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

Room 1:


This room is lightless and the air has a flowery smell. In the southeastern corner you see a small pile of rocks. You spot a mirror a few feet from you.
There's a stone door to the west.
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
No coins

Room 2:


This room is well lit. In the northern wall you see some mold forming a strange pattern.
There's a wooden door to the south.
There's a wooden door to the east.

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).

NPCs (1)

Female Gnome Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 2, Will 3; STR: 8 (-1), DEX: 15 (2), CON: 14 (2), INT: 10 (0), WIS: 12 (1), CHA: 13 (1)
Feats: Self-Sufficient
Skills: Climb 0, Concentration 3, Disguise 2, Heal 4, Intimidate 2, Ride 3, Survival 3, Swim 0, Spellcraft 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
110 gp

Room 3:


This room is very dark. Echoes of tip toes can be heard in the distance. Close to the center of the room you find a loose floor tile.
There are 2 wooden doors to the south.
There's a wooden door to the north.

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
4000 cp

Room 4:


This room is adecuately lit. The air is shallow. Near the northwestern corner there's a piece of broken mirror.
There are 2 stone doors to the east.

NPCs (1)

Female Gnome Mnk1: CR 1 (ECL 1); HD 1d8; hp 12; Init +2; AC 14 (touch 13, flat-footed 12, misc 1, size 1); Atk +0; SR 0; AL TN; SV Fort 6, Ref 4, Will 3; STR: 12 (1), DEX: 15 (2), CON: 19 (4), INT: 15 (2), WIS: 12 (1), CHA: 10 (0)
Feats: Deft Hands, Two-Weapon Fighting
Skills: Balance 3, Bluff 2, Climb 2, Concentration 5, Escape Artist 3, Forgery 3, Gather Information 2, Heal 2, Hide 3, Intimidate 2, Listen 2, Move Silently 3, Ride 5, Search 5, Sense Motive 3, Use Rope 4, Tumble 3, Sleight Of Hand 4

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
1000 cp

Room 5:


This room is adecuately lit. The air is thin. Close to the southeastern corner there's a dead mouse.
There's an iron 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
Masterwork Waraxe, dwarven {worth 330 gp}
No items
30 pp

Room 6:


This room is lightless. Close to the western wall you see several paper scraps laying on the floor.
There's a wooden door to the west.

NPCs (1)

Female Half-orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 13; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 5, Ref 0, Will 5; STR: 11 (0), DEX: 11 (0), CON: 16 (3), INT: 12 (1), WIS: 16 (3), CHA: 12 (1)
Feats: Self-Sufficient, Iron Will
Skills: Appraise 2, Disguise 3, Gather Information 3, Heal 5, Hide 2, Search 2, Sense Motive 5, Survival 5, Swim 1, Handle Animal 2

Special Qualities: Darkvision: 60ft

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

Treasure

No goods
Darkwood Buckler {worth 205 gp}
No items
70 gp

Room 7:


This room is lightless. You are surrounded by a damp smell.
There are 2 wooden doors to the south.
There's a wooden door to the east.

NPCs (1)

Male Halfling Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 3, Will 0; STR: 15 (2), DEX: 16 (3), CON: 15 (2), INT: 11 (0), WIS: 11 (0), CHA: 6 (-2)
Feats: Point Blank Shot
Skills: Appraise 1, Bluff -1, Climb 3, Concentration 5, Diplomacy -1, Escape Artist 5, Forgery 2, Gather Information 0, Heal 1, Use Rope 4, Handle Animal -1

Special Qualities: 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
700 sp

Room 8:


This room is well lit. In the southwestern corner there's a tiny piece of chalk.
There's a wooden door to the north.
There's a wooden door to the west.

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.

NPCs (1)

Female Human Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 4; STR: 14 (2), DEX: 15 (2), CON: 11 (0), INT: 16 (3), WIS: 10 (0), CHA: 16 (3)
Feats: Blind-Fight, Iron Will
Skills: Appraise 6, Climb 3, Concentration 2, Disguise 5, Forgery 4, Gather Information 4, Heal 2, Hide 3, Intimidate 5, Jump 4, Move Silently 3, Ride 3, Search 4, Sense Motive 4, Survival 1, Swim 6, Use Rope 3, Handle Animal 5

Special Qualities: Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Masterwork Morningstar {worth 308 gp}
No items
100 sp

Room 9:


This room is magically lit and the air is shallow.
There's an iron door to the east.

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
Masterwork Heavy steel shield {worth 170 gp}
No items
20 gp

Room 10:


This room is lit by a single torch. Close to the northern wall you see a pile of bones.
There's a wooden door to the south.

NPCs (1)

Male Human Mnk1: CR 1 (ECL 1); HD 1d8; hp 11; Init +1; AC 13 (touch 11, flat-footed 12, misc 2); Atk +0; SR 0; AL TN; SV Fort 5, Ref 5, Will 6; STR: 15 (2), DEX: 12 (1), CON: 16 (3), INT: 12 (1), WIS: 14 (2), CHA: 15 (2)
Feats: Iron Will, Armor Proficiency (light), Lightning Reflexes
Skills: Balance 3, Bluff 3, Climb 4, Diplomacy 3, Forgery 2, Gather Information 4, Heal 3, Hide 2, Jump 3, Listen 5, Move Silently 2, Search 3, Sense Motive 4, Spot 3, Use Rope 2, Tumble 3

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

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

Treasure

No goods
No mundane items
No items
150 gp

Room 11:


This room is completely dark. In the northeastern corner you see some violet lichen.
There's a wooden door to the west.
There's a wooden door to the south.

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
No mundane items
No items
90 gp

Room 12:


This room is lightless. Close to the northern wall you find a scorch mark on the ceiling.
There's a stone door to the south.

Traps (2)

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).

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 Ogre Rog1: CR 4 (ECL 7); HD 4d8+1d6; hp 9; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref 3, Will 0; STR: 20 (5), DEX: 13 (1), CON: 17 (3), INT: 3 (-4), WIS: 11 (0), CHA: 5 (-3)
Feats: Shield Proficiency, Nimble Fingers, Self-Sufficient
Skills: Appraise -3, Balance 2, Bluff -2, Climb 6, Disguise -2, Gather Information -2, Heal 2, Listen 1, Move Silently 3, Ride 2, Search -2, Spot 1, Survival 2, Swim 6, Disable Device -1, Open Lock 3, Sleight Of Hand 2

Special Qualities: Darkvision: 60ft; 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
20 pp

Room 13:


This room is completely dark. Close to you there's a wooden cup.
There's a wooden door to the north.
There's a stone door to the east.

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
No mundane items
No items
500 sp

Room 14:


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

NPCs (1)

Sine Filfunetana Male Drow Wiz1: CR 2 (ECL 3); HD 1d4; hp 4; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 0, Ref 2, Will 4; STR: 9 (-1), DEX: 15 (2), CON: 11 (0), INT: 14 (2), WIS: 15 (2), CHA: 15 (2)
Feats: Combat Reflexes
Skills: Appraise 3, Bluff 3, Climb 0, Heal 4, Hide 3, Jump 0, Move Silently 4, Search 3, Sense Motive 4, Use Rope 3, Spellcraft 5

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

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

Treasure

No goods
No mundane items
Full plate +1 [Shadow] {worth 6400 gp}
700 sp

Room 15:


This room is magically lit. The air has a mild smoky smell.
There's a wooden door to the west.
There's a wooden door to the north.

Monsters (1)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
No mundane items
No items
120 gp

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