Level 1 Dungeon (17 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 Stair down #0 Stair up #0 Stair up #1 Stair up #2 Stair up #3 Stair up #4 Stair up #5 Stair up #6

Room 1:


This room is very dark. The air is thick.
There's a stone door to the south.
There's a wooden door to the south.

Traps (1)

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).

NPCs (1)

Female Githyanki Pal1: CR 2 (ECL 3); HD 1d10; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 2, Ref 2, Will 1; STR: 8 (-1), DEX: 14 (2), CON: 11 (0), INT: 13 (1), WIS: 9 (-1), CHA: 13 (1)
Feats: Iron Will
Skills: Appraise 2, Bluff 2, Escape Artist 3, Forgery 3, Search 2, Sense Motive 0, Spot 2, Survival 0, 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: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
Tanglefoot bags (2 bags, 50 gp each) {worth 100 gp}
No items
150 gp
0 cp
0 sp
0 pp

Room 2:


This room is lightless. The air has a mild noxious smell.
There's an iron door to the west.

NPCs (1)

Lachiand Female Elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 6; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 4; STR: 14 (2), DEX: 16 (3), CON: 14 (2), INT: 9 (-1), WIS: 14 (2), CHA: 17 (3)
Feats: Affinity
Skills: Gather Information 4, Listen 3, Ride 5, Search 0, Swim 3, Handle Animal 5

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

Suggested armor: none

Treasure

Silver ewer {worth 40 gp}
No mundane items
No items
600 sp
0 cp
0 gp
0 pp

Room 3:


This room is completely dark. In the western wall you find a black marble.
There's a wooden door to the east.
There's a wooden door to the south.

Monsters (1)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

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

Room 4:


This room is lightless. The air has a floury stench. Close to the northwestern corner there's a small pile of rocks.
There are 2 stone doors to the east.
There's an iron 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

black star sapphire {worth 800 gp}
No mundane items
No items
80 gp
0 cp
0 sp
0 pp

Room 5:


This room is well lit. You hear the faint sound of yawning, but can't quite place where it comes from.
There are 2 wooden doors to the east.

Traps (1)

Swinging Block Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 20; Disable Device DC 20; Cost: 500 gp; Atk +5 melee (4d6, stone block).

NPCs (1)

Anestelair Female Elf Ftr1: 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: 13 (1), DEX: 12 (1), CON: 9 (-1), INT: 15 (2), WIS: 8 (-1), CHA: 16 (3)
Feats: Acrobatic, Nimble Fingers
Skills: Balance 2, Climb 3, Diplomacy 6, Disguise 5, Escape Artist 3, Jump 3, Listen 0, Search 4, Swim 3, Tumble 3, Disable Device 4, Open Lock 3

Special Qualities: Immunities: sleep; Low-light vision

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

Treasure

red garnet {worth 240 gp}
Masterwork Shuriken {worth 301 gp}
No items
80 gp
0 cp
0 sp
0 pp

Room 6:


This room is very dark. The air has a putrid smell.
There's a wooden door to the north.

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
300 sp
0 cp
0 gp
0 pp

Room 7:


This room is well lit. Close to the center of the room you find a few ants.
There's a stone door to the south.
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
140 gp
0 cp
0 sp
0 pp

Room 8:


This room is barely lit. The air has a sulphur stench.
There's a wooden door to the west.
There's an iron door to the west.

NPCs (1)

Male Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 5, Ref 1, Will 2; STR: 18 (4), DEX: 13 (1), CON: 17 (3), INT: 18 (4), WIS: 11 (0), CHA: 6 (-2)
Feats: Affinity
Skills: Bluff 0, Climb 6, Diplomacy -1, Escape Artist 2, Forgery 7, Gather Information 1, Heal 3, Intimidate -1, Listen 1, Ride 3, Search 6, Sense Motive 1, Spot 2, Survival 2, Swim 6, Use Rope 3, Handle Animal 0, Spellcraft 5

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Animal companion; Nature sense; Wild empathy

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 9:


This room is adecuately lit and your nostrils are flooded by a putrid smell.
There's a wooden door to the west.
There's a stone door to the west.
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).

NPCs (1)

Female Ogre Mage Rog1: CR 9 (ECL 13); HD 5d8+1d6; hp 10; Init +3; AC 17 (touch 12, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 4, Ref 7, Will 2; STR: 19 (4), DEX: 16 (3), CON: 18 (4), INT: 11 (0), WIS: 14 (2), CHA: 20 (5)
Feats: Dodge, Point Blank Shot, Lightning Reflexes
Skills: Appraise 1, Balance 4, Bluff 6, Climb 5, Concentration 6, Diplomacy 6, Disguise 7, Escape Artist 4, Forgery 2, Gather Information 6, Heal 3, Hide 4, Intimidate 7, Jump 7, Listen 3, Move Silently 6, Search 1, Sense Motive 4, Spot 6, Survival 4, Swim 5, Use Rope 5, Disable Device 3, Open Lock 4, Decipher Script 1, Sleight Of Hand 6, Tumble 6, Use Magic Device 6

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); Trap finding; Sneak attack +1d6

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

Treasure

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

Room 10:


This room is lightless. You hear the faint sound of footsteps, but can't quite place where it comes from. In the northwestern corner you see a white feather.
There's a wooden door to the south.

Monsters (1)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

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

Room 11:


This room is lightless and your nostrils are flooded by a strange stench. Echoes of scurrying mice can be heard in the distance. Near the southwestern corner you see a wooden amulet.
There's a stone door to the west.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Male Half-orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init 0; AC 11 (touch 10, flat-footed 11, misc 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 2, Will 3; STR: 14 (2), DEX: 10 (0), CON: 14 (2), INT: 8 (-1), WIS: 12 (1), CHA: 11 (0)
Feats: Alertness, Investigator
Skills: Diplomacy 2, Forgery 1, Gather Information 2, Listen 3, Ride 3, Sense Motive 2, Spot 3, Tumble 3

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
200 sp
0 cp
0 gp
0 pp

Room 12:


This room is lightless. Your nostrils are flooded by a rancid stench. A faint sound of a groan can be heard from here.
There are 2 wooden doors to the east.
There's a wooden door to the south.

Traps (1)

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).

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
20 pp
0 cp
0 sp
0 gp

Room 13:


This room is barely lit and the air is dense.
There's a stone door to the east.
There's an iron door to the east.
There's a wooden door to the east.

NPCs (1)

Voggatha Female Orc Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 2, Ref 1, Will 0; STR: 16 (3), DEX: 13 (1), CON: 11 (0), INT: 11 (0), WIS: 7 (-2), CHA: 11 (0)
Feats: Investigator
Skills: Climb 4, Concentration 1, Diplomacy 1, Disguise 1, Gather Information 2, Move Silently 2, Search 2, Spot -1, Survival 1, Swim 4, Use Rope 2, Handle Animal 1, Spellcraft 1

Special Qualities: Darkvision: 60ft; Light sensitivity; Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 14:


This room is lightless. You hear the sound of whispers in the distance.
There are 2 stone doors to the south.

NPCs (1)

Male Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 9; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 4; STR: 12 (1), DEX: 12 (1), CON: 13 (1), INT: 6 (-2), WIS: 15 (2), CHA: 13 (1)
Feats: Affinity
Skills: Ride 3, Handle Animal 3

Special Qualities: 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
30 pp
0 cp
0 sp
0 gp

Room 15:


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

NPCs (1)

Findeilph Male Elf Clr1: CR 1 (ECL 1); HD 1d8; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 2; STR: 8 (-1), DEX: 16 (3), CON: 10 (0), INT: 14 (2), WIS: 11 (0), CHA: 12 (1)
Feats: Self-Sufficient
Skills: Balance 4, Bluff 2, Climb 0, Diplomacy 2, Gather Information 2, Heal 2, Hide 4, Intimidate 3, Jump 0, Move Silently 4, Search 4, Sense Motive 1, Spot 1, Survival 2, Use Rope 5

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

Suggested armor: none

Treasure

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

Room 16:


This room is well lit and the air has a mild bitter smell. You hear the sound of scurrying mice in the distance. Near the northwestern corner there's a tiny piece of chalk. You spot a cornet a few feet from you.
There's a stone door to the north.
There's a wooden door to the north.

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
Masterwork Hammer, light {worth 301 gp}
No items
70 gp
0 cp
0 sp
0 pp

Room 17:


This room is barely lit. Lying on the floor you see an old helm.
There are 2 wooden doors to the west.

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

No goods
Chain shirt {worth 100 gp}
No items
90 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