Level 1 Dungeon (13 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 Stair down #0 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is barely lit. The air is hazey.
There's a wooden door to the south.

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
No mundane items
No items
100 sp

Room 2:


This room is very dark. The air is rare. Close to the northern wall there's a nearly-extinguished campfire.
There's a wooden door to the east.
There's an iron door to the east.
There's a stone door to the south.

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
40 gp

Room 3:


This room is lightless. The air has a putrid stench.
There's an iron door to the east.
There's a stone door to the east.
There's a stone door to the north.

NPCs (1)

Female Half-orc Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 4; STR: 11 (0), DEX: 14 (2), CON: 10 (0), INT: 11 (0), WIS: 14 (2), CHA: 12 (1)
Feats: Martial Weapon Proficiency
Skills: Appraise 1, Bluff 2, Climb 1, Concentration 1, Disguise 2, Escape Artist 3, Forgery 2, Heal 3, Jump 2, Search 1, Sense Motive 4, Survival 3, Use Rope 3

Special Qualities: Darkvision: 60ft; 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
Ring: Sustenance {worth 2500 gp}
500 sp

Room 4:


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

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
No mundane items
No items
No coins

Room 5:


This room is barely lit and the air has a mild noxious smell. Close to the center of the room there's a green stain 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
Half-plate {worth 600 gp}
No items
800 sp

Room 6:


This room is lit by a single torch. In the northwestern corner there's a green stain on the floor. Close to you there's a whistle.
There's a wooden door to the south.

Monsters (1)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

Treasure

No goods
Masterwork Longbow {worth 375 gp}
No items
100 sp

Room 7:


This room is adecuately lit. Your nostrils are flooded by a vile smell. In the distance you seem to perceive the sound of burning torches. Close to the northeastern corner there's a small pile of dust.
There's a stone door to the west.
There's a wooden door to the west.

Traps (1)

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)

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
130 gp

Room 8:


This room is completely dark. In the western wall you find a tiny piece of chalk.
There are 2 wooden doors to the west.

NPCs (1)

Arauial Female Elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 0, Will 1; STR: 16 (3), DEX: 10 (0), CON: 11 (0), INT: 12 (1), WIS: 13 (1), CHA: 16 (3)
Feats: Blind-Fight, Improved Shield Bash
Skills: Balance 2, Bluff 4, Diplomacy 4, Disguise 4, Heal 2, Intimidate 4, Ride 1, Search 2, Use Rope 1, Handle Animal 5

Special Qualities: Immunities: sleep; Low-light vision

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

brown-green garnet {worth 960 gp}
No mundane items
No items
No coins

Room 9:


This room is very dark.
There are 2 wooden doors to the north.
There's a stone door to the north.

Monsters (1)

Elemental:Fire Elemental, Small: CR 1; HD 2d8 (9); Init +5 (+1 Dex, +4 Improved Initiative); AC 15 (+1 size, +1 Dex, +3 natural); Atk: Slam +3 melee; Dmg: Slam 1d4 and 1d4 fire; Special Atk: Burn; AL Usually neutral; SV Fort 0 Ref 4 Will 0; STR 10, DEX 13, CON 10, INT 4, WIS 11, CHA 11;
Feats: Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental, fire subtype;

Treasure

No goods
No mundane items
No items
70 gp

Room 10:


This room is well lit.
There are 2 wooden doors to the west.
There's a stone door to the west.

NPCs (1)

Dwarin Male Dwarf Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 0; STR: 11 (0), DEX: 14 (2), CON: 12 (1), INT: 17 (3), WIS: 11 (0), CHA: 14 (2)
Feats: Agile
Skills: Balance 4, Climb 1, Concentration 3, Diplomacy 3, Disguise 3, Escape Artist 4, Forgery 4, Gather Information 5, Heal 3, Hide 4, Intimidate 4, Jump 2, Move Silently 3, Ride 3, Search 4, Spot 2, Swim 3, Use Rope 4

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

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

Treasure

No goods
Masterwork Shortbow, composite (+2 Str bonus) {worth 525 gp}
No items
800 sp

Room 11:


This room is lightless.
There are 2 wooden doors 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
No items
2000 cp

Room 12:


This room is well lit. Near the northeastern corner you find a small ball of yarn. Close to you there's a staff.
There's an iron door to the west.
There's a stone door to the west.

NPCs (1)

Female Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 3; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 0, Will 0; STR: 14 (2), DEX: 11 (0), CON: 9 (-1), INT: 11 (0), WIS: 6 (-2), CHA: 8 (-1)
Feats: Run
Skills: Bluff 0, Disguise 0, Forgery 1, Gather Information 0, Jump 3, Listen -1, Search 1, Swim 3

Special Qualities: Darkvision: 60ft; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
No items
10 pp

Room 13:


This room is well lit and you are surrounded by a smoky smell.
There's a wooden door to the west.

NPCs (1)

Male Half-orc Drd1: CR 1 (ECL 1); HD 1d8; hp 11; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref -1, Will 4; STR: 14 (2), DEX: 9 (-1), CON: 16 (3), INT: 12 (1), WIS: 15 (2), CHA: 10 (0)
Feats: Acrobatic
Skills: Appraise 3, Concentration 4, Diplomacy 1, Gather Information 1, Intimidate 2, Jump 5, Listen 5, Move Silently 1, Ride 0, Search 2, Sense Motive 5, Handle Animal 2, Tumble 1

Special Qualities: Darkvision: 60ft; 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
Wand of Fox's cunning {worth 4500 gp}
500 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