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 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 and the air has a distinctive smell. Close to the western wall there's a patch of fungus.
There's a wooden door to the south.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, 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
20 gp

Room 2:


This room is barely lit.
There's a wooden door to the west.

NPCs (1)

Male Human Mnk1: CR 1 (ECL 1); HD 1d8; hp 13; Init +5; AC 14 (touch 11, flat-footed 13, misc 3); Atk +0; SR 0; AL TN; SV Fort 4, Ref 5, Will 5; STR: 10 (0), DEX: 12 (1), CON: 14 (2), INT: 12 (1), WIS: 16 (3), CHA: 13 (1)
Feats: Lightning Reflexes, Improved Initiative, Toughness
Skills: Appraise 3, Climb 3, Concentration 3, Diplomacy 2, Disguise 2, Forgery 2, Heal 5, Intimidate 2, Jump 3, Listen 4, Search 2, Sense Motive 5, Spot 4, Survival 5, Use Rope 2, Tumble 2

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
500 sp

Room 3:


This room is lit by a single torch. Near the southeastern corner there's a nearly-extinguished campfire.
There are 2 stone doors to the north.

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: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 4:


This room is barely lit.
There's an iron door to the east.

NPCs (1)

Gimvi Male Dwarf Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 0, Will -1; STR: 12 (1), DEX: 11 (0), CON: 12 (1), INT: 11 (0), WIS: 9 (-1), CHA: 7 (-2)
Feats: Combat Reflexes
Skills: Appraise 2, Diplomacy -1, Forgery 1, Intimidate -1, Search 2, Spot 0

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

Suggested armor: Half-plate (+7AC, 600gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

No goods
No mundane items
No items
No coins

Room 5:


This room is magically lit and the air is stale.

NPCs (1)

Male Half-orc Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 1, Will 2; STR: 16 (3), DEX: 12 (1), CON: 14 (2), INT: 9 (-1), WIS: 10 (0), CHA: 7 (-2)
Feats: Point Blank Shot
Skills: Diplomacy 0, Intimidate -1, Search 0

Special Qualities: Darkvision: 60ft; Turn or rebuke undead

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

Treasure

No goods
Masterwork Longbow, composite (+1 Str bonus) {worth 500 gp}
No items
3000 cp

Room 6:


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

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

No goods
No mundane items
No items
90 gp

Room 7:


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

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 Crossbow, light {worth 335 gp}
No items
500 sp

Room 8:


This room is lightless. For an instant you hear the sound of tip toes, but then it stops. Close to you there's a bracelet.
There's a wooden door to the west.

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

carved bone or ivory statuette {worth 70 gp}
Holy water (2 flasks, 25 gp each) {worth 50 gp}
No items
5000 cp

Room 9:


This room is lightless. A distant sound of clinging coins can be heard.
There's an iron door to the north.
There's a stone door 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
No mundane items
No items
90 gp

Room 10:


This room is well lit and you are surrounded by a rotten smell. Near the northeastern corner you find a dozen broken vials.
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
200 sp

Room 11:


This room is adecuately lit. A faint sound of screeching metal can be heard from here. In the western wall you see a violet stain on the floor.
There are 2 wooden doors to the west.

NPCs (1)

Male Ogre Mage Mnk1: CR 9 (ECL 13); HD 6d8; hp 14; Init +1; AC 18 (touch 10, flat-footed 17, natural 5, misc 3, size -1); Atk +0; SR 19; AL CE; SV Fort 8, Ref 3, Will 5; STR: 21 (5), DEX: 12 (1), CON: 22 (6), INT: 10 (0), WIS: 16 (3), CHA: 23 (6)
Feats: Negotiator, Point Blank Shot, Affinity, Combat Reflexes
Skills: Balance 2, Bluff 9, Climb 7, Concentration 10, Diplomacy 11, Disguise 9, Escape Artist 3, Forgery 2, Intimidate 7, Jump 7, Listen 4, Ride 4, Sense Motive 6, Spot 4, Survival 5, Swim 6, Use Rope 2, Tumble 2, Handle Animal 8

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: none

Treasure

No goods
No mundane items
No items
10 pp

Room 12:


This room is shrouded in magical darkness. Near the northern wall there's some rice spread on the floor.
There's a wooden door to the south.

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

No goods
No mundane items
No items
2000 cp

Room 13:


This room is lit by a single torch.
There's a wooden door to the south.

NPCs (1)

Female Githyanki Wiz1: CR 2 (ECL 3); HD 1d4; hp 5; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 1, Will 2; STR: 12 (1), DEX: 12 (1), CON: 12 (1), INT: 9 (-1), WIS: 10 (0), CHA: 12 (1)
Feats: Acrobatic
Skills: Concentration 2, Hide 2, Jump 3, Listen 1, Sense Motive 1, Tumble 3

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

Suggested armor: none

Treasure

No goods
Banded mail {worth 250 gp}
No items
150 gp

Room 14:


This room is lightless.
There's a wooden 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

Eye agate {worth 24 gp}
No mundane items
No items
70 gp

Room 15:


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

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).

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
90 gp

Room 16:


This room is lightless and your nostrils are flooded by a flowery stench. Close to the western wall you find a piece of broken mirror.
There's a stone door to the east.
There's an iron door to the west.

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

No goods
No mundane items
Scroll: Death Knell (Clr2) (150 gp) {worth 150 gp}
100 sp

Room 17:


This room is well lit and your nostrils are flooded by a funny stench. In the northeastern corner there's a black marble.
There's a wooden door to the east.
There's a stone door to the east.

NPCs (1)

Female Halfling Ftr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 1, Will -2; STR: 9 (-1), DEX: 12 (1), CON: 14 (2), INT: 12 (1), WIS: 7 (-2), CHA: 11 (0)
Feats: Shield Proficiency, Quick Draw
Skills: Appraise 3, Balance 2, Heal -1, Intimidate 1, Jump 1, Listen -1, Sense Motive -1, Survival 0, Use Rope 2

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

Treasure

No goods
No mundane items
No items
110 gp

Room 18:


This room is well lit. In the southern wall you see a yellow stain on the floor.
There are 2 wooden doors to the west.

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

violet garnet {worth 1200 gp}
No mundane items
No items
100 gp

Room 19:


This room is lightless and your nostrils are flooded by a woody stench. In the northwestern corner you find some violet lichen.
There's a wooden door to the south.

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
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