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 up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


This room is well lit and your nostrils are flooded by a foul stench. For an instant you hear the sound of battle, but then it stops. Close to the southwestern corner there's a black marble.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Male Duergar Mnk1: CR 2 (ECL 2); HD 1d8; hp 11; Init +1; AC 12 (touch 11, flat-footed 11, misc 1); Atk +0; SR 0; AL LE; SV Fort 5, Ref 3, Will 3; STR: 10 (0), DEX: 12 (1), CON: 17 (3), INT: 18 (4), WIS: 12 (1), CHA: 5 (-3)
Feats: Diligent, Martial Weapon Proficiency
Skills: Appraise 6, Balance 4, Bluff -1, Concentration 4, Disguise -2, Escape Artist 5, Forgery 6, Gather Information 0, Heal 4, Jump 1, Move Silently 2, Ride 2, Search 8, Sense Motive 2, Spot 4, Use Rope 2, Decipher Script 6

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
Acid (7 flasks, 10 gp each) {worth 70 gp}
No items
50 gp
0 cp
0 sp
0 pp

Room 2:


This room is lightless. A distant sound of dripping water can be heard. Near the northern wall there's a pile of bones.
There's a wooden door to the west.

NPCs (1)

Female Duergar Brd1: CR 2 (ECL 2); HD 1d6; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 4, Ref 3, Will 2; STR: 8 (-1), DEX: 13 (1), CON: 18 (4), INT: 13 (1), WIS: 10 (0), CHA: 8 (-1)
Feats: Shield Proficiency
Skills: Appraise 2, Concentration 5, Diplomacy 0, Forgery 2, Gather Information 0, Heal 2, Hide 2, Listen 1, Move Silently 3, Sense Motive 1, Swim 1, Use Rope 2, Spellcraft 2, Tumble 4, Use Magic Device 0

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
No items
6000 cp
0 sp
0 gp
0 pp

Room 3:


This room is lit by a single torch. The air has a mild sweet smell.
There's a stone door to the north.
There's a wooden door to the east.

NPCs (1)

T'rissafae Vierylene Waervyrae'ylene Male Drow Bbn1: CR 2 (ECL 3); HD 1d12; hp 15; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 5, Ref 2, Will 2; STR: 14 (2), DEX: 15 (2), CON: 16 (3), INT: 16 (3), WIS: 14 (2), CHA: 13 (1)
Feats: Weapon Finesse
Skills: Balance 4, Concentration 5, Diplomacy 2, Disguise 3, Escape Artist 4, Gather Information 2, Heal 4, Hide 6, Intimidate 3, Listen 3, Ride 3, Search 4, Sense Motive 3, Spot 3, Swim 4, Use Rope 4, Handle Animal 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 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
200 sp
0 cp
0 gp
0 pp

Room 4:


This room is magically lit. In the distance you seem to perceive the sound of a slammed door. Close to the northwestern corner there's some mold forming a strange pattern.
There's an iron door to the west.
There's a wooden door to the north.
There's a wooden door to the south.

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

brass mug with jade inlays {worth 500 gp}
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 5:


This room is completely dark and you are surrounded by a yeasty smell. You hear the sound of scurrying mice in the distance.

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).

Monsters (1)

Vermin:Giant Ant, Worker: CR 1; HD 2d8 (9); Init +0; AC 17 (+7 natural); Atk: Bite +1 melee; Dmg: Bite 1d6; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 0 Will 0; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 9;
Feats:
Skills: Climb +8, Listen +5, Spot +5
Special Qualities: Vermin;

Treasure

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

Room 6:


This room is shrouded in magical darkness. For an instant you hear the sound of clinging coins, but then it stops.
There's a stone door to the north.

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

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

Room 7:


This room is lightless. A faint sound of falling debris can be heard from here. Near the northern wall there's a broken vial.
There's a wooden door to the east.

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)

Female Dwarf Rgr1: 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 3; STR: 12 (1), DEX: 14 (2), CON: 12 (1), INT: 13 (1), WIS: 16 (3), CHA: 15 (2)
Feats: Persuasive
Skills: Appraise 2, Balance 4, Bluff 4, Climb 2, Concentration 2, Disguise 3, Escape Artist 3, Forgery 2, Gather Information 3, Heal 4, Hide 3, Intimidate 4, Jump 2, Move Silently 3, Search 4, Sense Motive 4, Spot 4, Use Rope 3

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

Room 8:


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

NPCs (1)

Uhlsuque Calnozz Duagdiin Female Drow Clr1: CR 2 (ECL 3); HD 1d8; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 3, Ref 1, Will 4; STR: 18 (4), DEX: 13 (1), CON: 12 (1), INT: 17 (3), WIS: 15 (2), CHA: 14 (2)
Feats: Self-Sufficient
Skills: Appraise 5, Balance 2, Diplomacy 4, Disguise 4, Heal 4, Hide 2, Intimidate 3, Move Silently 2, Ride 2, Search 4, Sense Motive 3, Spot 3, Survival 4, Use Rope 3

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Turn or rebuke undead

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

Treasure

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

Room 9:


This room is lit by an unknown glow and your nostrils are flooded by a burnt stench. Close to the center of the room you see a water puddle.
There are 2 wooden doors to the south.
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
40 gp
0 cp
0 sp
0 pp

Room 10:


This room is adecuately lit. Near the northeastern corner there's a rusty dagger hilt.
There's a wooden door to the south.
There's a stone door to the east.
There's a wooden door to the north.

NPCs (1)

Male Human Brd1: CR 1 (ECL 1); HD 1d6; hp 5; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 3, Will 5; STR: 18 (4), DEX: 12 (1), CON: 9 (-1), INT: 11 (0), WIS: 13 (1), CHA: 10 (0)
Feats: Iron Will, Negotiator
Skills: Balance 3, Bluff 1, Climb 6, Diplomacy 2, Disguise 1, Forgery 2, Gather Information 1, Heal 3, Intimidate 1, Jump 5, Move Silently 2, Ride 3, Sense Motive 3, Spot 2, Swim 5, Spellcraft 1, Tumble 2

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

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 11:


This room is lightless. For an instant you hear the sound of flowing water, but then it stops. In the eastern wall you find several paper scraps laying on the floor.
There's a stone door to the south.
There's an iron door to the north.
There's a wooden door to the east.

NPCs (1)

Male Half-orc Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +4; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 2, Will 2; STR: 16 (3), DEX: 11 (0), CON: 11 (0), INT: 13 (1), WIS: 10 (0), CHA: 7 (-2)
Feats: Improved Initiative
Skills: Balance 3, Bluff -1, Climb 4, Concentration 1, Disguise 0, Forgery 3, Hide 1, Move Silently 1, Ride 2, Search 2, Sense Motive 2, Spot 2, Use Magic Device -1

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

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

Treasure

brass mug with jade inlays {worth 300 gp}
Smokesticks (2 sticks, 20 gp each) {worth 40 gp}
No items
10 pp
0 cp
0 sp
0 gp

Room 12:


This room is magically lit. Your nostrils are flooded by an earthy stench.
There's a stone door to the north.

NPCs (1)

Ellarth Male Elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 1, Will 1; STR: 12 (1), DEX: 13 (1), CON: 8 (-1), INT: 13 (1), WIS: 13 (1), CHA: 14 (2)
Feats: Armor Proficiency (light)
Skills: Balance 2, Bluff 3, Climb 2, Concentration 0, Diplomacy 3, Disguise 4, Escape Artist 4, Heal 2, Listen 2, Ride 2, Sense Motive 3, Spot 3, Survival 2, Swim 2, Use Rope 2

Special Qualities: Immunities: sleep; Low-light vision; 1st favored enemy; Track; Wild empathy

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 13:


This room is very dark and the air has a mild moldy smell. A faint sound of scurrying mice can be heard from here. Close to the eastern wall there's a red stain on the floor. Lying on the floor you see a bronze cup.
There's an iron door to the west.
There's a wooden door to the north.

Monsters (1)

Vermin:Monstrous Scorpion, Medium-Size: CR 1; HD 2d8+4 (13); Init +0; AC 14 (+4 natural); Atk: 2 claws +2 melee, sting -3 melee; Dmg: Claw 1d4+1, sting 1d4 and poison; Special Atk: Improved grab, squeeze, poison; AL Always neutral; SV Fort 5 Ref 0 Will 0; STR 13, DEX 10, CON 14, INT , WIS 10, CHA 2;
Feats:
Skills: Climb +8, Hide +8, Spot +7
Special Qualities: Vermin;

Treasure

No goods
Hourglass {worth 25 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 14:


This room is completely dark.
There's a stone door to the north.
There's a stone door to the east.

Monsters (1)

Ghoul:Lacedon: CR 1; HD 2d12 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; 2 claws +0 melee; Dmg: Bite 1d6+1 and paralysis; claw 1d3 and paralysis; Special Atk: Paralysis, create spawn; AL Always chaotic evil; SV Fort 0 Ref 2 Will 5; STR 13, DEX 15, CON , INT 13, WIS 14, CHA 16;
Feats: Multiattack, Weapon Finesse (bite)
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
Special Qualities: Undead, +2 turn resistance;

Treasure

No goods
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