2, Heal 2, Hide 2, Intimidate 5, Jump 5, Ride 3, Search 0, Sense Motive 2, Spot 1, Swim 4, Use Rope 2, Decipher Script 1, Sleight Of Hand 2

Special Qualities: Low-light vision; 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
110 gp

Room 13:


This room is lightless and the air is stale. In the southeastern corner you find a white feather.
There's a wooden door to the north.
There's a wooden door to the east.

Traps (1)

Basic Arrow Trap: CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

NPCs (1)

Groin Male Dwarf 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 0; STR: 10 (0), DEX: 16 (3), CON: 14 (2), INT: 12 (1), WIS: 11 (0), CHA: 10 (0)
Feats: Deceitful
Skills: Appraise 3, Balance 4, Bluff 2, Climb 1, Diplomacy 1, Disguise 2, Escape Artist 4, Forgery 5, Intimidate 3, Jump 1, Search 3, Sense Motive 1, Spot 2, Swim 1

Special Qualities: Darkvision: 60ft; 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
2000 cp

Room 14:


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

NPCs (1)

Male Githyanki Sor1: CR 2 (ECL 3); HD 1d4; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 4, Ref 0, Will 0; STR: 13 (1), DEX: 10 (0), CON: 15 (2), INT: 13 (1), WIS: 6 (-2), CHA: 13 (1)
Feats: Great Fortitude
Skills: Appraise 3, Balance 1, Bluff 3, Intimidate 2, Listen -1, Sense Motive -1, Spot -1, Survival -1, Swim 3

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

Suggested armor: none

Treasure

No goods
No mundane items
Delay poison (potion) {worth 300 gp}
4000 cp

Room 15:


This room is lit by a single torch. You hear the faint sound of clinging coins, but can't quite place where it comes from.
There's a wooden door to the north.

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
40 gp

Room 16:


This room is very dark and your nostrils are flooded by a yeasty stench. Close to the northern wall you find a scorch mark on the ceiling.
There's a wooden door to the north.

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
Half-plate {worth 600 gp}
No items
140 gp

Room 17:


This room is very dark. Your nostrils are flooded by a sweaty smell. Close to you there's a chess piece.
There are 2 wooden doors 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
120 gp

Room 18:


This room is completely dark. The air has a foul smell. Close to the eastern wall you find a blue stain on the floor.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

Female Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 4, Ref 0, Will 2; STR: 10 (0), DEX: 10 (0), CON: 14 (2), INT: 15 (2), WIS: 11 (0), CHA: 5 (-3)
Feats: Improved Shield Bash
Skills: Appraise 3, Balance 1, Bluff -1, Concentration 5, Disguise -1, Escape Artist 1, Gather Information -1, Heal 3, Listen 2, Sense Motive 2, Spot 1, Use Rope 1, Handle Animal -1, Spellcraft 3

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
400 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