Level 1 Dungeon (12 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair up #0 Stair up #1

Room 1:


This room is lit by a single torch. Near the northwestern corner you find a dozen broken vials.
There's a wooden door to the east.
There's a stone door to the west.

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
6000 cp

Room 2:


This room is barely lit. The air has a woody smell. Near the western wall you see a tiny piece of chalk.
There's an iron door to the west.
There's an iron door to the north.
There's a wooden door to the east.

NPCs (1)

Male Half-elf Brd1: CR 1 (ECL 1); HD 1d6; hp 9; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 5, Will 5; STR: 17 (3), DEX: 16 (3), CON: 17 (3), INT: 10 (0), WIS: 13 (1), CHA: 12 (1)
Feats: Iron Will
Skills: Balance 4, Climb 4, Concentration 4, Disguise 2, Gather Information 5, Intimidate 2, Listen 2, Move Silently 4, Ride 4, Search 1, Sense Motive 3, Tumble 4

Special Qualities: Low-light vision; Immunities: sleep; 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
600 sp

Room 3:


This room is adecuately lit and the air has a strong rotten smell. Echoes of a gust of wind can be heard in the distance.
There's a stone door to the south.
There's a wooden door to the north.

NPCs (1)

Female Gnome Bbn1: CR 1 (ECL 1); HD 1d12; hp 16; Init -2; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 8, Ref -2, Will 3; STR: 12 (1), DEX: 6 (-2), CON: 18 (4), INT: 14 (2), WIS: 16 (3), CHA: 14 (2)
Feats: Great Fortitude
Skills: Balance -1, Bluff 3, Climb 3, Concentration 5, Diplomacy 3, Heal 4, Hide -1, Intimidate 5, Ride 1, Search 3, Sense Motive 6, Spot 5, Survival 4, Swim 2, Handle Animal 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
Scroll: Misdirection (Sor/Wis2) (150 gp) {worth 150 gp}
130 gp

Room 4:


This room is well lit.
There are 2 wooden doors to the west.

Traps (2)

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.

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)

BaugLothwing Female Elf Drd1: CR 1 (ECL 1); HD 1d8; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 4; STR: 10 (0), DEX: 17 (3), CON: 15 (2), INT: 12 (1), WIS: 15 (2), CHA: 9 (-1)
Feats: Blind-Fight
Skills: Appraise 3, Bluff 2, Concentration 4, Diplomacy 2, Disguise 1, Gather Information 0, Jump 1, Ride 4, Search 2, Spot 3, Survival 3, Use Rope 4, Handle Animal 0

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

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
No mundane items
No items
800 sp

Room 5:


This room is well lit. You hear the sound of a campfire in the distance. Near the southern wall you find a yellow stain on the floor.

NPCs (1)

Male Gnome Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init +1; AC 14 (touch 12, flat-footed 13, misc 2, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 4; STR: 9 (-1), DEX: 13 (1), CON: 14 (2), INT: 6 (-2), WIS: 15 (2), CHA: 13 (1)
Feats: Nimble Fingers, Point Blank Shot
Skills: Gather Information 3, Heal 3, Jump 0, Search 0, Sense Motive 3, Tumble 2, Disable Device 0, Open Lock 3

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
60 gp

Room 6:


This room is magically lit. Your nostrils are flooded by a floury stench. A faint sound of conversation can be heard from here. Close to the southwestern corner there's a moldy parchment.
There's a stone door to the west.
There's a wooden door to the east.

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:Snake, Medium-Size Viper: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
No coins

Room 7:


This room is well lit. The air is shallow. Close to the eastern wall there's a blood smudge on the floor.
There's a wooden door to the south.
There's a stone door to the south.
There's a wooden door to the west.

NPCs (1)

Female Dwarf Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init +4; AC 16 (touch 14, flat-footed 12, misc 2); Atk +0; SR 0; AL TN; SV Fort 3, Ref 6, Will 4; STR: 14 (2), DEX: 18 (4), CON: 13 (1), INT: 18 (4), WIS: 14 (2), CHA: 6 (-2)
Feats: Run, Track
Skills: Appraise 6, Climb 4, Concentration 4, Diplomacy -1, Escape Artist 5, Forgery 7, Gather Information -1, Heal 5, Hide 5, Intimidate -1, Jump 3, Listen 3, Move Silently 5, Ride 5, Search 8, Spot 4, Survival 4, Tumble 6

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
120 gp

Room 8:


This room is magically lit. Near the northwestern corner you see a narrow crack on the floor.
There's a wooden door to the west.
There's an iron door to the south.
There's a stone door to the south.

NPCs (1)

Vomola Female Orc Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 2, Ref 1, Will 2; STR: 15 (2), DEX: 12 (1), CON: 11 (0), INT: 14 (2), WIS: 11 (0), CHA: 15 (2)
Feats: Point Blank Shot
Skills: Appraise 4, Balance 2, Bluff 3, Climb 4, Concentration 1, Diplomacy 4, Disguise 3, Intimidate 3, Listen 1, Move Silently 3, Ride 3, Spot 1, Swim 4, Use Rope 4, Spellcraft 4

Special Qualities: Darkvision: 60ft; Light sensitivity; 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 9:


This room is adecuately lit. Near the southern wall you see a loose floor tile.
There's a wooden door to the west.

NPCs (1)

Female Halfling Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will -1; STR: 13 (1), DEX: 12 (1), CON: 13 (1), INT: 16 (3), WIS: 9 (-1), CHA: 9 (-1)
Feats: Magical Aptitude
Skills: Appraise 5, Balance 2, Disguise 0, Escape Artist 4, Forgery 4, Gather Information 1, Heal 1, Hide 2, Intimidate 1, Jump 3, Listen 0, Ride 2, Sense Motive 0, Swim 5, Use Rope 4, Handle Animal 0, Spellcraft 5, Use Magic Device 1

Special Qualities: Fast movement; Illiteracy; Rage: 1/day

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

Treasure

ceremonial electrum dagger with a star ruby in the pommel {worth 1200 gp}
No mundane items
No items
No coins

Room 10:


This room is well lit. You spot a bracelet a few feet from you.
There's an iron door to the north.

NPCs (1)

Female Ogre Mage Clr1: CR 9 (ECL 13); HD 6d8; hp 12; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 6, Ref 0, Will 6; STR: 20 (5), DEX: 11 (0), CON: 18 (4), INT: 8 (-1), WIS: 18 (4), CHA: 16 (3)
Feats: Armor Proficiency (light), Diligent, Deft Hands
Skills: Appraise 1, Balance 1, Bluff 4, Escape Artist 1, Forgery 0, Gather Information 6, Hide 1, Intimidate 4, Search 0, Sense Motive 5, Spot 5, Use Rope 2, Decipher Script 1, Sleight Of Hand 2

Special Qualities: Darkvision: 60ft; Regeneration: 5; Spell-like abilities (at will): Darkness, Invisibility; Spell-like abilities (1/day): Charm person (DC14), Cone of cold (DC18), Gaseous form, Polymorph, Sleep (DC14); Turn or rebuke undead

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

Treasure

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

Room 11:


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

NPCs (1)

Female Half-orc Rog1: CR 1 (ECL 1); HD 1d6; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 5, Will 0; STR: 15 (2), DEX: 17 (3), CON: 13 (1), INT: 13 (1), WIS: 11 (0), CHA: 12 (1)
Feats: Toughness
Skills: Appraise 2, Balance 5, Bluff 2, Disguise 2, Forgery 2, Gather Information 2, Heal 2, Hide 5, Intimidate 2, Jump 3, Ride 5, Search 4, Sense Motive 3, Spot 2, Survival 1, Swim 4, Use Rope 5, Disable Device 2, Open Lock 6, Sleight Of Hand 5, Use Magic Device 3

Special Qualities: Darkvision: 60ft; Trap finding; Sneak attack +1d6

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

Treasure

solid gold idol (10 lb.) {worth 700 gp}
No mundane items
No items
No coins

Room 12:


This room is well lit. A distant sound of a bell can be heard.
There's a wooden door to the north.
There's an iron door to the south.

Traps (1)

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).

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
No mundane items
No items
80 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