Level 1 Dungeon (18 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 Stair down #0 Stair down #1 Stair up #0 Stair up #1 Stair up #2

Room 1:


This room is barely lit. The air is humid. You hear the sound of a slammed door in the distance.
There's a wooden door to the south.
There's a wooden door to the east.
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
Darkvision (potion) {worth 300 gp}
1000 cp

Room 2:


This room is well lit. A distant sound of rattling chains can be heard. Close to the northeastern corner you see a few small dead spiders.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Male Human Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init +5; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 1, Will 3; STR: 13 (1), DEX: 12 (1), CON: 15 (2), INT: 14 (2), WIS: 12 (1), CHA: 10 (0)
Feats: Track, Improved Initiative
Skills: Bluff 2, Climb 2, Disguise 1, Escape Artist 2, Gather Information 2, Heal 2, Hide 3, Intimidate 1, Jump 2, Listen 2, Move Silently 3, Ride 4, Swim 2, Use Rope 2

Special Qualities: Turn or rebuke undead

Suggested armor: none

Treasure

No goods
No mundane items
Scroll: Gentle Repose (Clr2), Shield Other (Clr2), Delay Poison (Clr2) (150 gp each) {worth 450 gp}
800 sp

Room 3:


This room is lit by a single torch. Near the western wall there's a few rags.
There's a wooden door to the east.

Traps (1)

Poison Needle Trap: CR 1; mechanical; trigger: touch; reset: manual; Search DC 22; Disable Device DC 20; Cost: 1,300 gp; Atk +8 ranged (1 plus greenblood oil poison).

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
120 gp

Room 4:


This room is very dark. In the northern wall you see a piece of rotten rope.
There's an iron door to the south.

NPCs (1)

Krath Male Orc Sor1: CR 1 (ECL 1); HD 1d4; hp 6; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort -1, Ref -2, Will 2; STR: 20 (5), DEX: 6 (-2), CON: 9 (-1), INT: 14 (2), WIS: 11 (0), CHA: 7 (-2)
Feats: Toughness
Skills: Appraise 3, Balance 0, Climb 6, Diplomacy -1, Disguise -1, Gather Information -1, Heal 1, Listen 1, Ride -1, Spot 1, Use Rope 1, Spellcraft 4

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

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

Treasure

No goods
No mundane items
No items
500 sp

Room 5:


This room is completely dark.
There's an iron door to the north.
There's a wooden door to the east.

Monsters (1)

Animal:Squid: CR 1; HD 3d8 (13); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: 10 arms +4 melee, bite -1 melee; Dmg: Arms 0, bite 1d6+1; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 2; STR 14, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Ink cloud, jet;

Treasure

No goods
No mundane items
No items
140 gp

Room 6:


This room is well lit. Close to the southeastern corner there's a white feather.
There are 2 wooden doors to the north.
There's a wooden door to the west.

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).

NPCs (1)

Female Half-orc Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref 3, Will 4; STR: 10 (0), DEX: 13 (1), CON: 16 (3), INT: 9 (-1), WIS: 14 (2), CHA: 14 (2)
Feats: Lightning Reflexes
Skills: Escape Artist 2, Heal 3, Hide 3

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

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

Treasure

Silver ewer {worth 40 gp}
No mundane items
No items
90 gp

Room 7:


This room is adecuately lit. Near the northeastern corner you see a dead mouse.
There's a wooden door to the south.

NPCs (1)

Female Half-orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 3, Will 0; STR: 14 (2), DEX: 16 (3), CON: 14 (2), INT: 11 (0), WIS: 11 (0), CHA: 4 (-3)
Feats: Endurance, Blind-Fight
Skills: Bluff -2, Forgery 2, Gather Information -2, Hide 4, Move Silently 4, Search 1, Use Rope 4

Special Qualities: Darkvision: 60ft

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

Treasure

No goods
No mundane items
No items
80 gp

Room 8:


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

NPCs (1)

Ibin Male Dwarf Bbn1: CR 1 (ECL 1); HD 1d12; hp 13; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 0, Will -1; STR: 5 (-3), DEX: 11 (0), CON: 13 (1), INT: 13 (1), WIS: 9 (-1), CHA: 10 (0)
Feats: Stealthy
Skills: Appraise 3, Bluff 1, Concentration 2, Diplomacy 1, Disguise 1, Escape Artist 2, Hide 3, Jump -1, Listen 0, Move Silently 3, Search 2, Sense Motive 1, Spot 0, Survival 1, Swim -2

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

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

Treasure

No goods
No mundane items
No items
No coins

Room 9:


This room is completely dark and you are surrounded by a rancid smell. In the eastern wall there's a small mouse looking your way. Close to you there's a mask.
There's a wooden door to the west.
There's a stone door to the west.

NPCs (1)

Male Half-elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 14; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 0, Will 0; STR: 14 (2), DEX: 11 (0), CON: 15 (2), INT: 11 (0), WIS: 10 (0), CHA: 8 (-1)
Feats: Martial Weapon Proficiency
Skills: Balance 1, Climb 3, Concentration 4, Escape Artist 1, Forgery 1, Gather Information 1, Jump 3, Listen 1, Move Silently 1, Ride 1, Sense Motive 2, Survival 1, Swim 3

Special Qualities: Low-light vision; Immunities: sleep; Fast movement; Illiteracy; Rage: 1/day

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

Treasure

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

Room 10:


This room is very dark.
There's an iron door to the east.

NPCs (1)

Male Ogre Mnk1: CR 4 (ECL 7); HD 5d8; hp 14; Init -1; AC 15 (touch 9, flat-footed 15, natural 5, misc 1, size -1); Atk +0; SR 0; AL CE; SV Fort 8, Ref 1, Will 5; STR: 21 (5), DEX: 8 (-1), CON: 22 (6), INT: 13 (1), WIS: 12 (1), CHA: 11 (0)
Feats: Point Blank Shot, Endurance, Iron Will, Diligent
Skills: Appraise 5, Balance 0, Bluff 1, Climb 7, Diplomacy 2, Gather Information 2, Hide 2, Listen 3, Move Silently 1, Spot 2, Survival 2, Swim 6, Decipher Script 3

Special Qualities: Darkvision: 60ft; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
Masterwork Flail, heavy {worth 315 gp}
No items
130 gp

Room 11:


This room is well lit and your nostrils are flooded by a stagnant stench. Near the southern wall you find a small salt circle spread on the floor.
There's a wooden door to the west.
There's a stone door to the west.

NPCs (1)

Female Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 6, Ref 2, Will 2; STR: 6 (-2), DEX: 14 (2), CON: 18 (4), INT: 12 (1), WIS: 10 (0), CHA: 13 (1)
Feats: Improved Shield Bash
Skills: Appraise 3, Disguise 2, Heal 4, Intimidate 2, Move Silently 3, Ride 4, Search 3, Sense Motive 2, Spot 1, Survival 1, Swim 0, Handle Animal 2

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

Room 12:


This room is well lit. The air is humid.
There's an iron 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)

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
Masterwork Sword, two-bladed {worth 700 gp}
No items
40 gp

Room 13:


This room is magically lit. In the northwestern corner you find a moldy parchment.
There's a wooden door to the east.
There's a stone door to the east.
There's a stone door to the west.

NPCs (1)

Female Githyanki Sor1: CR 2 (ECL 3); HD 1d4; hp 8; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 4, Ref -1, Will 2; STR: 12 (1), DEX: 9 (-1), CON: 18 (4), INT: 16 (3), WIS: 11 (0), CHA: 12 (1)
Feats: Negotiator
Skills: Appraise 4, Balance 0, Bluff 3, Diplomacy 4, Disguise 2, Forgery 6, Heal 1, Hide 1, Intimidate 2, Jump 2, Ride 0, Sense Motive 3, Use Rope 2, Spellcraft 4

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

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

Treasure

No goods
No mundane items
No items
4000 cp

Room 14:


This room is completely dark. Echoes of footsteps can be heard in the distance. Close to the southern wall you find a patch of fungus.
There's a wooden door to the east.
There's a stone door to the east.

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
1000 cp

Room 15:


This room is lightless. In the northeastern corner there's a dead mouse. Lying on the floor you see a mask.
There's a stone 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)

Female Githzerai Pal1: CR 2 (ECL 3); HD 1d10; hp 11; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 3, Ref 3, Will 3; STR: 13 (1), DEX: 16 (3), CON: 13 (1), INT: 10 (0), WIS: 17 (3), CHA: 7 (-2)
Feats: Weapon Finesse
Skills: Balance 4, Concentration 2, Gather Information 0, Survival 4, Swim 2, Use Rope 5

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 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
No mundane items
No items
No coins

Room 16:


This room is magically lit. The air has a putrid stench. In the western wall you find a loose floor tile. You spot a nail a few feet from you.
There's an iron door to the west.
There's a stone door to the west.
There's a wooden door to the south.

Monsters (1)

Lizardfolk: CR 1; HD 2d8+2 (11); Init +0; AC 15 (+5 natural) or 17 (+5 natural, +2 large shield); Atk: 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged; Dmg: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1; Special Atk: ; AL Usually neutral; SV Fort 1 Ref 3 Will 0; STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10;
Feats: Multiattack
Skills: Balance +4, Jump +7, Swim +9
Special Qualities: ;

Treasure

No goods
No mundane items
No items
80 gp

Room 17:


This room is well lit. In the distance you seem to perceive the sound of screeching metal.

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
130 gp

Room 18:


This room is magically lit. You hear the faint sound of screeching metal, but can't quite place where it comes from. Lying on the floor you see a cornet.
There's a stone door to the south.
There's a stone door to the west.

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

No goods
Manacles, masterwork {worth 50 gp}
No items
40 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