Level 1 Dungeon (15 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair up #0

Room 1:


This room is well lit. Your nostrils are flooded by a rancid stench.
There's a wooden door to the east.
There's a wooden door to the south.

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

No goods
No mundane items
No items
2000 cp
0 sp
0 gp
0 pp

Room 2:


This room is lit by an unknown glow and you are surrounded by a damp smell. You hear the faint sound of footsteps, but can't quite place where it comes from.
There's a stone door to the south.

NPCs (1)

Male Ogre Rog1: CR 4 (ECL 7); HD 4d8+1d6; hp 9; Init -4; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref -2, Will 0; STR: 20 (5), DEX: 3 (-4), CON: 16 (3), INT: 14 (2), WIS: 11 (0), CHA: 3 (-4)
Feats: Agile, Stealthy, Affinity
Skills: Appraise 3, Balance -2, Bluff -1, Climb 9, Concentration 4, Diplomacy -3, Disguise -3, Escape Artist -2, Forgery 4, Gather Information -3, Heal 2, Hide -2, Intimidate -3, Jump 6, Listen 2, Move Silently -2, Ride -2, Search 4, Sense Motive 1, Use Rope -3, Open Lock -1, Decipher Script 3, Sleight Of Hand -3, Tumble -2, Use Magic Device -1, Handle Animal -2

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

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

Treasure

No goods
No mundane items
Levitate (potion or oil) {worth 300 gp}
130 gp
0 cp
0 sp
0 pp

Room 3:


This room is very dark.
There are 2 wooden doors to the west.
There's a stone door to the north.

Traps (1)

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)

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
400 sp
0 cp
0 gp
0 pp

Room 4:


This room is barely lit and your nostrils are flooded by a woody smell. Near the southern wall there's a loose floor tile.
There are 2 wooden doors to the east.
There's a stone door to the east.

NPCs (1)

Male Githyanki Brd1: CR 2 (ECL 3); HD 1d6; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 2, Will 3; STR: 11 (0), DEX: 11 (0), CON: 10 (0), INT: 7 (-2), WIS: 13 (1), CHA: 14 (2)
Feats: Improved Shield Bash
Skills: Balance 1, Climb 1, Escape Artist 1, Forgery -1, Gather Information 3, Move Silently 1, Spot 2, Survival 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

Suggested armor: none

Treasure

No goods
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 5:


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

NPCs (1)

Eru 'lond Male Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 6; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 3, Will 5; STR: 16 (3), DEX: 17 (3), CON: 7 (-2), INT: 16 (3), WIS: 13 (1), CHA: 8 (-1)
Feats: Iron Will
Skills: Climb 4, Concentration -1, Diplomacy 0, Disguise 0, Escape Artist 4, Gather Information 0, Heal 2, Hide 4, Intimidate 0, Listen 2, Move Silently 5, Search 5, Spot 2, Survival 2, Swim 6, Spellcraft 4

Special Qualities: Immunities: sleep; Low-light vision; Turn or rebuke undead

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

Treasure

No goods
No mundane items
Scroll: Shocking Grasp (Sor/Wis1), Nystul's Magic Aura (Sor/Wis1), Animate Rope (Sor/Wis1) (25 gp each) {worth 75 gp}
60 gp
0 cp
0 sp
0 pp

Room 6:


This room is lit by a single torch and the air has a fruity stench. Lying on the floor you see a sickle.
There's a wooden door to the east.
There's a stone door to the west.

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
160 gp
0 cp
0 sp
0 pp

Room 7:


This room is lit by a single torch and the air is shallow. Close to the eastern wall there's a broken belt buckle.
There's an iron door to the east.
There's a wooden door to the west.

NPCs (1)

Male Githzerai Bbn1: CR 2 (ECL 3); HD 1d12; hp 13; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 3, Will 6; STR: 16 (3), DEX: 17 (3), CON: 13 (1), INT: 11 (0), WIS: 18 (4), CHA: 6 (-2)
Feats: Iron Will
Skills: Appraise 1, Balance 4, Concentration 2, Diplomacy -1, Escape Artist 5, Forgery 1, Gather Information -1, Hide 4, Jump 4, Listen 5, Move Silently 4, Search 1, Use Rope 5, Handle Animal -1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 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
1000 cp
0 sp
0 gp
0 pp

Room 8:


This room is shrouded in magical darkness.
There's a wooden door to the east.
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
1000 cp
0 sp
0 gp
0 pp

Room 9:


This room is barely lit. Close to the southeastern corner you see a white feather.
There are 2 stone doors to the west.

NPCs (1)

Ghula Female Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref 0, Will 4; STR: 15 (2), DEX: 11 (0), CON: 13 (1), INT: 8 (-1), WIS: 14 (2), CHA: 15 (2)
Feats: Agile
Skills: Balance 2, Climb 3, Escape Artist 2, Intimidate 3, Ride 1, Swim 3

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
110 gp
0 cp
0 sp
0 pp

Room 10:


This room is very dark. The air is shallow. Near the southwestern corner you find several paper scraps laying on the floor.
There's a wooden door to the north.
There's a stone door to the north.
There's a wooden door to the south.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, 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
0 cp
0 sp
0 gp
0 pp

Room 11:


This room is completely dark. For an instant you hear the sound of yawning, but then it stops.
There's an iron 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).

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

No goods
No mundane items
No items
130 gp
0 cp
0 sp
0 pp

Room 12:


This room is lit by a single torch. In the western wall there's some mold forming a strange pattern.
There's a wooden door to the north.

NPCs (1)

Female Human Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 0, Will 0; STR: 15 (2), DEX: 11 (0), CON: 15 (2), INT: 14 (2), WIS: 6 (-2), CHA: 12 (1)
Feats: Diligent, Martial Weapon Proficiency
Skills: Appraise 4, Balance 2, Concentration 3, Disguise 2, Forgery 3, Intimidate 2, Listen -1, Move Silently 1, Sense Motive 0, Swim 3, Use Rope 3, Spellcraft 6, Decipher Script 4

Special Qualities: Turn or rebuke undead

Suggested armor: none

Treasure

No goods
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 13:


This room is lit by a single torch. Your nostrils are flooded by an unpleasant smell.
There are 2 wooden doors to the west.
There's an iron door to the east.

NPCs (1)

Gaursabar Female Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 2, Will 2; STR: 10 (0), DEX: 14 (2), CON: 12 (1), INT: 12 (1), WIS: 11 (0), CHA: 14 (2)
Feats: Martial Weapon Proficiency
Skills: Bluff 3, Climb 1, Concentration 2, Escape Artist 3, Gather Information 3, Hide 3, Intimidate 4, Jump 1, Ride 3, Spot 1, Survival 1

Special Qualities: Immunities: sleep; Low-light vision; Turn or rebuke undead

Suggested armor: none

Treasure

No goods
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 14:


This room is lit by a single torch.
There are 2 wooden doors to the south.

NPCs (1)

Female Half-orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort -1, Ref 2, Will -2; STR: 14 (2), DEX: 15 (2), CON: 5 (-3), INT: 6 (-2), WIS: 7 (-2), CHA: 15 (2)
Feats: Self-Sufficient, Martial Weapon Proficiency
Skills: Heal 0, Survival 0

Special Qualities: Darkvision: 60ft

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

Treasure

No goods
Climber's kit {worth 80 gp}
No items
700 sp
0 cp
0 gp
0 pp

Room 15:


This room is lightless and you are surrounded by a reek smell. Close to the northwestern corner you find a dead mouse.
There's a wooden door to the east.

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
No items
130 gp
0 cp
0 sp
0 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