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 down #1 Stair down #2 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is very dark. The air is shallow. Close to the eastern wall there's a piece of rotten rope.
There's a wooden door to the west.
There's a wooden door to the south.
There's a stone door to the east.

NPCs (1)

Female Half-elf Pal1: 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: 17 (3), DEX: 12 (1), CON: 8 (-1), INT: 12 (1), WIS: 12 (1), CHA: 16 (3)
Feats: Athletic
Skills: Appraise 3, Balance 2, Climb 5, Concentration 0, Disguise 4, Forgery 2, Jump 4, Listen 2, Ride 2, Spot 2, Swim 6, Handle Animal 4

Special Qualities: Low-light vision; Immunities: sleep; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

No goods
No mundane items
No items
60 gp

Room 2:


This room is completely dark. Near the southwestern corner you see a piece of broken mirror.
There's a wooden door to the north.

Monsters (1)

Elemental:Fire Elemental, Small: CR 1; HD 2d8 (9); Init +5 (+1 Dex, +4 Improved Initiative); AC 15 (+1 size, +1 Dex, +3 natural); Atk: Slam +3 melee; Dmg: Slam 1d4 and 1d4 fire; Special Atk: Burn; AL Usually neutral; SV Fort 0 Ref 4 Will 0; STR 10, DEX 13, CON 10, INT 4, WIS 11, CHA 11;
Feats: Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental, fire subtype;

Treasure

No goods
No mundane items
No items
90 gp

Room 3:


This room is well lit. The air has a sweet stench. You hear the faint sound of dripping water, but can't quite place where it comes from.
There's an iron door to the east.
There's an iron door to the north.
There's a wooden door to the south.

NPCs (1)

Gwatailfin Male Elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will 2; STR: 13 (1), DEX: 14 (2), CON: 12 (1), INT: 10 (0), WIS: 14 (2), CHA: 12 (1)
Feats: Improved Unarmed Strike, Negotiator
Skills: Climb 2, Concentration 3, Diplomacy 3, Disguise 3, Search 1, Sense Motive 5, Spot 3

Special Qualities: Immunities: sleep; Low-light vision

Suggested armor: Breast plate (+5AC, 200gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
No mundane items
No items
110 gp

Room 4:


This room is adecuately lit. Your nostrils are flooded by an unpleasant stench.
There are 2 wooden doors to the west.
There's an iron door to the south.

NPCs (1)

Male Halfling Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 1, Will 1; STR: 10 (0), DEX: 12 (1), CON: 11 (0), INT: 13 (1), WIS: 9 (-1), CHA: 11 (0)
Feats: Negotiator
Skills: Appraise 2, Bluff 3, Concentration 2, Diplomacy 5, Disguise 2, Forgery 3, Jump 2, Listen 0, Ride 3, Sense Motive 2, Use Rope 2

Special Qualities: 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
300 sp

Room 5:


This room is lit by a single torch.
There's a wooden door to the north.

NPCs (1)

Female Human Rog1: CR 1 (ECL 1); HD 1d6; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 2; STR: 6 (-2), DEX: 12 (1), CON: 14 (2), INT: 15 (2), WIS: 14 (2), CHA: 13 (1)
Feats: Deft Hands, Deceitful
Skills: Appraise 3, Balance 3, Bluff 2, Concentration 4, Disguise 3, Escape Artist 3, Forgery 8, Gather Information 3, Heal 4, Hide 4, Intimidate 4, Listen 4, Move Silently 2, Ride 2, Search 4, Sense Motive 3, Spot 4, Survival 4, Use Rope 5, Disable Device 4, Open Lock 3, Decipher Script 6, Sleight Of Hand 4

Special Qualities: 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
400 sp

Room 6:


This room is well lit. A faint sound of yawning can be heard from here.
There's an iron door to the west.

Traps (1)

Wall Blade Trap: CR 1; mechanical; trigger: touch; reset: automatic; Search DC 22; Disable Device DC 22; Cost: 2,500 gp; hidden switch bypass (25), Atk +10 melee (2d4/x4, scythe).

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
No mundane items
Scroll: Phantom Trap (Sor/Wis2), See Invisibility (Sor/Wis2), Arcane Lock (Sor/Wis2) (150 gp each) {worth 450 gp}
800 sp

Room 7:


This room is magically lit and your nostrils are flooded by a bitter stench. Near the northwestern corner you find a piece of broken mirror.
There's a wooden door to the west.

NPCs (1)

Male Githzerai Sor1: CR 2 (ECL 3); HD 1d4; hp 5; Init +5; AC 15 (touch 15, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 5, Will 3; STR: 9 (-1), DEX: 20 (5), CON: 12 (1), INT: 11 (0), WIS: 13 (1), CHA: 13 (1)
Feats: Acrobatic
Skills: Balance 6, Bluff 3, Diplomacy 2, Disguise 2, Gather Information 2, Jump 1, Sense Motive 2, Use Rope 6, Tumble 7

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
80 gp

Room 8:


This room is well lit. Near the center of the room there's a broken hourglass.
There's a wooden door to the south.

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

No goods
No mundane items
No items
40 gp

Room 9:


This room is adecuately lit. Near the southern wall there's a pile of bones.
There are 2 stone doors to the west.

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
4000 cp

Room 10:


This room is barely lit and your nostrils are flooded by a strange stench. Echoes of rattling chains can be heard in the distance.
There's a wooden door to the east.

NPCs (1)

Male Halfling Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 0, Ref 3, Will 3; STR: 6 (-2), DEX: 13 (1), CON: 10 (0), INT: 11 (0), WIS: 13 (1), CHA: 6 (-2)
Feats: Acrobatic
Skills: Appraise 1, Climb -1, Escape Artist 2, Gather Information -1, Jump 0, Listen 3, Move Silently 3, Search 2, Spot 2, Use Rope 2, Decipher Script 3, Spellcraft 1, Tumble 3

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

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

Treasure

No goods
No mundane items
No items
90 gp

Room 11:


This room is adecuately lit and the air is thick.
There are 2 wooden doors to the west.
There's a stone 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)

Male Githzerai Ftr1: CR 2 (ECL 3); HD 1d10; hp 11; Init +5; AC 15 (touch 15, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 5, Will 0; STR: 15 (2), DEX: 21 (5), CON: 13 (1), INT: 9 (-1), WIS: 10 (0), CHA: 13 (1)
Feats: Stealthy, Two-Weapon Fighting
Skills: Heal 1, Hide 7, Move Silently 8, Survival 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC)

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

carved bone or ivory statuette {worth 30 gp}
No mundane items
No items
110 gp

Room 12:


This room is completely dark and the air has a strong woody smell.
There's a wooden door to the west.

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)

Dani Male Dwarf Rgr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 3, Will 3; STR: 12 (1), DEX: 12 (1), CON: 12 (1), INT: 15 (2), WIS: 16 (3), CHA: 9 (-1)
Feats: Lightning Reflexes
Skills: Appraise 3, Balance 3, Bluff 1, Climb 2, Concentration 2, Diplomacy 1, Forgery 3, Heal 6, Jump 3, Move Silently 2, Sense Motive 4, Spot 5, Survival 5, Use Rope 2, Handle Animal 1

Special Qualities: Darkvision: 60ft; 1st favored enemy; Track; Wild empathy

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
Banded mail {worth 250 gp}
No items
40 pp

Room 13:


This room is barely lit. The air has a mild acrid smell.
There's a wooden door to the west.

Monsters (1)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

No goods
Half-plate {worth 600 gp}
No items
3000 cp

Room 14:


This room is well lit. The air has a woody smell. A distant sound of tip toes can be heard. Close to the southeastern corner you find some rice spread on the floor.
There are 2 wooden doors to the west.

Monsters (1)

Animal:Horse, Heavy: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee; Dmg: Hoof 1d6+2; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 15, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
No coins

Room 15:


This room is barely lit and your nostrils are flooded by a biting smell. Close to the center of the room you see a white stain on the floor.
There's a stone door to the north.

Monsters (1)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

No goods
Alchemist's fire (4 flasks, 20 gp each) {worth 80 gp}
No items
80 gp

Room 16:


This room is shrouded in magical darkness. The air has a minty smell. Close to the northern wall you find a small pile of dust.
There's a wooden door to the south.

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
Chain shirt {worth 100 gp}
No items
No coins

Room 17:


This room is completely dark. The air has a sour smell.
There are 2 stone doors to the north.

NPCs (1)

Jhulxena Vasmur'ss Iymune'nitra Male Drow Pal1: CR 2 (ECL 3); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 12; AL NE; SV Fort 3, Ref 2, Will 1; STR: 15 (2), DEX: 14 (2), CON: 13 (1), INT: 15 (2), WIS: 13 (1), CHA: 12 (1)
Feats: Weapon Finesse
Skills: Balance 3, Bluff 2, Climb 3, Concentration 2, Disguise 2, Gather Information 2, Heal 2, Hide 3, Jump 3, Listen 2, Move Silently 3, Sense Motive 2, Spot 2, Survival 3, Swim 3

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

No goods
Half-plate {worth 600 gp}
No items
No coins

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