Level 1 Dungeon (17 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair down #5 Stair down #6 Stair down #7 Stair up #0 Stair up #1

Room 1:


This room is barely lit. The air has a burnt stench. Near the southeastern corner there's a wooden amulet. You spot a sword hilt a few feet from you.
There's an iron door to the east.
There's a wooden door to the north.

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).

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).

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
700 sp

Room 2:


This room is completely dark. Near the southwestern corner you see a few ants.
There's a wooden door to the south.
There's a wooden door to the east.

Traps (1)

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).

NPCs (1)

Male Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 10; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 4, Ref 4, Will 3; STR: 14 (2), DEX: 19 (4), CON: 14 (2), INT: 6 (-2), WIS: 12 (1), CHA: 15 (2)
Feats: Run
Skills: Gather Information 3, Intimidate 3, Jump 4, Ride 5, Spot 2, Use Rope 5, Spellcraft -1

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
No mundane items
No items
1000 cp

Room 3:


This room is lightless and your nostrils are flooded by an earthy stench.
There's a wooden door to the east.

NPCs (1)

Owadola Female Orc Bbn1: CR 1 (ECL 1); HD 1d12; hp 15; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 5, Ref -1, Will -2; STR: 16 (3), DEX: 8 (-1), CON: 17 (3), INT: 8 (-1), WIS: 7 (-2), CHA: 14 (2)
Feats: Athletic
Skills: Appraise 0, Bluff 3, Climb 5, Concentration 4, Disguise 3, Hide 0, Jump 4, Move Silently 0, Sense Motive -1, Spot 0, Swim 6, Handle Animal 3

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
No items
140 gp

Room 4:


This room is lightless. Close to the center of the room you find a wooden amulet.
There's an iron door to the north.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Female Ogre Sor1: CR 4 (ECL 7); HD 4d8+1d4; hp 3; Init -2; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort -1, Ref -2, Will 4; STR: 24 (7), DEX: 7 (-2), CON: 9 (-1), INT: 13 (1), WIS: 15 (2), CHA: 3 (-4)
Feats: Alertness, Point Blank Shot, Endurance
Skills: Appraise 2, Bluff -3, Concentration 0, Disguise -3, Escape Artist 0, Forgery 2, Gather Information -3, Listen 4, Spot 4, Swim 8, Use Rope -1, Spellcraft 3

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
30 pp

Room 5:


This room is well lit. Close to the northwestern corner there's a needle.
There's a wooden door to the south.

NPCs (1)

Male Gnome Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 0; STR: 8 (-1), DEX: 14 (2), CON: 12 (1), INT: 14 (2), WIS: 11 (0), CHA: 16 (3)
Feats: Track
Skills: Appraise 5, Balance 4, Climb 3, Concentration 2, Diplomacy 6, Escape Artist 3, Hide 3, Intimidate 7, Jump 1, Ride 3, Use Rope 4

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
No items
100 sp

Room 6:


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

NPCs (1)

Male Halfling Clr1: CR 1 (ECL 1); HD 1d8; hp 7; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 2; STR: 7 (-2), DEX: 14 (2), CON: 9 (-1), INT: 14 (2), WIS: 11 (0), CHA: 16 (3)
Feats: Blind-Fight
Skills: Appraise 4, Escape Artist 3, Forgery 3, Gather Information 4, Heal 1, Intimidate 5, Jump 0, Listen 1, Move Silently 3, Spot 2, Survival 1, Use Rope 3

Special Qualities: Turn or rebuke undead

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 7:


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

NPCs (1)

Taggulg Male Orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 7; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 3, Ref 0, Will 1; STR: 22 (6), DEX: 10 (0), CON: 17 (3), INT: 15 (2), WIS: 8 (-1), CHA: 12 (1)
Feats: Endurance
Skills: Balance 2, Bluff 2, Climb 7, Diplomacy 2, Escape Artist 3, Forgery 3, Heal 0, Jump 8, Move Silently 1, Sense Motive 0, Use Rope 1, Spellcraft 3

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
50 gp

Room 8:


This room is lightless. Near the southwestern corner you see a narrow crack on the ceiling. Close to you there's a key.
There's a stone door to the west.
There's an iron door to the east.

NPCs (1)

Male Ogre Drd1: CR 4 (ECL 7); HD 5d8; hp 11; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 5, Ref 0, Will 3; STR: 21 (5), DEX: 11 (0), CON: 17 (3), INT: 11 (0), WIS: 12 (1), CHA: 8 (-1)
Feats: Persuasive, Deceitful, Endurance
Skills: Appraise 2, Bluff 1, Climb 6, Concentration 5, Disguise 2, Forgery 2, Hide 1, Intimidate 1, Jump 8, Move Silently 2, Spot 2, Survival 2, Use Rope 1, Spellcraft 1

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
No mundane items
No items
400 sp

Room 9:


This room is lit by a single torch and the air has a strong minty smell. Near the western wall there's some mold forming a strange pattern.
There's a stone door to the east.
There's a wooden door to the south.

NPCs (1)

Female Githzerai Clr1: CR 2 (ECL 3); HD 1d8; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 3, Will 3; STR: 11 (0), DEX: 17 (3), CON: 11 (0), INT: 11 (0), WIS: 12 (1), CHA: 15 (2)
Feats: Improved Shield Bash
Skills: Appraise 2, Diplomacy 3, Heal 2, Ride 5, Spot 2, Survival 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Turn or rebuke undead

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

Treasure

No goods
No mundane items
No items
1000 cp

Room 10:


This room is lightless and your nostrils are flooded by a biting smell. In the northwestern corner there's a rusty dagger hilt.
There's a wooden door to the north.
There's a stone door to the north.
There's a wooden door to the west.

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
Masterwork Longbow {worth 375 gp}
No items
80 gp

Room 11:


This room is shrouded in magical darkness. Near the center of the room you see a burnt torch.
There's an iron door to the west.
There's a wooden door to the west.
There's a wooden door to the north.

Monsters (1)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

No goods
No mundane items
No items
No coins

Room 12:


This room is completely dark. The air has a yeasty smell. You hear the faint sound of burning torches, but can't quite place where it comes from.
There's a wooden door to the west.

Monsters (1)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
50 gp

Room 13:


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

Monsters (1)

Gnome:Svirfneblin: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+1 size, +4 chain shirt, +1 small shield); Atk: Short sword +2 melee; or light crossbow +2 ranged; Dmg: Short sword 1d6-1; or light crossbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral good; SV Fort 5 Ref 2 Will 2; STR 8, DEX 12, CON 12, INT 10, WIS 12, CHA 6;
Feats: Weapon Focus (short sword)
Skills: Hide +2*, Listen +4, Spot +2
Special Qualities: Svirfneblin traits, non-detection, speak with animals;

Treasure

No goods
Spyglass {worth 1000 gp}
No items
1000 cp

Room 14:


This room is magically lit and your nostrils are flooded by a strange smell. A distant sound of clinging coins can be heard. In the eastern wall you see some rice spread on the floor.
There's a wooden door to the west.
There's a wooden door to the south.

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
Scroll: Mirror Image (Sor/Wis2), Darkvision (Sor/Wis2) (150 gp each) {worth 300 gp}
4000 cp

Room 15:


This room is magically lit and the air has a strong stagnant smell. In the western wall you see a pentagram drawn on the floor. Close to you there's a door handle.
There's a wooden door to the south.
There's an iron door to the east.
There's a wooden door to the west.

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).

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)

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
No mundane items
No items
100 gp

Room 16:


This room is adecuately lit. You hear the sound of flowing water in the distance.
There's a stone door to the north.

NPCs (1)

Female Duergar Brd1: 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 4; STR: 10 (0), DEX: 12 (1), CON: 14 (2), INT: 10 (0), WIS: 14 (2), CHA: 10 (0)
Feats: Deceitful
Skills: Appraise 2, Concentration 3, Disguise 3, Forgery 3, Intimidate 1, Listen 3, Move Silently 3, Ride 2, Spot 3, Swim 1, Use Rope 2, Tumble 3, Use Magic Device 1

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

Room 17:


This room is completely dark. In the distance you seem to perceive the sound of battle. Near the northwestern corner you see a broken vial.
There's a wooden door to the west.
There's a wooden door to the east.

NPCs (1)

Female Halfling Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 3, Will 2; STR: 7 (-2), DEX: 17 (3), CON: 13 (1), INT: 12 (1), WIS: 15 (2), CHA: 13 (1)
Feats: Quick Draw, Run
Skills: Bluff 2, Concentration 3, Disguise 2, Forgery 3, Hide 5, Listen 3, Search 2, Swim 0

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

Treasure

No goods
No mundane items
No items
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