Level 1 Dungeon (13 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 Stair down #0 Stair down #1 Stair down #2 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 lightless. The air has a strong sweaty smell. For an instant you hear the sound of a flute, but then it stops.
There's a stone door to the north.

NPCs (1)

Emggaen Female Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 4; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 0, Ref 0, Will 2; STR: 12 (1), DEX: 11 (0), CON: 10 (0), INT: 8 (-1), WIS: 11 (0), CHA: 15 (2)
Feats: Investigator
Skills: Gather Information 5, Intimidate 3, Survival 1, Use Rope 1

Special Qualities: Darkvision: 60ft; Light sensitivity; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
Cat's grace (potion) {worth 300 gp}
2000 cp

Room 2:


This room is well lit. The air has a strong sour smell. Close to the southern wall you see a dead mouse.
There's a wooden door to the north.

NPCs (1)

Brodor Male Orc Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 3, Ref 4, Will 1; STR: 20 (5), DEX: 15 (2), CON: 13 (1), INT: 16 (3), WIS: 12 (1), CHA: 10 (0)
Feats: Lightning Reflexes
Skills: Appraise 5, Balance 3, Bluff 2, Diplomacy 1, Disguise 3, Escape Artist 5, Forgery 4, Heal 2, Hide 3, Jump 7, Listen 2, Move Silently 3, Sense Motive 3, Survival 5, Use Rope 3, Handle Animal 2

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

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

Treasure

No goods
No mundane items
No items
200 sp

Room 3:


This room is barely lit. The air has a mild noxious smell.
There are 2 wooden doors to the south.
There's a stone door to the south.

NPCs (1)

Female Githyanki Ftr1: CR 2 (ECL 3); HD 1d10; hp 14; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 6, Ref 2, Will 1; STR: 16 (3), DEX: 14 (2), CON: 18 (4), INT: 14 (2), WIS: 13 (1), CHA: 7 (-2)
Feats: Shield Proficiency, Nimble Fingers
Skills: Bluff -1, Climb 4, Concentration 5, Escape Artist 3, Gather Information -1, Hide 3, Listen 3, Sense Motive 2, Survival 2, Swim 5, Use Rope 6, Disable Device 4, Open Lock 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand

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

Treasure

No goods
No mundane items
No items
40 pp

Room 4:


This room is adecuately lit. Close to you there's a glove.
There's a wooden door to the west.

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
Hourglass {worth 25 gp}
No items
800 sp

Room 5:


This room is lightless and you are surrounded by an indescribable smell.
There's a wooden door to the east.

NPCs (1)

Male Halfling Clr1: CR 1 (ECL 1); HD 1d8; hp 8; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 6; STR: 9 (-1), DEX: 17 (3), CON: 10 (0), INT: 17 (3), WIS: 14 (2), CHA: 15 (2)
Feats: Iron Will
Skills: Appraise 4, Bluff 3, Diplomacy 4, Escape Artist 5, Forgery 6, Intimidate 3, Jump 0, Move Silently 6, Survival 3, Swim 0, Use Rope 6, Spellcraft 4

Special Qualities: Turn or rebuke undead

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

Treasure

Chalcedony {worth 30 gp}
No mundane items
No items
No coins

Room 6:


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

NPCs (1)

Male Githyanki Sor1: CR 2 (ECL 3); HD 1d4; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 0, Will 2; STR: 12 (1), DEX: 11 (0), CON: 14 (2), INT: 10 (0), WIS: 11 (0), CHA: 14 (2)
Feats: Combat Reflexes
Skills: Appraise 1, Bluff 3, Diplomacy 3, Intimidate 3, Move Silently 1, Sense Motive 1, Swim 2, Use Rope 1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
50 gp

Room 7:


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

Monsters (1)

Vermin:Monstrous Spider, Medium-Size: CR 1; HD 2d8+2 (11); Init +3 (Dex); AC 14 (+3 Dex, +1 natural); Atk: Bite +4 melee; Dmg: Bite 1d6 and poison; Special Atk: Poison, web; AL Always neutral; SV Fort 4 Ref 3 Will 0; STR 11, DEX 17, CON 12, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +12, Hide +10, Jump +0*, Spot +7*
Special Qualities: Vermin;

Treasure

No goods
Masterwork Sling {worth 300 gp}
No items
90 gp

Room 8:


This room is lit by a single torch and the air has a mild stagnant smell.
There's an iron door to the east.
There's a wooden door to the south.
There's a stone door to the south.

NPCs (1)

Male Gnome Wiz1: CR 1 (ECL 1); HD 1d4; hp 7; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 0, Will 3; STR: 15 (2), DEX: 10 (0), CON: 17 (3), INT: 15 (2), WIS: 13 (1), CHA: 12 (1)
Feats: Power Attack
Skills: Appraise 3, Bluff 3, Climb 3, Concentration 4, Disguise 3, Jump 3, Move Silently 1, Ride 2, Spot 2, Survival 4, Spellcraft 3

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

Suggested armor: none

Treasure

No goods
Masterwork Crossbow, heavy {worth 350 gp}
No items
50 gp

Room 9:


This room is lightless. The air has a moldy stench. In the southwestern corner you find two small rag dolls.
There's an iron door to the east.
There's a wooden door to the east.

Monsters (1)

Animal:Dog, Riding: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 16 (+2 Dex, +4 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+3; Special Atk: ; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 15, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +5, Spot +5, Swim +5, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
100 sp

Room 10:


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

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
100 sp

Room 11:


This room is very dark. Close to the center of the room there's a blue stain on the floor. You spot a bracelet a few feet from you.
There's a wooden door to the south.
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).

Monsters (1)

Vermin:Monstrous Centipede, Large: CR 1; HD 2d8 (9); Init +2 (Dex); AC 14 (-1 size, +2 Dex, +3 natural); Atk: Bite +2 melee; Dmg: Bite 1d8+1 and poison; Special Atk: Poison; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 13, DEX 15, CON 10, INT , WIS 10, CHA 2;
Feats: Weapon Finesse (bite)
Skills: Climb +10, Hide +3, Spot +8
Special Qualities: Vermin;

Treasure

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

Room 12:


This room is lightless. In the distance you seem to perceive the sound of scurrying mice. In the southeastern corner you find some rotten cheese.
There's a stone door to the west.

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
90 gp

Room 13:


This room is very dark and your nostrils are flooded by a sweet stench.
There's a stone door to the west.
There's a wooden door to the east.

NPCs (1)

Female Ogre Rog1: CR 4 (ECL 7); HD 4d8+1d6; hp 9; Init -3; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 3, Ref -1, Will 0; STR: 19 (4), DEX: 5 (-3), CON: 17 (3), INT: 11 (0), WIS: 6 (-2), CHA: 11 (0)
Feats: Self-Sufficient, Track, Iron Will
Skills: Balance -2, Bluff 2, Climb 5, Concentration 4, Diplomacy 2, Disguise 1, Escape Artist -2, Forgery 1, Gather Information 2, Heal 1, Intimidate 1, Listen -1, Move Silently 0, Search 1, Sense Motive 1, Spot -1, Survival 0, Swim 5, Use Rope -2, Disable Device 2, Open Lock -2, Sleight Of Hand -1, Tumble -2, Use Magic Device 1

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

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

Treasure

No goods
No mundane items
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