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 down #3 Stair down #4 Stair down #5 Stair down #6 Stair down #7 Stair up #0 Stair up #1

Room 1:


This room is completely dark. The air is rare. Close to the southern wall you see a few ants. Close to you there's a bracer.
There's a wooden door to the east.
There's a wooden door to the west.

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 Half-elf Sor1: CR 1 (ECL 1); HD 1d4; hp 7; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 2, Will 4; STR: 17 (3), DEX: 15 (2), CON: 16 (3), INT: 15 (2), WIS: 14 (2), CHA: 10 (0)
Feats: Power Attack
Skills: Balance 3, Concentration 5, Disguise 1, Escape Artist 4, Hide 4, Intimidate 1, Jump 4, Move Silently 3, Ride 4, Survival 3, Swim 4, Spellcraft 3

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

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

Treasure

No goods
No mundane items
No items
No coins

Room 2:


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

NPCs (1)

AndThangmorndîr Male Elf Rog1: CR 1 (ECL 1); HD 1d6; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 2, Will 0; STR: 11 (0), DEX: 11 (0), CON: 10 (0), INT: 10 (0), WIS: 10 (0), CHA: 10 (0)
Feats: Nimble Fingers
Skills: Appraise 1, Bluff 2, Climb 1, Diplomacy 2, Escape Artist 2, Forgery 4, Gather Information 1, Heal 1, Hide 1, Intimidate 3, Jump 1, Move Silently 2, Ride 1, Sense Motive 2, Use Rope 2, Disable Device 4, Open Lock 2, Decipher Script 1, Tumble 2, Use Magic Device 1

Special Qualities: Immunities: sleep; Low-light vision; 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
100 gp

Room 3:


This room is magically lit. The air has a putrid smell. Close to the northwestern corner you find a water puddle.
There's a stone door to the north.
There's a stone door to the west.

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
No mundane items
No items
60 gp

Room 4:


This room is completely dark. The air has a flowery smell.
There's a stone door to the west.
There's a wooden door to the south.

NPCs (1)

Male Ogre Mage Mnk1: CR 9 (ECL 13); HD 6d8; hp 8; Init -2; AC 19 (touch 9, flat-footed 19, natural 5, misc 5, size -1); Atk +0; SR 19; AL CE; SV Fort 2, Ref 0, Will 7; STR: 27 (8), DEX: 7 (-2), CON: 11 (0), INT: 10 (0), WIS: 20 (5), CHA: 16 (3)
Feats: Improved Unarmed Strike, Agile, Self-Sufficient, Acrobatic
Skills: Appraise 3, Balance 1, Bluff 5, Climb 10, Concentration 1, Diplomacy 4, Disguise 4, Escape Artist 0, Forgery 2, Gather Information 6, Heal 8, Hide 0, Jump 13, Listen 6, Search 1, Sense Motive 6, Spot 8, Survival 10, Use Rope -1, Tumble 0

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
No coins

Room 5:


This room is lit by a single torch. Close to the northeastern corner you find several paper scraps laying on the floor.
There are 2 wooden doors to the north.
There's a stone door to the west.

Monsters (1)

Sprite:Grig: CR 1; HD 1/2 d6+1 (2); Init +4 (Dex); AC 18 (+2 size, +4 Dex, +2 natural); Atk: Dagger +6 melee; or composite shortbow +6 ranged; Dmg: Dagger 1d4-3; or composite shortbow 1d4; Special Atk: Spell-like abilities, fiddle; AL Always neutral good; SV Fort 1 Ref 6 Will 3; STR 5, DEX 18, CON 13, INT 10, WIS 13, CHA 14;
Feats: Dodge, Weapon Finesse (dagger)
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4
Special Qualities: SR 17;

Treasure

No goods
No mundane items
No items
400 sp

Room 6:


This room is magically lit and the air has a strong sweaty smell. A faint sound of battle can be heard from here. Close to the southeastern corner you find a broken hourglass. You spot a whistle a few feet from you.
There's a stone door to the east.
There's a wooden door to the north.

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
No coins

Room 7:


This room is lit by a single torch. You spot a nail a few feet from you.
There's a wooden door to the east.
There's a stone door to the south.

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
No mundane items
No items
2000 cp

Room 8:


This room is lightless and you are surrounded by a yeasty smell.
There's a stone 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

jeweled anklet {worth 1000 gp}
No mundane items
No items
100 sp

Room 9:


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

Monsters (1)

Dwarf:Derro: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dagger +1 melee; or repeating light crossbow+1 ranged; Dmg: Dagger 1d4; crossbow 1d6 and poison; Special Atk: ; AL Usually chaotic evil; SV Fort 3 Ref 0 Will 0; STR 9, DEX 14, CON 13, INT 10, WIS 10, CHA 6;
Feats: Blind-Fight
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Special Qualities: Darkvision, derro traits, SR 18, sunlight vulnerability;

Treasure

No goods
No mundane items
No items
No coins

Room 10:


This room is barely lit. The air has a strong acrid smell. In the northern wall you see a tiny piece of chalk. Close to you there's a glove.
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).

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

No goods
No mundane items
Scroll: Cat's Grace (Sor/Wis2), Web (Sor/Wis2) (150 gp each) {worth 300 gp}
120 gp

Room 11:


This room is well lit.

NPCs (1)

Female Gnome Wiz1: CR 1 (ECL 1); HD 1d4; hp 6; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 2, Will 3; STR: 14 (2), DEX: 14 (2), CON: 14 (2), INT: 10 (0), WIS: 13 (1), CHA: 15 (2)
Feats: Deceitful
Skills: Climb 3, Diplomacy 3, Disguise 5, Forgery 2, Heal 2, Listen 2, Search 1, Swim 3, Spellcraft 1

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
No items
4000 cp

Room 12:


This room is barely lit. The air is shallow. In the northern wall you find a rusty dagger hilt.
There's an iron door to the south.
There's a wooden door to the south.

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
Protection from arrows 10/magic (potion) {worth 300 gp}
6000 cp

Room 13:


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

NPCs (1)

Male Duergar Ftr1: CR 2 (ECL 2); HD 1d10; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 2, Ref 4, Will 1; STR: 16 (3), DEX: 15 (2), CON: 10 (0), INT: 12 (1), WIS: 12 (1), CHA: 11 (0)
Feats: Lightning Reflexes, Dodge
Skills: Balance 5, Bluff 2, Climb 4, Disguise 2, Forgery 2, Listen 2, Search 2, Use Rope 3

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison

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

Treasure

No goods
Thunderstones (1 stones, 30 gp each) {worth 30 gp}
No items
80 gp

Room 14:


This room is very dark. You are surrounded by a smoky smell. In the distance you seem to perceive the sound of clinging coins.
There's a stone door to the west.
There's a wooden door to the north.

Monsters (1)

Gnoll: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 natural, +4 scale, +2 large shield); Atk: Battleaxe +3 melee; or shortbow +1 ranged; Dmg: Battleaxe 1d8+2; or shortbow 1d6; Special Atk: ; AL Usually chaotic evil; SV Fort 4 Ref 0 Will 0; STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8;
Feats: Power Attack
Skills: Listen +3, Spot +3
Special Qualities: Darkvision 60 ft.;

Treasure

No goods
No mundane items
No items
600 sp

Room 15:


This room is adecuately lit and the air has a fruity stench. In the northwestern corner you see a red stain on the floor.
There's a stone door to the west.
There's a wooden door to the west.

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
120 gp

Room 16:


This room is well lit. The air is thick. In the southern wall there's a red stain on the floor. Lying on the floor you see a hair pin.
There's a stone door to the east.
There's a wooden door to the south.
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 Greatsword {worth 350 gp}
No items
70 gp

Room 17:


This room is well lit. Close to the northeastern corner you find a blue stain on the floor.
There's a stone door to the west.
There's a wooden door to the west.
There's a stone door to the east.

NPCs (1)

Male Gnome Drd1: 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 2; STR: 12 (1), DEX: 12 (1), CON: 13 (1), INT: 9 (-1), WIS: 10 (0), CHA: 15 (2)
Feats: Self-Sufficient
Skills: Appraise 0, Climb 2, Forgery 0, Gather Information 3, Heal 2, Intimidate 3, Move Silently 3, Ride 2, Sense Motive 1, Survival 2, Swim 2, Spellcraft 1

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

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
No mundane items
No items
110 gp

Room 18:


This room is well lit. You are surrounded by a foul smell.
There are 2 wooden doors to the south.

NPCs (1)

Female Half-orc Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 2, Will 2; STR: 18 (4), DEX: 10 (0), CON: 11 (0), INT: 12 (1), WIS: 11 (0), CHA: 7 (-2)
Feats: Stealthy
Skills: Concentration 1, Disguise 0, Escape Artist 2, Hide 2, Jump 7, Listen 1, Move Silently 3, Ride 1, Spot 1, Survival 1, Swim 5, Use Rope 2, Decipher Script 3, Spellcraft 2, Tumble 1

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

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

Treasure

No goods
No mundane items
No items
160 gp

Room 19:


This room is very dark. Close to the southern wall you see a small pile of rocks. You spot a ball a few feet from you.
There's a wooden door to the south.
There's a wooden door to the north.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

No goods
No mundane items
No items
800 sp

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