Level 1 Dungeon (14 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair down #4 Stair down #5 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is well lit. The air has a sulphur stench.

Traps (1)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

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
No mundane items
No items
No coins

Room 2:


This room is well lit. Your nostrils are flooded by a yeasty smell.
There's an iron door to the west.

NPCs (1)

Male Githyanki Pal1: CR 2 (ECL 3); HD 1d10; hp 13; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 5, Ref 4, Will 2; STR: 11 (0), DEX: 15 (2), CON: 17 (3), INT: 15 (2), WIS: 14 (2), CHA: 16 (3)
Feats: Lightning Reflexes
Skills: Appraise 3, Bluff 4, Climb 1, Disguise 4, Forgery 3, Heal 4, Hide 3, Listen 4, Ride 3, Search 3, Sense Motive 3, Spot 3, Survival 3, Use Rope 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Full plate (+8AC, 1500gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
No items
80 gp

Room 3:


This room is barely lit and the air is hazey. Close to the northeastern corner you find a piece of rotten rope.
There's a stone door to the north.
There's a wooden door to the east.
There's a stone door to the west.

NPCs (1)

Female Githzerai Rgr1: CR 2 (ECL 3); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 2, Will 2; STR: 11 (0), DEX: 14 (2), CON: 12 (1), INT: 4 (-3), WIS: 14 (2), CHA: 17 (3)
Feats: Martial Weapon Proficiency
Skills: Disguise 4, Heal 3, Sense Motive 3, Spot 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
No mundane items
No items
10 pp

Room 4:


This room is well lit and the air is dense.
There's a wooden door to the north.
There's a wooden door to the south.

NPCs (1)

UiTalfdelos Female Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 7; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will 5; STR: 16 (3), DEX: 17 (3), CON: 9 (-1), INT: 11 (0), WIS: 16 (3), CHA: 14 (2)
Feats: Power Attack
Skills: Diplomacy 3, Gather Information 5, Intimidate 3, Jump 4, Survival 4, Use Rope 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
No items
140 gp

Room 5:


This room is well lit and the air has a strong fruity smell.
There's a wooden 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)

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
90 gp

Room 6:


This room is lightless. The air has a mild floury smell. Close to the southern wall you see a scorch mark on the ceiling.
There's a wooden door to the north.

NPCs (1)

Male Gnome Mnk1: CR 1 (ECL 1); HD 1d8; hp 8; Init 0; AC 12 (touch 11, flat-footed 12, misc 1, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 3; STR: 10 (0), DEX: 10 (0), CON: 11 (0), INT: 12 (1), WIS: 13 (1), CHA: 15 (2)
Feats: Persuasive, Point Blank Shot
Skills: Bluff 6, Climb 2, Concentration 2, Diplomacy 3, Disguise 4, Heal 4, Intimidate 5, Jump 1, Move Silently 1, Search 2, Sense Motive 3, Survival 2, Tumble 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
Banded mail {worth 250 gp}
No items
150 gp

Room 7:


This room is adecuately lit. The air has a mild vile smell. Lying on the floor you see a harp.
There's an iron door to the south.
There's a wooden door to the east.

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
5000 cp

Room 8:


This room is lightless. Your nostrils are flooded by a bitter smell. You hear the sound of a slammed door in the distance.
There are 2 wooden doors to the east.
There's a wooden door to the south.

Traps (2)

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).

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).

NPCs (1)

Female Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 4; STR: 12 (1), DEX: 14 (2), CON: 12 (1), INT: 10 (0), WIS: 14 (2), CHA: 11 (0)
Feats: Agile
Skills: Balance 4, Climb 2, Diplomacy 1, Escape Artist 4, Gather Information 1, Heal 3, Listen 4, Ride 3, Spot 3

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

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

Treasure

No goods
No mundane items
No items
6000 cp

Room 9:


This room is well lit. The air has a mild putrid smell.
There's a stone door to the east.

NPCs (1)

Sar Male Orc Rog1: CR 1 (ECL 1); HD 1d6; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref 4, Will -4; STR: 17 (3), DEX: 15 (2), CON: 12 (1), INT: 11 (0), WIS: 3 (-4), CHA: 13 (1)
Feats: Investigator
Skills: Appraise 1, Balance 4, Bluff 3, Disguise 3, Escape Artist 3, Forgery 2, Gather Information 3, Hide 3, Intimidate 3, Jump 4, Listen -3, Move Silently 4, Ride 3, Search 3, Sense Motive -2, Survival -3, Use Rope 4, Open Lock 3, Decipher Script 1, Sleight Of Hand 3, Tumble 3, Use Magic Device 3

Special Qualities: Darkvision: 60ft; Light sensitivity; 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 10:


This room is barely lit. You are surrounded by a stagnant smell.
There's a wooden door to the west.
There's a wooden door to the east.

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

No goods
Masterwork Longsword {worth 315 gp}
No items
50 gp

Room 11:


This room is well lit and the air has a strong sweet smell. Close to the southwestern corner you find a small pile of dust.
There's a wooden door to the west.
There's a wooden door to the south.

NPCs (1)

Female Ogre Mage Mnk1: CR 9 (ECL 13); HD 6d8; hp 12; Init -3; AC 19 (touch 9, flat-footed 19, natural 5, misc 5, size -1); Atk +0; SR 19; AL CE; SV Fort 8, Ref 1, Will 7; STR: 18 (4), DEX: 5 (-3), CON: 19 (4), INT: 19 (4), WIS: 21 (5), CHA: 13 (1)
Feats: Acrobatic, Great Fortitude, Track, Lightning Reflexes
Skills: Appraise 8, Balance 1, Bluff 5, Climb 7, Concentration 8, Diplomacy 5, Disguise 3, Escape Artist 1, Forgery 8, Gather Information 4, Heal 9, Hide -2, Intimidate 3, Jump 10, Listen 7, Move Silently 1, Search 8, Sense Motive 9, Spot 9, Survival 9, Swim 8, Use Rope 1, Tumble 1

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); 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 12:


This room is lit by a single torch. Close to the western wall you see a scorch mark on the floor. You spot a fishing rod a few feet from you.
There's a wooden door to the west.
There's a stone door to the east.
There's a wooden door to the south.

NPCs (1)

Neeggagi Female Orc Rog1: CR 1 (ECL 1); HD 1d6; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 4, Will 1; STR: 16 (3), DEX: 14 (2), CON: 11 (0), INT: 10 (0), WIS: 13 (1), CHA: 13 (1)
Feats: Martial Weapon Proficiency
Skills: Balance 3, Bluff 3, Concentration 2, Diplomacy 2, Disguise 2, Escape Artist 3, Gather Information 3, Heal 2, Hide 3, Intimidate 2, Jump 5, Listen 3, Ride 3, Search 1, Spot 3, Survival 3, Use Rope 4, Decipher Script 2, Sleight Of Hand 5, Use Magic Device 3

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

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

Treasure

No goods
No mundane items
Scroll: Scare (Sor/Wis2), Pyrotechnics (Sor/Wis2) (150 gp each) {worth 300 gp}
400 sp

Room 13:


This room is lightless. In the center of the room there's a pentagram drawn on the floor.
There's an iron door to the west.

Traps (1)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

NPCs (1)

Shadoga Female Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 3, Ref 1, Will 0; STR: 19 (4), DEX: 12 (1), CON: 16 (3), INT: 6 (-2), WIS: 7 (-2), CHA: 12 (1)
Feats: Nimble Fingers
Skills: Disable Device 0, Open Lock 3

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

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

Treasure

No goods
No mundane items
No items
6000 cp

Room 14:


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

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).

NPCs (1)

Male Half-elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 1, Will 2; STR: 14 (2), DEX: 13 (1), CON: 13 (1), INT: 12 (1), WIS: 11 (0), CHA: 14 (2)
Feats: Agile
Skills: Balance 3, Diplomacy 3, Disguise 3, Escape Artist 4, Forgery 2, Jump 3, Listen 1, Move Silently 2, Ride 3, Search 2, Spot 1, Spellcraft 2

Special Qualities: Low-light vision; Immunities: sleep; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
No items
40 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