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 Stair up #1 Stair up #2 Stair up #3

Room 1:


This room is well lit. Close to the northern wall you find a small pile of dust.
There's a stone door to the north.
There's a wooden door to the north.

NPCs (1)

Female Human Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 1, Will 0; STR: 13 (1), DEX: 12 (1), CON: 10 (0), INT: 11 (0), WIS: 11 (0), CHA: 16 (3)
Feats: Affinity, Point Blank Shot
Skills: Appraise 1, Climb 3, Disguise 4, Escape Artist 2, Forgery 1, Heal 1, Hide 2, Intimidate 4, Jump 4, Move Silently 2, Ride 3, Search 1, Sense Motive 1, Spot 2, Swim 2, Handle Animal 5

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

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

Treasure

No goods
Masterwork Greataxe {worth 320 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 2:


This room is lit by a single torch.
There are 2 wooden doors to the west.
There's a wooden door to the east.

NPCs (1)

Grori Male Dwarf Rog1: CR 1 (ECL 1); HD 1d6; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 4, Will 3; STR: 13 (1), DEX: 14 (2), CON: 11 (0), INT: 11 (0), WIS: 16 (3), CHA: 11 (0)
Feats: Nimble Fingers
Skills: Bluff 3, Climb 4, Concentration 1, Diplomacy 3, Disguise 2, Escape Artist 5, Forgery 2, Gather Information 1, Heal 4, Hide 3, Intimidate 2, Listen 4, Move Silently 3, Spot 4, Survival 5, Swim 2, Disable Device 2, Open Lock 4, Sleight Of Hand 3, Tumble 4

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

Room 3:


This room is completely dark. Close to you there's a nail.
There are 2 wooden doors to the south.

NPCs (1)

Male Half-elf Sor1: CR 1 (ECL 1); HD 1d4; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 2, Will 3; STR: 13 (1), DEX: 14 (2), CON: 17 (3), INT: 12 (1), WIS: 12 (1), CHA: 13 (1)
Feats: Deft Hands
Skills: Appraise 2, Balance 3, Climb 2, Escape Artist 3, Forgery 3, Gather Information 2, Listen 2, Search 2, Spot 2, Swim 2, Use Rope 4, Spellcraft 2, Sleight Of Hand 4

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

Suggested armor: none

Treasure

No goods
Masterwork Longbow, composite (+4 Str bonus) {worth 800 gp}
No items
4000 cp
0 sp
0 gp
0 pp

Room 4:


This room is magically lit and your nostrils are flooded by a rotten smell.
There's an iron door to the east.
There's a wooden door to the south.

Monsters (1)

Elemental:Water Elemental, Small: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral; SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, 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
80 gp
0 cp
0 sp
0 pp

Room 5:


This room is completely dark. The air has an earthy stench. Close to the eastern wall there's a blood smudge on the floor.
There's a wooden door to the south.
There's a wooden door to the north.

NPCs (1)

Female Dwarf Rog1: CR 1 (ECL 1); HD 1d6; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 4, Will -1; STR: 12 (1), DEX: 15 (2), CON: 15 (2), INT: 11 (0), WIS: 8 (-1), CHA: 12 (1)
Feats: Endurance
Skills: Balance 3, Climb 3, Concentration 3, Diplomacy 2, Escape Artist 3, Forgery 2, Heal 3, Hide 3, Intimidate 4, Listen 0, Move Silently 3, Ride 5, Sense Motive 0, Survival 0, Swim 4, Use Rope 3, Disable Device 1, Open Lock 3, Decipher Script 2, Sleight Of Hand 3

Special Qualities: Darkvision: 60ft; 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
90 gp
0 cp
0 sp
0 pp

Room 6:


This room is shrouded in magical darkness. In the northern wall you find a burnt torch.
There's a wooden door to the west.

NPCs (1)

Male Halfling Wiz1: CR 1 (ECL 1); HD 1d4; hp 3; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort -1, Ref 4, Will 2; STR: 10 (0), DEX: 18 (4), CON: 8 (-1), INT: 10 (0), WIS: 11 (0), CHA: 16 (3)
Feats: Combat Reflexes
Skills: Bluff 4, Disguise 4, Forgery 1, Jump 1, Listen 1, Move Silently 5, Sense Motive 1, Spellcraft 1

Special Qualities: Summon familiar; Scribe scroll

Suggested armor: none

Treasure

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

Room 7:


This room is well lit and the air has a mild biting smell.
There's a wooden door to the west.

NPCs (1)

Gaun Male Dwarf Wiz1: CR 1 (ECL 1); HD 1d4; hp 4; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 1, Will 5; STR: 11 (0), DEX: 13 (1), CON: 11 (0), INT: 15 (2), WIS: 16 (3), CHA: 12 (1)
Feats: Alertness
Skills: Appraise 3, Climb 1, Concentration 1, Diplomacy 2, Disguise 2, Escape Artist 2, Forgery 3, Gather Information 2, Hide 2, Intimidate 2, Listen 5, Ride 2, Sense Motive 4, Spot 5, Survival 6, Spellcraft 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
800 sp
0 cp
0 gp
0 pp

Room 8:


This room is barely lit. The air has an unpleasant stench. Close to the northeastern corner there's a narrow crack on the ceiling.
There's a stone door to the north.

Traps (2)

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).

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 Half-elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 0, Will 3; STR: 12 (1), DEX: 10 (0), CON: 12 (1), INT: 11 (0), WIS: 12 (1), CHA: 14 (2)
Feats: Investigator
Skills: Gather Information 4, Jump 2, Move Silently 1, Search 2, Spot 3, Swim 3

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

Suggested armor: none

Treasure

No goods
No mundane items
Wand of Summon monster I {worth 750 gp}
150 gp
0 cp
0 sp
0 pp

Room 9:


This room is barely lit. The air is dense. Near the northeastern corner you see a narrow crack on the ceiling.
There's a stone door to the west.
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
3000 cp
0 sp
0 gp
0 pp

Room 10:


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

NPCs (1)

Talathmuilinui Female Elf Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 0; STR: 6 (-2), DEX: 14 (2), CON: 12 (1), INT: 12 (1), WIS: 10 (0), CHA: 9 (-1)
Feats: Combat Reflexes
Skills: Disguise 1, Escape Artist 3, Forgery 2, Heal 1, Intimidate 0, Ride 4, Survival 2, Use Rope 4

Special Qualities: Immunities: sleep; Low-light vision; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
No mundane items
Cure light wounds (potion) {worth 50 gp}
0 cp
0 sp
0 gp
0 pp

Room 11:


This room is adecuately lit.
There's a wooden door to the east.
There's an iron door to the east.
There's a wooden door to the west.

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

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

Room 12:


This room is lit by a single torch. Near the northwestern corner there's a violet stain on the floor. You spot a cornet a few feet from you.
There are 2 wooden doors to the east.

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)

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
0 cp
0 sp
0 gp
0 pp

Room 13:


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

Monsters (1)

Pseudodragon: CR 1; HD 2d12+2 (15); Init +0; AC 18 (+2 size, +6 natural); Atk: Sting +4 melee, bite -1 melee; Dmg: Sting 1d3 and poison, bite 1; Special Atk: Poison; AL Always neutral good; SV Fort 4 Ref 3 Will 4; STR 11, DEX 11, CON 13, INT 10, WIS 12, CHA 10;
Feats: Alertness
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5
Special Qualities: See invisibility, telepathy, immunities, SR 19;

Treasure

No goods
Acid (3 flasks, 10 gp each) {worth 30 gp}
No items
20 pp
0 cp
0 sp
0 gp

Room 14:


This room is lit by a single torch. Your nostrils are flooded by a sour stench.
There's a stone door to the south.

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
80 gp
0 cp
0 sp
0 pp

Room 15:


This room is barely lit. Your nostrils are flooded by a rancid stench. You hear the faint sound of footsteps, but can't quite place where it comes from. You spot a ring a few feet from you.

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

No goods
No mundane items
No items
80 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