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

Room 1:


This room is very dark. The air has a bitter smell. A faint sound of a gust of wind can be heard from here. In the western wall there's a scorch mark on the floor.
There are 3 wooden doors to the north.

NPCs (1)

Female Duergar Bbn1: CR 2 (ECL 2); HD 1d12; hp 13; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 3, Ref 0, Will 1; STR: 11 (0), DEX: 10 (0), CON: 12 (1), INT: 16 (3), WIS: 13 (1), CHA: 8 (-1)
Feats: Alertness
Skills: Appraise 5, Balance 1, Bluff 3, Climb 1, Concentration 3, Disguise 3, Forgery 4, Heal 2, Intimidate 0, Jump 2, Listen 4, Move Silently 1, Ride 1, Sense Motive 3, Spot 4, Swim 2, Handle Animal 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
Scroll: Hypnotism (Sor/Wis1) (25 gp) {worth 25 gp}
30 pp

Room 2:


This room is adecuately lit. Close to you there's a ring.
There's an iron door to the west.

NPCs (1)

Ael lond Female Elf Rog1: CR 1 (ECL 1); HD 1d6; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will -1; STR: 12 (1), DEX: 13 (1), CON: 12 (1), INT: 10 (0), WIS: 9 (-1), CHA: 15 (2)
Feats: Point Blank Shot
Skills: Appraise 1, Balance 3, Bluff 4, Climb 2, Diplomacy 3, Escape Artist 4, Gather Information 4, Heal 1, Jump 2, Listen 1, Ride 2, Sense Motive 0, Spot 1, Swim 2, Use Rope 2, Decipher Script 1, Sleight Of Hand 4, Tumble 3, Use Magic Device 5

Special Qualities: Immunities: sleep; Low-light vision; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
110 gp

Room 3:


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

NPCs (1)

Male Ogre Pal1: CR 4 (ECL 7); HD 4d8+1d10; hp 10; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 2, Ref 3, Will 1; STR: 23 (6), DEX: 13 (1), CON: 11 (0), INT: 3 (-4), WIS: 12 (1), CHA: 10 (0)
Feats: Deft Hands, Magical Aptitude, Lightning Reflexes
Skills: Use Rope 3, Sleight Of Hand 3, Spellcraft -2, Use Magic Device 2

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

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

Treasure

No goods
No mundane items
No items
200 sp

Room 4:


This room is barely lit. The air has a strong rancid smell.
There's a wooden door to the north.
There's a stone door to the north.

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
Masterwork Javelin {worth 301 gp}
No items
800 sp

Room 5:


This room is very dark. Close to the northeastern corner you find a water puddle.
There's a stone door to the east.

NPCs (1)

Female Halfling Rog1: CR 1 (ECL 1); HD 1d6; hp 9; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 4, Will 0; STR: 12 (1), DEX: 15 (2), CON: 17 (3), INT: 16 (3), WIS: 10 (0), CHA: 16 (3)
Feats: Great Fortitude
Skills: Appraise 5, Bluff 4, Climb 2, Disguise 4, Escape Artist 3, Forgery 6, Gather Information 7, Heal 2, Intimidate 4, Jump 2, Listen 2, Move Silently 3, Search 5, Sense Motive 1, Spot 3, Survival 3, Swim 2, Use Rope 5, Open Lock 3, Decipher Script 6, Sleight Of Hand 4, Tumble 6, Use Magic Device 4

Special Qualities: Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
No coins

Room 6:


This room is completely dark and the air is stale. Close to the southeastern corner you find a small pile of dust.
There are 2 wooden doors to the east.
There's a stone door to the west.

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

Sardonyx {worth 30 gp}
Lock, good {worth 80 gp}
No items
1000 cp

Room 7:


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

NPCs (1)

Male Halfling Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 4; STR: 15 (2), DEX: 15 (2), CON: 13 (1), INT: 3 (-4), WIS: 18 (4), CHA: 7 (-2)
Feats: Armor Proficiency (light), Persuasive
Skills: Bluff 0, Intimidate 0

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

Treasure

No goods
Masterwork Sword, bastard {worth 335 gp}
No items
No coins

Room 8:


This room is well lit and the air has a mild minty smell. Near the western wall you see a small pile of ash.
There are 3 wooden doors to the west.

NPCs (1)

Male Half-orc Rog1: CR 1 (ECL 1); HD 1d6; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 4, Will 1; STR: 13 (1), DEX: 15 (2), CON: 14 (2), INT: 7 (-2), WIS: 12 (1), CHA: 13 (1)
Feats: Improved Unarmed Strike
Skills: Appraise 0, Balance 3, Climb 3, Concentration 3, Diplomacy 2, Escape Artist 3, Forgery 0, Gather Information 2, Jump 2, Move Silently 3, Ride 5, Survival 2, Swim 2, Use Rope 3, Disable Device 0, Sleight Of Hand 3, Tumble 3, Use Magic Device 2

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
Half-plate {worth 600 gp}
No items
50 gp

Room 9:


This room is well lit. Near the western wall you find a patch of fungus.
There's a wooden door to the south.
There's an iron door to the south.
There's a stone door to the north.

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, 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
3000 cp

Room 10:


This room is very dark. Close to the western wall there's a moldy parchment.
There's a stone door to the west.
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

No goods
No mundane items
No items
120 gp

Room 11:


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

NPCs (1)

Female Duergar Ftr1: CR 2 (ECL 2); HD 1d10; hp 9; Init +4; AC 14 (touch 14, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 1, Ref 6, Will 4; STR: 12 (1), DEX: 18 (4), CON: 8 (-1), INT: 13 (1), WIS: 18 (4), CHA: 8 (-1)
Feats: Lightning Reflexes, Endurance
Skills: Bluff 0, Concentration 1, Escape Artist 5, Forgery 2, Hide 5, Intimidate 0, Listen 5, Search 3, Spot 6

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

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

Treasure

No goods
Chain shirt {worth 100 gp}
No items
90 gp

Room 12:


This room is lit by a single torch.

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
Wand of Fox's cunning {worth 4500 gp}
No coins

Room 13:


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

NPCs (1)

Find'lungeth Female Elf Rog1: CR 1 (ECL 1); HD 1d6; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 3, Will 2; STR: 14 (2), DEX: 12 (1), CON: 11 (0), INT: 13 (1), WIS: 15 (2), CHA: 10 (0)
Feats: Athletic
Skills: Balance 3, Bluff 1, Climb 4, Concentration 3, Diplomacy 1, Disguise 2, Escape Artist 2, Gather Information 4, Intimidate 3, Jump 3, Move Silently 2, Search 2, Spot 3, Survival 4, Swim 7, Use Rope 4, Disable Device 2, Open Lock 4, Decipher Script 2, Sleight Of Hand 3

Special Qualities: Immunities: sleep; Low-light vision; Trap finding; Sneak attack +1d6

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

Treasure

Moss agate {worth 32 gp}
Tanglefoot bags (4 bags, 50 gp each) {worth 200 gp}
No items
1000 cp

Room 14:


This room is completely dark. In the northwestern corner there's a nearly-extinguished campfire. Lying on the floor you see a bell.
There's a stone door to the south.
There's a wooden door to the south.

Monsters (1)

Fungus:Shrieker: CR 1; HD 2d8+2 (11); Init -5 (Int); AC 13 (+3 natural); Atk: ; Dmg: ; Special Atk: Shriek; AL Always neutral; SV Fort 4 Ref Will -4; STR , DEX , CON 13, INT 1, WIS 2, CHA 1;
Feats:
Skills:
Special Qualities: Plant;

Treasure

No goods
Masterwork Light steel shield {worth 159 gp}
No items
2000 cp

Room 15:


This room is magically lit. Close to the southern wall you see a loose floor tile.
There's an iron door to the west.
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).

NPCs (1)

Altonaungos Female Drow Sor1: CR 2 (ECL 3); HD 1d4; hp 4; Init +6; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 0, Ref 2, Will 1; STR: 11 (0), DEX: 14 (2), CON: 11 (0), INT: 17 (3), WIS: 8 (-1), CHA: 10 (0)
Feats: Improved Initiative
Skills: Balance 4, Bluff 2, Climb 2, Concentration 1, Diplomacy 2, Forgery 5, Intimidate 1, Jump 1, Move Silently 3, Ride 3, Search 4, Sense Motive 0, Spot 0, Survival 0, Swim 1

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

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

Treasure

No goods
No mundane items
No items
200 sp

Room 16:


This room is very dark.
There's a wooden door to the east.
There's a stone door to the north.
There's an iron door to the west.

NPCs (1)

Female Githyanki Wiz1: CR 2 (ECL 3); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 2, Will 1; STR: 12 (1), DEX: 15 (2), CON: 12 (1), INT: 12 (1), WIS: 8 (-1), CHA: 15 (2)
Feats: Improved Shield Bash
Skills: Balance 3, Bluff 4, Climb 2, Concentration 2, Disguise 3, Forgery 2, Heal 0, Hide 4, Swim 2, Spellcraft 2

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

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

Treasure

No goods
No mundane items
Vestment, druid’s {worth 3750 gp}
70 gp

Room 17:


This room is completely dark. Your nostrils are flooded by a foul stench. Echoes of a bell can be heard in the distance.
There's a wooden door to the north.

NPCs (1)

Female Half-elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 14; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 6, Ref 1, Will 0; STR: 15 (2), DEX: 12 (1), CON: 18 (4), INT: 18 (4), WIS: 11 (0), CHA: 14 (2)
Feats: Self-Sufficient
Skills: Appraise 6, Balance 2, Bluff 5, Climb 4, Concentration 5, Diplomacy 4, Disguise 3, Escape Artist 4, Forgery 7, Heal 3, Hide 3, Jump 3, Move Silently 4, Ride 4, Search 5, Survival 3, Swim 3, Use Rope 2

Special Qualities: Low-light vision; Immunities: sleep; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
Lock, good {worth 80 gp}
No items
700 sp

Room 18:


This room is lightless.

Monsters (1)

Grimlock: CR 1; HD 2d8+2 (11); Init +1 (Dex); AC 15 (+1 Dex, +4 natural); Atk: Battleaxe +4 melee; Dmg: Battleaxe 1d8+3; Special Atk: Blindsight; AL Always neutral evil; SV Fort 1 Ref 4 Will 2; STR 15, DEX 13, CON 13, INT 10, WIS 8, CHA 6;
Feats: Alertness
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Special Qualities: Immunities, scent;

Treasure

No goods
No mundane items
No items
400 sp

Room 19:


This room is adecuately lit. You are surrounded by a burnt smell. Close to you there's a statuette.
There's an iron door to the north.
There's a wooden door to the west.

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 (4 bags, 50 gp each) {worth 200 gp}
No items
130 gp

Room 20:


This room is magically lit and the air is shallow. A faint sound of whispers can be heard from here.

NPCs (1)

Male Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 6; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref -1, Will 5; STR: 13 (1), DEX: 9 (-1), CON: 14 (2), INT: 8 (-1), WIS: 17 (3), CHA: 6 (-2)
Feats: Martial Weapon Proficiency
Skills: Appraise 0, Listen 4, Ride 0, Use Rope 0

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
10 pp

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