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 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 well lit and your nostrils are flooded by an unpleasant smell.

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
No items
5000 cp

Room 2:


This room is adecuately lit.
There's a wooden door to the north.

NPCs (1)

Male Gnome Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init -1; AC 13 (touch 11, flat-footed 13, misc 2, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 1, Will 4; STR: 14 (2), DEX: 9 (-1), CON: 14 (2), INT: 16 (3), WIS: 14 (2), CHA: 13 (1)
Feats: Nimble Fingers, Martial Weapon Proficiency
Skills: Appraise 5, Balance 1, Bluff 3, Climb 4, Concentration 3, Diplomacy 3, Forgery 4, Hide 0, Intimidate 2, Jump 3, Listen 5, Ride 1, Search 5, Spot 3, Survival 4, Tumble 2, Disable Device 5, Open Lock 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
4000 cp

Room 3:


This room is very dark. For an instant you hear the sound of dripping water, but then it stops. Lying on the floor you see a ring.
There's a wooden door to the south.

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).

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
Tanglefoot bags (3 bags, 50 gp each) {worth 150 gp}
No items
100 sp

Room 4:


This room is lit by a single torch. Your nostrils are flooded by a moldy stench.
There's a wooden door to the south.

Monsters (1)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

No goods
Masterwork studded leather {worth 175 gp}
No items
200 sp

Room 5:


This room is magically lit. Your nostrils are flooded by a stagnant stench. In the distance you seem to perceive the sound of clinging coins.
There's a stone door to the north.
There's a stone door to the south.

NPCs (1)

Female Githzerai Drd1: CR 2 (ECL 3); HD 1d8; hp 8; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 4, Will 3; STR: 13 (1), DEX: 19 (4), CON: 11 (0), INT: 11 (0), WIS: 13 (1), CHA: 11 (0)
Feats: Blind-Fight
Skills: Balance 5, Concentration 2, Diplomacy 1, Forgery 1, Gather Information 2, Intimidate 2, Jump 2, Move Silently 6, Search 1, Sense Motive 2, Spot 2, Swim 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
No items
80 gp

Room 6:


This room is completely dark and the air has a mild reek smell. Echoes of conversation can be heard in the distance.
There's a stone door to the east.
There's an iron door to the east.

Traps (2)

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).

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).

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
120 gp

Room 7:


This room is lit by an unknown glow and your nostrils are flooded by a distinctive stench. A distant sound of a campfire can be heard. You spot a fishing rod a few feet from you.
There's a stone door to the east.

Traps (2)

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).

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)

Male Githyanki Pal1: CR 2 (ECL 3); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 6, Ref 2, Will -3; STR: 9 (-1), DEX: 15 (2), CON: 15 (2), INT: 10 (0), WIS: 4 (-3), CHA: 10 (0)
Feats: Great Fortitude
Skills: Appraise 1, Escape Artist 3, Hide 3, Move Silently 4, Survival -1, Use Rope 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

No goods
No mundane items
No items
100 gp

Room 8:


This room is magically lit. Near the southern wall there's several paper scraps laying on the floor.
There's a wooden 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
10 pp

Room 9:


This room is shrouded in magical darkness and the air is humid.
There's a wooden door to the west.

NPCs (1)

Female Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 9; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 3, Will 1; STR: 15 (2), DEX: 17 (3), CON: 13 (1), INT: 11 (0), WIS: 9 (-1), CHA: 17 (3)
Feats: Athletic
Skills: Bluff 5, Climb 5, Concentration 2, Diplomacy 4, Escape Artist 4, Forgery 1, Heal 0, Hide 5, Listen 0, Ride 4, Search 1, Spot 0, Swim 5, Spellcraft 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
No items
10 pp

Room 10:


This room is well lit. The air has a strong sweaty smell. Lying on the floor you see a sword hilt.
There are 2 wooden doors to the south.
There's an iron door to the east.

NPCs (1)

Male Gnome Drd1: CR 1 (ECL 1); HD 1d8; hp 11; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 3, Will 2; STR: 9 (-1), DEX: 17 (3), CON: 17 (3), INT: 8 (-1), WIS: 10 (0), CHA: 15 (2)
Feats: Armor Proficiency (light)
Skills: Appraise 1, Balance 4, Diplomacy 5, Escape Artist 4, Forgery 0, Move Silently 4, Search 0, Sense Motive 1, Spellcraft 0

Special Qualities: Low-light vision; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
No items
700 sp

Room 11:


This room is adecuately lit. Your nostrils are flooded by a minty smell. A distant sound of burning torches can be heard. Close to you there's a fishing rod.
There's a stone door to the north.
There's a stone 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)

Grarth Male Orc Brd1: CR 1 (ECL 1); HD 1d6; hp 7; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref 0, Will 3; STR: 14 (2), DEX: 7 (-2), CON: 13 (1), INT: 11 (0), WIS: 12 (1), CHA: 7 (-2)
Feats: Athletic
Skills: Balance 0, Bluff 0, Climb 4, Gather Information 0, Intimidate -1, Jump 3, Listen 3, Move Silently -1, Spot 2, Survival 2, Swim 4, Decipher Script 1, Spellcraft 1, Use Magic Device -1

Special Qualities: Darkvision: 60ft; Light sensitivity; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
No items
50 gp

Room 12:


This room is very dark. Near the eastern wall you see some pieces of smashed wood.
There's a stone door to the west.

NPCs (1)

Female Duergar Brd1: CR 2 (ECL 2); HD 1d6; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 3, Ref 4, Will 2; STR: 8 (-1), DEX: 14 (2), CON: 16 (3), INT: 13 (1), WIS: 10 (0), CHA: 9 (-1)
Feats: Agile
Skills: Balance 4, Climb 0, Concentration 4, Diplomacy 0, Disguise 0, Escape Artist 5, Forgery 2, Gather Information 0, Intimidate 0, Listen 2, Move Silently 4, Ride 3, Search 2, Sense Motive 1, Survival 1, Swim 0, Use Rope 3, Tumble 4

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
No items
50 gp

Room 13:


This room is adecuately lit. In the distance you seem to perceive the sound of dripping water. Close to the southwestern corner you see a narrow crack on the ceiling.
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
Masterwork Dart {worth 300 gp}
No items
300 sp

Room 14:


This room is adecuately lit and you are surrounded by an indescribable smell. In the western wall you find a loose floor tile.
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).

NPCs (1)

Male Human Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +5; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 3, Will 5; STR: 14 (2), DEX: 12 (1), CON: 11 (0), INT: 13 (1), WIS: 17 (3), CHA: 15 (2)
Feats: Improved Initiative, Armor Proficiency (light)
Skills: Balance 2, Climb 3, Concentration 1, Diplomacy 3, Forgery 2, Gather Information 4, Heal 5, Jump 3, Move Silently 2, Ride 4, Search 2, Sense Motive 4, Spot 4, Swim 3, Decipher Script 3, Spellcraft 2, Tumble 3, Use Magic Device 3

Special Qualities: Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
Scroll: Magic Stone (Clr1) (25 gp) {worth 25 gp}
70 gp

Room 15:


This room is lightless. Your nostrils are flooded by a sour smell.
There's a stone door to the west.

NPCs (1)

Male Gnome Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init -1; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 1, Will 1; STR: 8 (-1), DEX: 8 (-1), CON: 13 (1), INT: 12 (1), WIS: 8 (-1), CHA: 16 (3)
Feats: Magical Aptitude, Great Fortitude
Skills: Appraise 2, Balance 0, Concentration 2, Diplomacy 5, Escape Artist 0, Forgery 3, Heal 1, Hide 0, Intimidate 4, Move Silently 0, Ride 1, Sense Motive 0, Spot 0, Survival 2, Spellcraft 3, Use Magic Device 5

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

pink pearl {worth 120 gp}
No mundane items
No items
300 sp

Room 16:


This room is very dark and the air is thick.
There are 2 wooden doors to the south.

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
No mundane items
No items
100 sp

Room 17:


This room is adecuately lit. You are surrounded by a fruity smell. Lying on the floor you see a pouch of tobacco.
There's a stone door to the west.
There are 2 wooden doors to the south.

NPCs (1)

Male Duergar Rog1: CR 2 (ECL 2); HD 1d6; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 2, Ref 3, Will 1; STR: 9 (-1), DEX: 12 (1), CON: 14 (2), INT: 14 (2), WIS: 12 (1), CHA: 7 (-2)
Feats: Alertness
Skills: Balance 3, Bluff 0, Concentration 4, Diplomacy -1, Escape Artist 2, Forgery 4, Gather Information 1, Heal 3, Hide 4, Intimidate 0, Jump 2, Listen 6, Move Silently 2, Ride 2, Sense Motive 2, Spot 4, Survival 2, Use Rope 3, Disable Device 4, Decipher Script 3, Sleight Of Hand 2, Tumble 2, Use Magic Device 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
No coins

Room 18:


This room is completely dark. You are surrounded by a woody smell. In the eastern wall you see a black marble.
There's a wooden door to the west.
There are 2 wooden doors to the east.

NPCs (1)

Female Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 1, Will 2; STR: 13 (1), DEX: 12 (1), CON: 17 (3), INT: 9 (-1), WIS: 11 (0), CHA: 9 (-1)
Feats: Shield Proficiency
Skills: Listen 1, Swim 2, Spellcraft 1

Special Qualities: Low-light vision; Turn or rebuke undead

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

Treasure

No goods
No mundane items
Scroll: Hold Person (Clr2), Augury (Clr2), Animal Messenger (Clr2) (150 gp each) {worth 450 gp}
60 gp

Room 19:


This room is lit by a single torch. A faint sound of a gust of wind can be heard from here.
There's an iron door to the north.
There's a wooden door to the south.

NPCs (1)

Eru-paurael Female Elf Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 4; STR: 13 (1), DEX: 14 (2), CON: 13 (1), INT: 15 (2), WIS: 15 (2), CHA: 11 (0)
Feats: Deft Hands
Skills: Appraise 4, Balance 3, Bluff 1, Climb 2, Forgery 4, Intimidate 2, Jump 3, Move Silently 4, Ride 3, Sense Motive 3, Use Rope 5, Sleight Of Hand 4

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

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

Treasure

solid gold idol (10 lb.) {worth 600 gp}
No mundane items
No items
4000 cp

Room 20:


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

NPCs (1)

Gafur Male Dwarf Ftr1: CR 1 (ECL 1); HD 1d10; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref -1, Will 0; STR: 11 (0), DEX: 8 (-1), CON: 14 (2), INT: 12 (1), WIS: 10 (0), CHA: 13 (1)
Feats: Athletic, Investigator
Skills: Appraise 3, Climb 3, Concentration 3, Diplomacy 2, Gather Information 3, Hide 0, Sense Motive 1, Swim 6, Use Rope 0

Special Qualities: Darkvision: 60ft

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

Treasure

No goods
No mundane items
No items
90 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