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

Room 1:


This room is barely lit and the air has a sweaty smell. For an instant you hear the sound of a bell, but then it stops. Near the southern wall you see a green stain on the floor.
There's a stone 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).

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
20 pp

Room 2:


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

NPCs (1)

Male Halfling Rog1: CR 1 (ECL 1); HD 1d6; hp 6; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 0, Ref 6, Will 2; STR: 10 (0), DEX: 19 (4), CON: 10 (0), INT: 13 (1), WIS: 15 (2), CHA: 13 (1)
Feats: Armor Proficiency (light)
Skills: Appraise 3, Bluff 4, Climb 4, Diplomacy 2, Disguise 2, Escape Artist 5, Heal 4, Hide 5, Jump 2, Move Silently 6, Ride 7, Sense Motive 3, Spot 4, Swim 2, Use Rope 6, Open Lock 5, Decipher Script 3, Tumble 5, Use Magic Device 4

Special Qualities: 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
500 sp

Room 3:


This room is lightless. A distant sound of screeching metal can be heard. In the southeastern corner you find an illegible engraving on the floor.
There are 2 wooden doors to the west.

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

NPCs (1)

Female Dwarf Mnk1: CR 1 (ECL 1); HD 1d8; hp 11; Init 0; AC 13 (touch 10, flat-footed 13, misc 3); Atk +0; SR 0; AL TN; SV Fort 5, Ref 2, Will 5; STR: 12 (1), DEX: 10 (0), CON: 16 (3), INT: 12 (1), WIS: 16 (3), CHA: 5 (-3)
Feats: Alertness, Combat Reflexes
Skills: Balance 1, Concentration 4, Diplomacy -2, Disguise -1, Escape Artist 1, Forgery 2, Gather Information -1, Heal 4, Intimidate -2, Jump 2, Listen 5, Move Silently 1, Search 3, Sense Motive 5, Spot 6, Tumble 2

Special Qualities: Darkvision: 60ft; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
600 sp

Room 4:


This room is barely lit. Close to the northwestern corner you see a needle.
There's a wooden door to the south.
There are 2 stone doors to the south.

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).

Monsters (1)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

No goods
No mundane items
No items
600 sp

Room 5:


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

Traps (2)

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).

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 Half-elf Mnk1: CR 1 (ECL 1); HD 1d8; hp 8; Init -1; AC 11 (touch 10, flat-footed 11, misc 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 1, Will 3; STR: 11 (0), DEX: 9 (-1), CON: 11 (0), INT: 15 (2), WIS: 12 (1), CHA: 11 (0)
Feats: Alertness, Improved Unarmed Strike
Skills: Appraise 3, Balance 0, Bluff 1, Concentration 3, Forgery 5, Gather Information 1, Heal 5, Hide 1, Listen 3, Move Silently 1, Ride 0, Search 3, Spot 4, Swim 1, Tumble 1

Special Qualities: Low-light vision; Immunities: sleep; 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
50 gp

Room 6:


This room is lightless.
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)

Male Halfling Clr1: CR 1 (ECL 1); HD 1d8; hp 12; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 4, Will 3; STR: 10 (0), DEX: 18 (4), CON: 13 (1), INT: 14 (2), WIS: 13 (1), CHA: 13 (1)
Feats: Toughness
Skills: Appraise 3, Balance 5, Bluff 2, Climb 1, Concentration 2, Diplomacy 2, Disguise 3, Gather Information 2, Intimidate 3, Jump 1, Ride 5, Swim 1, Use Rope 5, Spellcraft 3

Special Qualities: Turn or rebuke undead

Suggested armor: none

Treasure

No goods
No mundane items
No items
140 gp

Room 7:


This room is well lit. The air is dense.
There's an iron door to the east.
There's a wooden door to the west.
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

Golden circlet with four aquamarines {worth 3000 gp}
Acid (8 flasks, 10 gp each) {worth 80 gp}
No items
No coins

Room 8:


This room is well lit. Close to the western wall you find a white stain on the floor.
There's a wooden door to the south.
There are 2 iron doors to the south.

NPCs (1)

Female Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 1, Will 4; STR: 12 (1), DEX: 12 (1), CON: 11 (0), INT: 11 (0), WIS: 15 (2), CHA: 12 (1)
Feats: Diligent
Skills: Appraise 2, Balance 2, Diplomacy 2, Escape Artist 2, Gather Information 4, Heal 3, Hide 2, Jump 3, Listen 5, Use Rope 3, Spellcraft 1, Decipher Script 2

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
5000 cp

Room 9:


This room is adecuately lit. Near the western wall you find a small salt circle spread on the floor.
There's a wooden door to the south.

NPCs (1)

Male Ogre Rog1: CR 4 (ECL 7); HD 4d8+1d6; hp 9; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref 6, Will -2; STR: 26 (8), DEX: 14 (2), CON: 16 (3), INT: 9 (-1), WIS: 6 (-2), CHA: 10 (0)
Feats: Run, Point Blank Shot, Lightning Reflexes
Skills: Bluff 2, Concentration 4, Escape Artist 5, Forgery 1, Hide 3, Jump 11, Listen -1, Move Silently 4, Search 0, Spot -1, Survival 0, Swim 9, Use Rope 3, Disable Device 0, Decipher Script 1, Sleight Of Hand 3, Tumble 4, Use Magic Device 1

Special Qualities: Darkvision: 60ft; 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
100 gp

Room 10:


This room is adecuately lit.
There's an iron door to the west.

NPCs (1)

Male Human Brd1: CR 1 (ECL 1); HD 1d6; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 3; STR: 11 (0), DEX: 12 (1), CON: 14 (2), INT: 15 (2), WIS: 12 (1), CHA: 14 (2)
Feats: Toughness, Stealthy
Skills: Appraise 4, Balance 3, Bluff 3, Climb 1, Diplomacy 3, Escape Artist 2, Forgery 3, Heal 2, Hide 4, Intimidate 3, Jump 1, Move Silently 4, Ride 3, Search 3, Sense Motive 2, Spot 2, Survival 2, Swim 1, Use Rope 3, Decipher Script 4, Spellcraft 4, Use Magic Device 3

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

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

Treasure

No goods
No mundane items
No items
40 gp

Room 11:


This room is barely lit. In the distance you seem to perceive the sound of a flute. Near the southwestern corner there's a pile of bones. Lying on the floor you see a mug.
There are 2 wooden doors to the north.
There's an iron door to the north.

Monsters (1)

Animal:Dog, Riding: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 16 (+2 Dex, +4 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+3; Special Atk: ; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 15, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
120 gp

Room 12:


This room is completely dark. The air has a strong sulphur smell.
There's a wooden door to the west.

Monsters (1)

Animal:Mule: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +4 melee; Dmg: Hoof 1d4+3; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 1; STR 16, DEX 13, CON 17, INT 2, WIS 11, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: ;

Treasure

No goods
No mundane items
No items
No coins

Room 13:


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

Traps (2)

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).

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

NPCs (1)

Male 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 4; STR: 13 (1), DEX: 17 (3), CON: 13 (1), INT: 11 (0), WIS: 14 (2), CHA: 15 (2)
Feats: Diligent
Skills: Appraise 3, Gather Information 3, Heal 3, Jump 2, Listen 4, Ride 4, Sense Motive 3, Spot 5, Survival 5, Swim 2, Use Rope 4, Decipher Script 2

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

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

Treasure

No goods
Masterwork Light wooden shield {worth 153 gp}
No items
40 gp

Room 14:


This room is well lit. You are surrounded by a minty smell. Close to the center of the room you find a blood smudge on the floor.
There's a stone door to the east.
There's an iron door to the west.

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).

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

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
Banded mail {worth 250 gp}
No items
90 gp

Room 15:


This room is well lit and the air is thin. In the distance you seem to perceive the sound of screeching metal. Near the southeastern corner you see an illegible engraving on the floor.
There's a wooden door to the south.

NPCs (1)

Female Human Mnk1: CR 1 (ECL 1); HD 1d8; hp 11; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 2; STR: 11 (0), DEX: 10 (0), CON: 11 (0), INT: 14 (2), WIS: 10 (0), CHA: 16 (3)
Feats: Improved Unarmed Strike, Blind-Fight, Toughness
Skills: Climb 2, Diplomacy 4, Forgery 5, Gather Information 4, Hide 1, Intimidate 4, Jump 1, Listen 1, Move Silently 4, Ride 3, Search 3, Sense Motive 2, Spot 2, Survival 2, Swim 2, Tumble 1

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
90 gp

Room 16:


This room is very dark. In the western wall you see a blood smudge on the floor.
There's a stone door to the north.
There are 2 wooden doors 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
No mundane items
No items
120 gp

Room 17:


This room is very dark. Your nostrils are flooded by a sulphur smell. In the western wall there's a few rags.
There's a wooden door to the east.

Monsters (1)

Dragon:White Dragon, Wyrmling: CR 1; HD 3d12+3 (22); Init +0 (Dex); AC 14 (+2 size, +2 natural); Atk: Bite +5 melee, 2 Claws +0 melee; Dmg: Bite 1d, claw 1d3+0; Special Atk: Breath weapon; AL Always chaotic evil; SV Fort 4 Ref 3 Will 3; STR 11, DEX 10, CON 13, INT 6, WIS 11, CHA 6;
Feats: Any 1
Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3
Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;

Treasure

No goods
No mundane items
No items
60 gp

Room 18:


This room is well lit and the air has a smoky smell. You hear the faint sound of burning torches, but can't quite place where it comes from. In the northeastern corner there's a scorch mark on the ceiling.
There's a wooden door to the west.
There's a stone door to the west.
There's a wooden door to the east.

Monsters (1)

Animal:Horse, Heavy: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee; Dmg: Hoof 1d6+2; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 15, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

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