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 up #0 Stair up #1

Room 1:


This room is very dark. The air has a noxious stench. In the distance you seem to perceive the sound of yawning.
There's an iron door to the west.

Traps (1)

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares).

Monsters (1)

Animal:Camel: CR 1; HD 3d8+6 (19); Init +3 (Dex); AC 13 (-1 size, +3 Dex, +1 natural); Atk: Bite +5 melee; Dmg: Bite 1d4+6; Special Atk: ; AL Always neutral; SV Fort 5 Ref 6 Will 1; STR 18, DEX 16, CON 14, INT 1, WIS 11, CHA 4;
Feats:
Skills: Listen +5, Spot +5
Special Qualities: Scent;

Treasure

red-brown spinel {worth 320 gp}
No mundane items
No items
No coins

Room 2:


This room is lit by an unknown glow. Near the northeastern corner there's some rice spread on the floor. You spot a pot a few feet from you.
There's a wooden door to the south.
There's a wooden door to the east.

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).

Monsters (1)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

white pearl {worth 480 gp}
No mundane items
No items
120 gp

Room 3:


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

NPCs (1)

Female Half-orc Drd1: CR 1 (ECL 1); HD 1d8; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 1, Will 5; STR: 16 (3), DEX: 13 (1), CON: 14 (2), INT: 10 (0), WIS: 16 (3), CHA: 7 (-2)
Feats: Negotiator
Skills: Appraise 2, Balance 2, Concentration 3, Diplomacy 1, Disguise -1, Search 1, Sense Motive 7, Spot 4, Survival 4, Swim 6, Use Rope 2, Handle Animal -1

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

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

Treasure

No goods
No mundane items
No items
90 gp

Room 4:


This room is lightless and you are surrounded by a funny smell. Near the southeastern corner you see a piece of broken mirror.
There's a wooden door to the west.
There are 2 wooden doors to the east.

Traps (1)

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).

NPCs (1)

Male Gnome Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 2; STR: 8 (-1), DEX: 14 (2), CON: 14 (2), INT: 15 (2), WIS: 15 (2), CHA: 16 (3)
Feats: Deceitful
Skills: Balance 3, Concentration 3, Diplomacy 4, Disguise 8, Escape Artist 4, Forgery 4, Gather Information 4, Heal 4, Hide 4, Intimidate 4, Jump 1, Listen 3, Move Silently 4, Sense Motive 4, Swim 0, Use Rope 4

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

No goods
No mundane items
No items
400 sp

Room 5:


This room is completely dark. In the northwestern corner you see a nearly-extinguished campfire.
There's a stone door to the west.
There's a wooden door to the east.

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
90 gp

Room 6:


This room is lightless. In the western wall you find a scorch mark on the floor.
There's a stone door to the south.

NPCs (1)

Male Githzerai Mnk1: CR 2 (ECL 3); HD 1d8; hp 8; Init +5; AC 16 (touch 15, flat-footed 11, misc 1); Atk +0; SR 6; AL NE; SV Fort 2, Ref 7, Will 3; STR: 12 (1), DEX: 21 (5), CON: 11 (0), INT: 16 (3), WIS: 12 (1), CHA: 16 (3)
Feats: Deft Hands, Shield Proficiency
Skills: Appraise 6, Climb 2, Concentration 2, Diplomacy 5, Forgery 4, Heal 2, Hide 6, Intimidate 5, Jump 2, Ride 6, Search 6, Sense Motive 3, Spot 3, Survival 3, Use Rope 9, Tumble 7, Sleight Of Hand 7

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

Moonstone {worth 120 gp}
No mundane items
No items
No coins

Room 7:


This room is lightless. The air is humid. Close to the center of the room there's several paper scraps laying on the floor.
There's a stone door to the west.

Monsters (1)

Dwarf:Derro: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dagger +1 melee; or repeating light crossbow+1 ranged; Dmg: Dagger 1d4; crossbow 1d6 and poison; Special Atk: ; AL Usually chaotic evil; SV Fort 3 Ref 0 Will 0; STR 9, DEX 14, CON 13, INT 10, WIS 10, CHA 6;
Feats: Blind-Fight
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Special Qualities: Darkvision, derro traits, SR 18, sunlight vulnerability;

Treasure

No goods
No mundane items
No items
140 gp

Room 8:


This room is well lit. Close to the northern wall you see a small pile of dust.
There are 2 wooden doors to the east.

NPCs (1)

Female Half-orc Sor1: CR 1 (ECL 1); HD 1d4; hp 7; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 0, Will 3; STR: 16 (3), DEX: 11 (0), CON: 16 (3), INT: 9 (-1), WIS: 13 (1), CHA: 13 (1)
Feats: Deft Hands
Skills: Diplomacy 2, Intimidate 2, Jump 5, Use Rope 2, Sleight Of Hand 2

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
200 sp

Room 9:


This room is lightless. In the distance you seem to perceive the sound of a bell. In the eastern wall you see some pieces of smashed wood. You spot a key ring a few feet from you.
There's a stone door to the south.

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
4000 cp

Room 10:


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

Monsters (1)

Dryad: CR 1; HD 2d6 (7); Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (+2 Dex); Atk: Dagger +1 melee; Dmg: Dagger 1d4; Special Atk: Spell-like abilities; AL Always chaotic good; SV Fort 0 Ref 5 Will 5; STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18;
Feats: Alertness, Dodge, Improved Initiative
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7
Special Qualities: Symbiosis;

Treasure

Rose {worth 120 gp}
No mundane items
No items
130 gp

Room 11:


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

NPCs (1)

Male Half-orc Drd1: CR 1 (ECL 1); HD 1d8; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref 2, Will 4; STR: 18 (4), DEX: 14 (2), CON: 16 (3), INT: 4 (-3), WIS: 15 (2), CHA: 14 (2)
Feats: Endurance
Skills: Balance 3, Climb 5, Concentration 4, Forgery -2

Special Qualities: Darkvision: 60ft; 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
1000 cp

Room 12:


This room is barely lit. The air has a vile smell.
There's a stone door to the east.
There's a stone door to the west.

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
500 sp

Room 13:


This room is well lit. You hear the sound of clanging swords in the distance. Close to the southeastern corner there's a white stain on the floor.
There's a stone door to the east.

NPCs (1)

Male Gnome Sor1: CR 1 (ECL 1); HD 1d4; hp 7; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 3; STR: 10 (0), DEX: 17 (3), CON: 17 (3), INT: 9 (-1), WIS: 12 (1), CHA: 17 (3)
Feats: Endurance
Skills: Appraise 0, Climb 1, Diplomacy 4, Intimidate 4

Special Qualities: Low-light vision; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
20 gp

Room 14:


This room is lightless and the air has a putrid stench. A faint sound of clinging coins can be heard from here. In the northwestern corner there's a few rags.
There are 2 stone doors to the east.

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
200 sp

Room 15:


This room is lightless. The air has a rotten smell. In the center of the room you find a burnt torch.
There are 2 wooden doors to the east.

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
1000 cp

Room 16:


This room is well lit. In the distance you seem to perceive the sound of a slammed door. In the northern wall there's a few rags.
There are 2 wooden doors to the west.
There's a stone door to the north.

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
100 sp

Room 17:


This room is lit by a single torch.
There's an iron door to the east.
There's a stone door to the north.

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
30 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