Level 1 Dungeon (19 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 Room #18 Room #19 Stair down #0 Stair down #1 Stair down #2 Stair up #0

Room 1:


This room is adecuately lit. Near the northeastern corner you see some pieces of smashed wood.
There are 2 wooden doors to the south.
There's an iron door to the east.

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
140 gp
0 cp
0 sp
0 pp

Room 2:


This room is well lit.
There's a stone door to the west.

NPCs (1)

Shi'nayneril Male Drow Rgr1: CR 2 (ECL 3); HD 1d10; hp 11; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 3, Ref 0, Will 4; STR: 12 (1), DEX: 11 (0), CON: 12 (1), INT: 14 (2), WIS: 15 (2), CHA: 13 (1)
Feats: Iron Will
Skills: Appraise 4, Balance 1, Climb 3, Concentration 3, Diplomacy 2, Forgery 3, Gather Information 2, Heal 4, Hide 2, Intimidate 2, Move Silently 2, Ride 1, Search 3, Spot 3, Swim 3, Use Rope 1, Handle Animal 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 3:


This room is lit by a single torch. Your nostrils are flooded by a putrid stench. Near the southwestern corner you find a white feather.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Male Half-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: 11 (0), DEX: 13 (1), CON: 11 (0), INT: 7 (-2), WIS: 14 (2), CHA: 11 (0)
Feats: Self-Sufficient
Skills: Appraise -1, Balance 5, Bluff 2, Concentration 1, Forgery -1, Gather Information 2, Heal 4, Intimidate 1, Move Silently 2, Search -1, Sense Motive 5, Spot 3, Survival 4, Swim 1, Disable Device -1, Sleight Of Hand 2, Tumble 3, Use Magic Device 1

Special Qualities: Low-light vision; Immunities: sleep; 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
No items
4000 cp
0 sp
0 gp
0 pp

Room 4:


This room is well lit and your nostrils are flooded by a nasty stench. Echoes of dripping water can be heard in the distance. Near the western wall there's a small pile of rocks.
There's a wooden door to the east.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

FornlĂ´ion Male Elf Sor1: 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 0; STR: 10 (0), DEX: 14 (2), CON: 12 (1), INT: 12 (1), WIS: 6 (-2), CHA: 16 (3)
Feats: Stealthy
Skills: Bluff 4, Concentration 2, Disguise 4, Escape Artist 3, Forgery 2, Hide 4, Jump 2, Listen -1, Move Silently 4, Search 2, Spot -1, Survival -1

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

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

Treasure

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

Room 5:


This room is lightless. The air has a biting stench. In the northwestern corner there's a few rags.
There's a stone 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)

Animal:Mule: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +4 melee; Dmg: Hoof 1d4+3; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 1; STR 16, DEX 13, CON 17, INT 2, WIS 11, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: ;

Treasure

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

Room 6:


This room is adecuately lit. Echoes of clanging swords can be heard in the distance. In the center of the room you see a pile of bones.
There's a wooden door to the west.

NPCs (1)

Male Ogre Mnk1: CR 4 (ECL 7); HD 5d8; hp 11; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 5, Ref 4, Will 2; STR: 21 (5), DEX: 15 (2), CON: 17 (3), INT: 7 (-2), WIS: 10 (0), CHA: 9 (-1)
Feats: Acrobatic, Negotiator, Endurance, Magical Aptitude
Skills: Balance 3, Bluff 0, Climb 6, Diplomacy 1, Heal 1, Hide 3, Jump 7, Sense Motive 2, Swim 6, Tumble 4, Spellcraft 0, Use Magic Device 1

Special Qualities: Darkvision: 60ft; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 7:


This room is well lit. A distant sound of screeching metal can be heard. In the southwestern corner you find a scorch mark on the ceiling.
There's a wooden 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
Masterwork Shortbow, composite (+1 Str bonus) {worth 450 gp}
No items
600 sp
0 cp
0 gp
0 pp

Room 8:


This room is very dark and the air has a moldy smell. A distant sound of a groan can be heard.
There's a stone door to the east.

Traps (1)

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 Githyanki Wiz1: CR 2 (ECL 3); HD 1d4; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 4, Ref 2, Will 4; STR: 14 (2), DEX: 14 (2), CON: 18 (4), INT: 18 (4), WIS: 15 (2), CHA: 10 (0)
Feats: Martial Weapon Proficiency
Skills: Appraise 5, Concentration 5, Diplomacy 1, Escape Artist 3, Forgery 6, Gather Information 2, Heal 4, Hide 6, Intimidate 1, Jump 3, Listen 3, Move Silently 3, Ride 3, Search 7, Sense Motive 3, Survival 3

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

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

Room 9:


This room is lightless and your nostrils are flooded by a strange stench. Close to the northeastern corner you find a pentagram drawn on the floor.
There's a stone door to the north.
There's a wooden door to the south.

NPCs (1)

Male Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 9; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 4, Will 4; STR: 10 (0), DEX: 18 (4), CON: 12 (1), INT: 16 (3), WIS: 14 (2), CHA: 15 (2)
Feats: Combat Reflexes
Skills: Bluff 3, Climb 2, Concentration 3, Diplomacy 3, Disguise 4, Escape Artist 5, Gather Information 4, Intimidate 4, Jump 1, Move Silently 8, Search 6, Sense Motive 4, Spot 3, Survival 3, Use Rope 5, Handle Animal 3, Spellcraft 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Full plate {worth 1500 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 10:


This room is adecuately lit. Echoes of flowing water can be heard in the distance.
There's a wooden door to the south.

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
130 gp
0 cp
0 sp
0 pp

Room 11:


This room is lit by an unknown glow and the air has a distinctive stench. Echoes of burning torches can be heard in the distance. Near the northeastern corner there's a white feather.

NPCs (1)

Owaggaak Female Orc Clr1: CR 1 (ECL 1); HD 1d8; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 2, Will 0; STR: 11 (0), DEX: 14 (2), CON: 6 (-2), INT: 9 (-1), WIS: 7 (-2), CHA: 9 (-1)
Feats: Investigator
Skills: Climb 1, Forgery 0, Gather Information 1, Heal -1, Spellcraft 0

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

Room 12:


This room is adecuately lit and the air has a flowery stench. In the southeastern corner you see a small salt circle spread on the floor.
There's a wooden door to the north.

NPCs (1)

Tazhryszen Female Drow Wiz1: CR 2 (ECL 3); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 2, Will 5; STR: 12 (1), DEX: 15 (2), CON: 13 (1), INT: 16 (3), WIS: 17 (3), CHA: 15 (2)
Feats: Alertness
Skills: Balance 4, Bluff 4, Concentration 2, Diplomacy 3, Disguise 3, Escape Artist 3, Forgery 5, Gather Information 3, Heal 5, Listen 5, Move Silently 3, Sense Motive 5, Spot 5, Survival 4, Swim 2, Spellcraft 4

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Summon familiar; Scribe scroll

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

Treasure

No goods
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 13:


This room is completely dark. The air has a mild moldy smell. For an instant you hear the sound of screeching metal, but then it stops. In the western wall you see a moldy parchment.
There's a stone door to the west.
There's a wooden door to the east.

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

coral {worth 120 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 14:


This room is barely lit. A faint sound of battle can be heard from here. Near the western wall you find a small pile of dust.
There's a wooden door to the south.

NPCs (1)

Female Gnome Rgr1: CR 1 (ECL 1); HD 1d10; hp 10; Init -2; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref -2, Will 1; STR: 11 (0), DEX: 7 (-2), CON: 11 (0), INT: 11 (0), WIS: 13 (1), CHA: 12 (1)
Feats: Acrobatic
Skills: Appraise 1, Bluff 2, Climb 1, Concentration 1, Diplomacy 2, Forgery 2, Gather Information 2, Heal 2, Intimidate 2, Jump 2, Search 1, Spot 2, Survival 2, Use Rope -1, Tumble 0

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 1st favored enemy; Track; Wild empathy

Suggested armor: none

Treasure

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

Room 15:


This room is very dark. The air has a strong vile smell.
There's a stone door to the east.

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 Half-elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 7; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref -2, Will 0; STR: 13 (1), DEX: 7 (-2), CON: 16 (3), INT: 10 (0), WIS: 7 (-2), CHA: 10 (0)
Feats: Deceitful
Skills: Bluff 1, Disguise 2, Forgery 2, Gather Information 1, Intimidate 1, Jump 2, Sense Motive -1, Survival -1, Swim 2, Spellcraft 1

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

Suggested armor: none

Treasure

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

Room 16:


This room is barely lit and the air has a foul smell. Close to the southeastern corner you see a narrow crack on the ceiling.
There's a wooden door to the west.

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).

NPCs (1)

Nauglaion Male Elf 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 8; STR: 15 (2), DEX: 13 (1), CON: 14 (2), INT: 14 (2), WIS: 18 (4), CHA: 9 (-1)
Feats: Iron Will
Skills: Appraise 3, Balance 4, Bluff 0, Climb 3, Disguise 1, Hide 3, Jump 4, Move Silently 3, Ride 2, Search 3, Sense Motive 5, Survival 7, Swim 5, Handle Animal 0

Special Qualities: Immunities: sleep; Low-light vision; Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 17:


This room is very dark. The air has a strange smell. In the distance you seem to perceive the sound of scurrying mice. Lying on the floor you see a monocle.
There's a stone door to the north.

NPCs (1)

Bruhtar Female Drow Brd1: CR 2 (ECL 3); HD 1d6; hp 7; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 1, Will 5; STR: 12 (1), DEX: 8 (-1), CON: 13 (1), INT: 14 (2), WIS: 17 (3), CHA: 15 (2)
Feats: Blind-Fight
Skills: Appraise 3, Diplomacy 3, Escape Artist 0, Forgery 3, Gather Information 4, Hide 1, Intimidate 4, Jump 2, Listen 5, Move Silently 0, Search 4, Survival 5, Use Rope 1, Decipher Script 3, Tumble 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

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

Room 18:


This room is adecuately lit. A faint sound of screeching metal can be heard from here.
There's a wooden door to the west.
There's a wooden door to the east.

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
120 gp
0 cp
0 sp
0 pp

Room 19:


This room is lit by an unknown glow.
There's a wooden door to the west.
There's a wooden door to the south.

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)

Female Gnome Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 4, Will 3; STR: 9 (-1), DEX: 14 (2), CON: 12 (1), INT: 11 (0), WIS: 12 (1), CHA: 9 (-1)
Feats: Lightning Reflexes
Skills: Bluff 0, Climb 0, Concentration 3, Disguise 1, Escape Artist 3, Heal 3, Intimidate 0, Jump 0, Move Silently 3, Ride 3, Search 1, Spot 2, Swim 0

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Animal companion; Nature sense; Wild empathy

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

Treasure

silver chalice with lapis lazuli gems {worth 140 gp}
No mundane items
No items
0 cp
0 sp
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