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 adecuately lit.
There's a wooden door to the south.
There's a wooden door to the east.
There's an iron door 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)

Male Duergar Mnk1: CR 2 (ECL 2); HD 1d8; hp 11; Init +2; AC 13 (touch 12, flat-footed 11, misc 1); Atk +0; SR 0; AL LE; SV Fort 5, Ref 4, Will 3; STR: 11 (0), DEX: 14 (2), CON: 17 (3), INT: 13 (1), WIS: 12 (1), CHA: 9 (-1)
Feats: Blind-Fight, Martial Weapon Proficiency
Skills: Appraise 3, Bluff 2, Climb 1, Concentration 4, Disguise 0, Forgery 3, Hide 3, Listen 2, Ride 3, Sense Motive 4, Survival 2, Use Rope 3, Tumble 4

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
No mundane items
No items
40 pp

Room 2:


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

Monsters (1)

Fungus:Shrieker: CR 1; HD 2d8+2 (11); Init -5 (Int); AC 13 (+3 natural); Atk: ; Dmg: ; Special Atk: Shriek; AL Always neutral; SV Fort 4 Ref Will -4; STR , DEX , CON 13, INT 1, WIS 2, CHA 1;
Feats:
Skills:
Special Qualities: Plant;

Treasure

No goods
No mundane items
No items
70 gp

Room 3:


This room is completely dark. In the northeastern corner you see a small pile of ash.
There's a stone door to the south.

Traps (1)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

NPCs (1)

Female Halfling Drd1: CR 1 (ECL 1); HD 1d8; hp 6; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 0, Ref 4, Will 3; STR: 4 (-3), DEX: 18 (4), CON: 6 (-2), INT: 5 (-3), WIS: 13 (1), CHA: 10 (0)
Feats: Dodge
Skills: Disguise 1, Gather Information 1, Swim -2, Handle Animal 1

Special Qualities: 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
100 gp

Room 4:


This room is well lit.
There are 2 wooden doors to the west.
There's a stone door to the east.

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)

Fazaghal Male Dwarf Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 0, Will 2; STR: 16 (3), DEX: 10 (0), CON: 10 (0), INT: 14 (2), WIS: 14 (2), CHA: 10 (0)
Feats: Alertness
Skills: Appraise 5, Balance 4, Escape Artist 1, Forgery 3, Hide 1, Intimidate 2, Listen 4, Move Silently 1, Sense Motive 3, Spot 5, Swim 4

Special Qualities: Darkvision: 60ft; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

Treasure

No goods
No mundane items
No items
50 gp

Room 5:


This room is barely lit. In the western wall there's some violet lichen.
There's a wooden door to the east.
There's a stone door to the west.
There's a wooden door to the north.

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)

Male Halfling Sor1: CR 1 (ECL 1); HD 1d4; hp 7; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 5, Ref 1, Will 1; STR: 9 (-1), DEX: 12 (1), CON: 17 (3), INT: 9 (-1), WIS: 8 (-1), CHA: 6 (-2)
Feats: Great Fortitude
Skills: Balance 2, Diplomacy -1, Listen 0, Search 0

Special Qualities: Summon familiar

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

Treasure

No goods
No mundane items
No items
No coins

Room 6:


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

Monsters (1)

Gnome:Svirfneblin: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+1 size, +4 chain shirt, +1 small shield); Atk: Short sword +2 melee; or light crossbow +2 ranged; Dmg: Short sword 1d6-1; or light crossbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral good; SV Fort 5 Ref 2 Will 2; STR 8, DEX 12, CON 12, INT 10, WIS 12, CHA 6;
Feats: Weapon Focus (short sword)
Skills: Hide +2*, Listen +4, Spot +2
Special Qualities: Svirfneblin traits, non-detection, speak with animals;

Treasure

No goods
No mundane items
No items
500 sp

Room 7:


This room is lightless and the air has a smoky stench. In the center of the room you find some mold forming a strange pattern.
There's a stone door to the south.
There's a wooden door to the south.

NPCs (1)

Ibin Male Dwarf Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init +3; AC 16 (touch 13, flat-footed 13, misc 3); Atk +0; SR 0; AL TN; SV Fort 6, Ref 5, Will 5; STR: 17 (3), DEX: 16 (3), CON: 15 (2), INT: 11 (0), WIS: 17 (3), CHA: 11 (0)
Feats: Great Fortitude, Improved Shield Bash
Skills: Balance 4, Climb 4, Diplomacy 1, Escape Artist 4, Forgery 1, Gather Information 2, Hide 4, Intimidate 1, Jump 4, Listen 4, Move Silently 4, Ride 4, Spot 4, Swim 4, Tumble 4

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
50 gp

Room 8:


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

Traps (1)

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).

Monsters (1)

Elf:Drow: CR 1; HD 1d8-1 (3); Init +1 (Dex); AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk: Longsword +1 melee; or longbow +2 ranged; Dmg: Longsword 1d8; or longbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral evil; SV Fort 1 Ref 1 Will 0; STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 9;
Feats: Weapon Focus (longbow)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Special Qualities: Darkvision, SR 11, elven traits, light blindness;

Treasure

No goods
No mundane items
No items
3000 cp

Room 9:


This room is very dark. In the western wall you see a small pile of rocks.
There's a wooden door to the south.
There's a stone door to the north.
There's a wooden door to the west.

NPCs (1)

Female Half-orc Clr1: CR 1 (ECL 1); HD 1d8; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 2, Will 1; STR: 12 (1), DEX: 14 (2), CON: 7 (-2), INT: 15 (2), WIS: 9 (-1), CHA: 13 (1)
Feats: Magical Aptitude
Skills: Appraise 3, Bluff 3, Diplomacy 2, Disguise 2, Forgery 4, Heal 0, Hide 3, Jump 2, Spot 0, Swim 3, Spellcraft 7, Use Magic Device 3

Special Qualities: Darkvision: 60ft; 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
70 gp

Room 10:


This room is lit by a single torch. The air is humid. For an instant you hear the sound of clinging coins, but then it stops. Near the southwestern corner you find an illegible engraving on the floor.
There's a wooden door to the south.
There's a wooden door to the north.
There's an iron door to the north.

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
No coins

Room 11:


This room is barely lit. The air has a mild foul smell. In the northwestern corner you find a narrow crack on the ceiling. Lying on the floor you see a glove.
There's a wooden door to the north.

NPCs (1)

Female Ogre Sor1: CR 4 (ECL 7); HD 4d8+1d4; hp 9; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 7, Ref 2, Will 4; STR: 24 (7), DEX: 14 (2), CON: 20 (5), INT: 3 (-4), WIS: 14 (2), CHA: 7 (-2)
Feats: Combat Reflexes, Martial Weapon Proficiency, Great Fortitude
Skills:

Special Qualities: Darkvision: 60ft; Summon familiar

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

Treasure

No goods
No mundane items
No items
No coins

Room 12:


This room is lit by a single torch.
There's an iron door to the south.

NPCs (1)

Female Dwarf Bbn1: CR 1 (ECL 1); HD 1d12; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref -1, Will 3; STR: 7 (-2), DEX: 8 (-1), CON: 11 (0), INT: 17 (3), WIS: 17 (3), CHA: 5 (-3)
Feats: Improved Unarmed Strike
Skills: Bluff -1, Climb 0, Diplomacy -1, Disguise 0, Escape Artist 1, Gather Information -1, Heal 6, Hide 0, Intimidate -2, Jump -1, Move Silently 2, Search 4, Survival 5, Swim -1, Use Rope 0, Handle Animal -2

Special Qualities: Darkvision: 60ft; Fast movement; Illiteracy; Rage: 1/day

Suggested armor: none

Treasure

No goods
Masterwork Crossbow, light {worth 335 gp}
No items
No coins

Room 13:


This room is adecuately lit. For an instant you hear the sound of falling debris, but then it stops.
There's a wooden door to the north.

NPCs (1)

Male Ogre Clr1: CR 4 (ECL 7); HD 5d8; hp 10; Init +2; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 4, Ref -2, Will 1; STR: 25 (7), DEX: 7 (-2), CON: 14 (2), INT: 7 (-2), WIS: 8 (-1), CHA: 8 (-1)
Feats: Improved Initiative, Shield Proficiency, Stealthy
Skills: Hide 0, Move Silently 0

Special Qualities: Darkvision: 60ft; Turn or rebuke undead

Suggested armor: none

Treasure

Embroidered and bejeweled glove {worth 4000 gp}
No mundane items
No items
60 gp

Room 14:


This room is very dark. Close to the southwestern corner you see a narrow crack on the ceiling.
There's a wooden door to the east.
There's a wooden door to the north.
There's a stone door to the north.

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)

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

Room 15:


This room is very dark. You hear the sound of a slammed door in the distance. In the western wall you find a loose floor tile.
There's a wooden door to the south.
There's a stone door to the west.

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 Gnome Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 0, Will 5; STR: 12 (1), DEX: 11 (0), CON: 12 (1), INT: 14 (2), WIS: 17 (3), CHA: 11 (0)
Feats: Combat Expertise
Skills: Appraise 3, Balance 2, Climb 2, Concentration 2, Disguise 1, Forgery 4, Gather Information 1, Heal 5, Ride 1, Sense Motive 5, Spot 4, Swim 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
Scroll: Comprehend Languages (Clr1), Endure Elements (Clr1) (25 gp each) {worth 50 gp}
800 sp

Room 16:


This room is completely dark and the air is shallow.
There's a wooden door to the north.

NPCs (1)

Male Ogre Rog1: CR 4 (ECL 7); HD 4d8+1d6; hp 13; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 4, Ref 2, Will -1; STR: 22 (6), DEX: 10 (0), CON: 19 (4), INT: 9 (-1), WIS: 9 (-1), CHA: 8 (-1)
Feats: Toughness, Improved Shield Bash, Mounted Combat
Skills: Appraise 1, Balance 3, Bluff 0, Diplomacy 0, Disguise 1, Gather Information 2, Hide 1, Jump 7, Listen 0, Ride 2, Search 1, Spot 1, Swim 7, Disable Device 0, Open Lock 2, Decipher Script 0, Sleight Of Hand 1, Use Magic Device 0

Special Qualities: Darkvision: 60ft; Trap finding; Sneak attack +1d6

Suggested armor: none

Treasure

carved bone or ivory statuette {worth 30 gp}
Half-plate {worth 600 gp}
No items
90 gp

Room 17:


This room is lit by a single torch and your nostrils are flooded by a vile stench. In the northern wall you see a few rags.
There's a stone door to the west.
There are 2 wooden doors to the north.

Monsters (1)

Animal:Shark, Medium-Size: CR 1; HD 3d8+3 (16); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d6+1; Special Atk: ; AL Always neutral; SV Fort 4 Ref 5 Will 2; STR 13, DEX 15, CON 13, INT 1, WIS 12, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Listen +7, Spot +7
Special Qualities: Keen scent;

Treasure

No goods
Masterwork Shortbow, composite (+1 Str bonus) {worth 450 gp}
No items
3000 cp

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