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 up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


This room is completely dark and the air has a woody smell.
There's a wooden door to the east.

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
70 gp

Room 2:


This room is very dark. In the center of the room you find a small ball of yarn.
There are 2 wooden doors to the north.
There's a wooden door to the west.

Monsters (1)

Animal:Camel: CR 1; HD 3d8+6 (19); Init +3 (Dex); AC 13 (-1 size, +3 Dex, +1 natural); Atk: Bite +5 melee; Dmg: Bite 1d4+6; Special Atk: ; AL Always neutral; SV Fort 5 Ref 6 Will 1; STR 18, DEX 16, CON 14, INT 1, WIS 11, CHA 4;
Feats:
Skills: Listen +5, Spot +5
Special Qualities: Scent;

Treasure

No goods
Masterwork Crossbow, heavy {worth 350 gp}
No items
6000 cp

Room 3:


This room is adecuately lit and your nostrils are flooded by a yeasty stench. Echoes of screeching metal can be heard in the distance.
There's a wooden door to the south.

NPCs (1)

Male Duergar Sor1: CR 2 (ECL 2); HD 1d4; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 2, Ref 0, Will 1; STR: 13 (1), DEX: 11 (0), CON: 15 (2), INT: 12 (1), WIS: 9 (-1), CHA: 9 (-1)
Feats: Martial Weapon Proficiency
Skills: Balance 3, Climb 2, Disguise 0, Gather Information 0, Intimidate 0, Jump 2, Move Silently 1, Sense Motive 0, Swim 2, Spellcraft 2

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

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

Treasure

No goods
No mundane items
No items
20 pp

Room 4:


This room is adecuately lit. The air has a mild sulphur smell. Near the southeastern corner you see a red stain on the floor.
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 studded leather {worth 175 gp}
No items
No coins

Room 5:


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

NPCs (1)

Female Half-elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 11; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref -1, Will 2; STR: 14 (2), DEX: 9 (-1), CON: 9 (-1), INT: 9 (-1), WIS: 14 (2), CHA: 15 (2)
Feats: Magical Aptitude
Skills: Balance 0, Disguise 4, Escape Artist 0, Forgery 2, Intimidate 3, Ride 0, Spot 5, Spellcraft 1, Use Magic Device 4

Special Qualities: Low-light vision; Immunities: sleep; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
Chain shirt {worth 100 gp}
No items
600 sp

Room 6:


This room is well lit. You are surrounded by an acrid smell.
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
Masterwork Longbow {worth 375 gp}
No items
20 pp

Room 7:


This room is lightless and the air has a moldy smell.
There are 2 wooden doors to the south.
There's a wooden door to the east.

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
100 gp

Room 8:


This room is barely lit. The air is rare. A distant sound of flowing water can be heard. You spot a chess piece a few feet from you.
There's a wooden door to the north.
There's a wooden door to the east.

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
No mundane items
No items
90 gp

Room 9:


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

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

Carnelian {worth 20 gp}
No mundane items
No items
400 sp

Room 10:


This room is shrouded in magical darkness. Echoes of a bell can be heard in the distance.
There's a wooden door to the west.
There's a stone door to the east.

NPCs (1)

Male Halfling Mnk1: CR 1 (ECL 1); HD 1d8; hp 13; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 4, Will -1; STR: 6 (-2), DEX: 15 (2), CON: 15 (2), INT: 13 (1), WIS: 4 (-3), CHA: 10 (0)
Feats: Toughness, Run
Skills: Appraise 4, Balance 3, Bluff 1, Climb 0, Disguise 1, Gather Information 2, Listen -2, Move Silently 3, Ride 4, Search 3, Sense Motive -2, Survival -2, Use Rope 3, Tumble 3

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

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

Treasure

No goods
No mundane items
No items
120 gp

Room 11:


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

Traps (2)

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).

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)

Female Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 9; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 1; STR: 10 (0), DEX: 17 (3), CON: 13 (1), INT: 11 (0), WIS: 9 (-1), CHA: 15 (2)
Feats: Persuasive
Skills: Bluff 4, Concentration 3, Hide 4, Intimidate 4, Spot 0, Survival 0, Swim 2, Spellcraft 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Turn or rebuke undead

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

Treasure

solid gold idol (10 lb.) {worth 1000 gp}
No mundane items
Owl's wisdom (potion) {worth 300 gp}
70 gp

Room 12:


This room is barely lit. The air has a sweet smell. You hear the faint sound of clanging swords, but can't quite place where it comes from.

Traps (2)

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).

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

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
30 gp

Room 13:


This room is lightless. You hear the sound of screeching metal in the distance.
There's a wooden door to the east.

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)

Shridiira Male Drow Sor1: CR 2 (ECL 3); HD 1d4; hp 6; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref 3, Will 3; STR: 14 (2), DEX: 17 (3), CON: 14 (2), INT: 20 (5), WIS: 13 (1), CHA: 12 (1)
Feats: Affinity
Skills: Balance 7, Bluff 3, Climb 4, Concentration 3, Disguise 2, Forgery 7, Hide 5, Jump 4, Move Silently 6, Ride 5, Search 8, Sense Motive 2, Spot 5, Swim 3, Handle Animal 3

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
80 gp

Room 14:


This room is completely dark. The air has a mild nasty smell. A distant sound of growling can be heard.
There's a wooden door to the west.
There's a wooden door to the north.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

No goods
No mundane items
No items
50 gp

Room 15:


This room is well lit. In the northeastern corner you find some rice spread on the floor.
There's a wooden door to the east.
There's a wooden door to the west.

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).

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
Full plate {worth 1500 gp}
No items
50 gp

Room 16:


This room is lit by an unknown glow and the air has a floury stench. You hear the faint sound of a campfire, but can't quite place where it comes from. In the southwestern corner you find a blood smudge on the floor. You spot a bracelet a few feet from you.
There are 2 wooden doors to the south.
There's an iron 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
90 gp

Room 17:


This room is completely dark and you are surrounded by a foul smell.
There are 2 stone doors to the east.

NPCs (1)

Female Ogre Mage Drd1: CR 9 (ECL 13); HD 6d8; hp 10; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 4, Ref 1, Will 4; STR: 25 (7), DEX: 12 (1), CON: 14 (2), INT: 20 (5), WIS: 15 (2), CHA: 15 (2)
Feats: Combat Expertise, Martial Weapon Proficiency, Deceitful
Skills: Appraise 9, Balance 5, Bluff 6, Climb 10, Concentration 6, Diplomacy 4, Disguise 4, Escape Artist 5, Forgery 7, Gather Information 6, Heal 4, Hide 5, Intimidate 6, Jump 11, Listen 3, Move Silently 5, Ride 4, Search 9, Sense Motive 6, Spot 6, Survival 6, Swim 11, Use Rope 5, Handle Animal 5, Spellcraft 9

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); 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
2000 cp

Room 18:


This room is completely dark. Your nostrils are flooded by a sulphur smell.

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
Holy symbol, silver {worth 25 gp}
No items
100 sp

Room 19:


This room is well lit. The air has a strong acrid smell.
There's a wooden door to the east.

Traps (1)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

NPCs (1)

Female Halfling Drd1: CR 1 (ECL 1); HD 1d8; hp 14; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 4, Will 0; STR: 4 (-3), DEX: 19 (4), CON: 16 (3), INT: 12 (1), WIS: 7 (-2), CHA: 14 (2)
Feats: Toughness
Skills: Balance 7, Bluff 3, Climb -2, Concentration 5, Diplomacy 3, Disguise 3, Forgery 3, Gather Information 3, Hide 5, Jump -2, Move Silently 5, Spot -1, Swim -1, Use Rope 5, Handle Animal 3

Special Qualities: 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
Lesser restoration (potion) {worth 300 gp}
200 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