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 up #0

Room 1:


This room is completely dark. A faint sound of a slammed door can be heard from here. Close to the western wall you find a tattered cloak.
There's a wooden door to the east.
There's a wooden door to the west.

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)

Female Githzerai Sor1: CR 2 (ECL 3); HD 1d4; hp 4; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 0, Ref 3, Will 6; STR: 15 (2), DEX: 17 (3), CON: 10 (0), INT: 14 (2), WIS: 18 (4), CHA: 12 (1)
Feats: Persuasive
Skills: Balance 5, Bluff 3, Concentration 3, Diplomacy 2, Disguise 2, Forgery 3, Heal 6, Intimidate 3, Move Silently 4, Ride 5, Sense Motive 5, Spot 5

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

Suggested armor: none

Treasure

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

Room 2:


This room is magically lit. The air has a strong distinctive smell. A faint sound of clinging coins can be heard from here.
There's a stone door to the west.
There's a stone door to the east.

NPCs (1)

Baen Female Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 1, Ref 1, Will 3; STR: 11 (0), DEX: 13 (1), CON: 12 (1), INT: 13 (1), WIS: 13 (1), CHA: 13 (1)
Feats: Athletic
Skills: Climb 2, Concentration 2, Disguise 3, Escape Artist 2, Gather Information 2, Heal 2, Intimidate 2, Ride 2, Spot 2, Survival 2, Swim 2, Use Rope 2

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

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

Treasure

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

Room 3:


This room is lit by a single torch and you are surrounded by a smoky smell. Close to the southwestern corner there's a piece of rotten rope. You spot a rug a few feet from you.
There's a stone door to the west.
There's a wooden door to the south.

NPCs (1)

Fela achasndîr Male Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 8; Init +3; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref -1, Will 2; STR: 8 (-1), DEX: 9 (-1), CON: 10 (0), INT: 10 (0), WIS: 11 (0), CHA: 9 (-1)
Feats: Improved Initiative
Skills: Bluff 0, Escape Artist 0, Heal 1, Hide 1, Move Silently 0, Search 1, Spot 1

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

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

Treasure

No goods
Masterwork Light steel shield {worth 159 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 4:


This room is barely lit. Near the western wall you find a water puddle.
There's a wooden 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)

Elemental:Fire Elemental, Small: CR 1; HD 2d8 (9); Init +5 (+1 Dex, +4 Improved Initiative); AC 15 (+1 size, +1 Dex, +3 natural); Atk: Slam +3 melee; Dmg: Slam 1d4 and 1d4 fire; Special Atk: Burn; AL Usually neutral; SV Fort 0 Ref 4 Will 0; STR 10, DEX 13, CON 10, INT 4, WIS 11, CHA 11;
Feats: Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental, fire subtype;

Treasure

black velvet mask with numerous citrines {worth 80 gp}
No mundane items
No items
100 gp
0 cp
0 sp
0 pp

Room 5:


This room is adecuately lit. In the northwestern corner you see a broken vial.
There's a wooden door to the north.
There's a stone door 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
0 cp
0 sp
0 gp
0 pp

Room 6:


This room is lightless. The air has a mild funny smell.
There's a wooden door to the north.

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).

NPCs (1)

Annûn-Caladnaethair Female Elf Rog1: CR 1 (ECL 1); HD 1d6; hp 6; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 3, Will 2; STR: 18 (4), DEX: 12 (1), CON: 11 (0), INT: 11 (0), WIS: 15 (2), CHA: 12 (1)
Feats: Combat Reflexes
Skills: Balance 3, Bluff 2, Climb 5, Concentration 1, Diplomacy 3, Disguise 2, Escape Artist 2, Forgery 2, Gather Information 3, Heal 4, Hide 2, Intimidate 2, Jump 6, Listen 3, Move Silently 2, Ride 4, Search 1, Swim 5, Use Rope 3, Disable Device 1, Open Lock 2, Decipher Script 1, Tumble 2

Special Qualities: Immunities: sleep; Low-light vision; Trap finding; Sneak attack +1d6

Suggested armor: none

Treasure

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

Room 7:


This room is lightless. The air is dense.
There are 2 wooden doors 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).

NPCs (1)

Female Dwarf Brd1: CR 1 (ECL 1); HD 1d6; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 5, Will 2; STR: 15 (2), DEX: 16 (3), CON: 15 (2), INT: 8 (-1), WIS: 10 (0), CHA: 8 (-1)
Feats: Martial Weapon Proficiency
Skills: Disguise 0, Escape Artist 4, Hide 4, Intimidate 0, Move Silently 4, Search 0, Sense Motive 1, Spot 1, Use Rope 6, Decipher Script 0

Special Qualities: Darkvision: 60ft; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
Breastplate {worth 200 gp}
No items
120 gp
0 cp
0 sp
0 pp

Room 8:


This room is lit by a single torch. Close to the southern wall there's some rotten cheese.
There's an iron door to the east.
There's a wooden door to the west.

Traps (2)

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).

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).

NPCs (1)

G'dong Male Orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 3; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort -1, Ref -2, Will 3; STR: 18 (4), DEX: 6 (-2), CON: 8 (-1), INT: 13 (1), WIS: 12 (1), CHA: 13 (1)
Feats: Alertness
Skills: Balance -1, Climb 5, Concentration 0, Escape Artist -1, Forgery 2, Gather Information 2, Jump 5, Listen 3, Ride 0, Search 2, Spot 3, Survival 2, Spellcraft 2

Special Qualities: Darkvision: 60ft; Light sensitivity; 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
150 gp
0 cp
0 sp
0 pp

Room 9:


This room is completely dark. In the northern wall you see a needle.
There's an iron door to the east.

NPCs (1)

Female Gnome Bbn1: CR 1 (ECL 1); HD 1d12; hp 16; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 6, Ref 2, Will 0; STR: 9 (-1), DEX: 15 (2), CON: 19 (4), INT: 12 (1), WIS: 10 (0), CHA: 14 (2)
Feats: Improved Unarmed Strike
Skills: Balance 3, Concentration 5, Diplomacy 5, Disguise 4, Escape Artist 4, Heal 2, Jump 0, Move Silently 4, Ride 3, Search 2, Spot 1, Survival 1, Swim 0, Handle Animal 3

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
0 cp
0 gp
0 pp

Room 10:


This room is barely lit and the air is humid.
There's a wooden door to the west.

NPCs (1)

Female Ogre Sor1: CR 4 (ECL 7); HD 4d8+1d4; hp 9; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 2, Ref 0, Will 3; STR: 23 (6), DEX: 10 (0), CON: 14 (2), INT: 6 (-2), WIS: 13 (1), CHA: 12 (1)
Feats: Toughness, Investigator, Nimble Fingers
Skills: Gather Information 3, Disable Device 0, Open Lock 2

Special Qualities: Darkvision: 60ft; Summon familiar

Suggested armor: none

Treasure

gold music box {worth 4000 gp}
No mundane items
No items
200 sp
0 cp
0 gp
0 pp

Room 11:


This room is lightless. A distant sound of clinging coins can be heard. You spot an eyepatch a few feet from you.

NPCs (1)

Vuzor Lymeerd Krenqualyn'vrae Female Drow Pal1: CR 2 (ECL 3); HD 1d10; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 4, Ref -1, Will -1; STR: 12 (1), DEX: 9 (-1), CON: 15 (2), INT: 11 (0), WIS: 9 (-1), CHA: 12 (1)
Feats: Deft Hands
Skills: Disguise 2, Gather Information 2, Move Silently 1, Ride 0, Search 1, Survival 1, Use Rope 1, Sleight Of Hand 1

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

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

Room 12:


This room is well lit. Near the western wall you find a dozen broken vials.
There's a stone door to the east.

NPCs (1)

Male Duergar Wiz1: CR 2 (ECL 2); HD 1d4; hp 5; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 1, Ref 3, Will 2; STR: 11 (0), DEX: 17 (3), CON: 12 (1), INT: 12 (1), WIS: 10 (0), CHA: 7 (-2)
Feats: Combat Reflexes
Skills: Appraise 2, Climb 1, Escape Artist 4, Forgery 2, Gather Information -1, Intimidate -1, Move Silently 4, Ride 4, Search 2, Spot 1, Swim 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
40 gp
0 cp
0 sp
0 pp

Room 13:


This room is very dark. Your nostrils are flooded by a bitter stench. Close to the southwestern corner you see some pieces of smashed wood.
There's a wooden door to the east.
There's a wooden door to the north.

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

No goods
Banded mail {worth 250 gp}
No items
50 gp
0 cp
0 sp
0 pp

Room 14:


This room is well lit.
There are 2 wooden doors to the south.
There's a wooden door to the north.

Monsters (1)

Animal:Squid: CR 1; HD 3d8 (13); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: 10 arms +4 melee, bite -1 melee; Dmg: Arms 0, bite 1d6+1; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 2; STR 14, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Ink cloud, jet;

Treasure

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

Room 15:


This room is magically lit and you are surrounded by a bitter smell. Near the northern wall you find a loose floor tile. Lying on the floor you see a mirror.
There's an iron door to the south.
There's a wooden door to the south.

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
500 sp
0 cp
0 gp
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