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

Room 1:


This room is lit by a single torch. In the northeastern corner you find a yellow stain on the floor.
There's a wooden door to the north.

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
800 sp

Room 2:


This room is completely dark and the air is thin. In the eastern wall you find a water puddle. You spot a hair pin a few feet from you.
There's an iron door to the east.

NPCs (1)

Female Ogre Mage Rog1: CR 9 (ECL 13); HD 5d8+1d6; hp 12; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 6, Ref 4, Will 1; STR: 23 (6), DEX: 15 (2), CON: 23 (6), INT: 16 (3), WIS: 12 (1), CHA: 16 (3)
Feats: Affinity, Combat Expertise, Persuasive
Skills: Appraise 5, Balance 4, Bluff 7, Climb 10, Concentration 7, Diplomacy 5, Disguise 7, Escape Artist 6, Forgery 5, Gather Information 6, Heal 5, Hide 5, Intimidate 9, Jump 9, Listen 5, Move Silently 5, Ride 7, Search 7, Sense Motive 5, Spot 3, Survival 3, Swim 10, Use Rope 4, Disable Device 7, Open Lock 6, Decipher Script 5, Sleight Of Hand 4, Use Magic Device 6, Handle Animal 5

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); Trap finding; Sneak attack +1d6

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

Treasure

No goods
Musical instrument, masterwork {worth 100 gp}
No items
No coins

Room 3:


This room is shrouded in magical darkness and your nostrils are flooded by a funny smell.
There's an iron door to the east.
There's a wooden door to the north.

NPCs (1)

Female Half-elf Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 3, Will 5; STR: 9 (-1), DEX: 16 (3), CON: 15 (2), INT: 10 (0), WIS: 16 (3), CHA: 13 (1)
Feats: Combat Reflexes
Skills: Climb 0, Forgery 1, Hide 4, Intimidate 2, Jump 0, Sense Motive 4, Spot 4, Survival 4

Special Qualities: Low-light vision; Immunities: sleep; 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
40 pp

Room 4:


This room is adecuately lit. The air has a strong acrid smell. A faint sound of a gust of wind can be heard from here.
There's a wooden door to the east.

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
Cure moderate wounds (potion) {worth 300 gp}
150 gp

Room 5:


This room is adecuately lit and you are surrounded by a smoky smell. Close to the southern wall you see some mold forming a strange pattern.
There's an iron door to the west.
There's a wooden door to the south.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, 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
300 sp

Room 6:


This room is well lit and the air has a strong sulphur smell. Close to the western wall there's a small pile of rocks.
There's a wooden door to the south.
There's a stone door to the east.

NPCs (1)

Haradanor Male Elf Drd1: 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 2; STR: 14 (2), DEX: 14 (2), CON: 7 (-2), INT: 9 (-1), WIS: 10 (0), CHA: 11 (0)
Feats: Diligent
Skills: Appraise 2, Bluff 2, Concentration -1, Diplomacy 1, Forgery 1, Hide 3, Jump 3, Ride 3, Survival 1, Spellcraft 0, Decipher Script 1

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

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

Treasure

No goods
No mundane items
No items
120 gp

Room 7:


This room is adecuately lit. A distant sound of rattling chains can be heard. Near the southeastern corner you find a scorch mark on the floor.
There's a wooden door to the east.

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
Full plate {worth 1500 gp}
No items
400 sp

Room 8:


This room is lit by a single torch. Echoes of flowing water can be heard in the distance.
There's a stone door to the south.

NPCs (1)

Female Githzerai Sor1: CR 2 (ECL 3); HD 1d4; hp 3; Init +5; AC 15 (touch 15, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort -1, Ref 5, Will 6; STR: 10 (0), DEX: 21 (5), CON: 8 (-1), INT: 13 (1), WIS: 18 (4), CHA: 12 (1)
Feats: Alertness
Skills: Balance 6, Bluff 2, Climb 1, Concentration 1, Listen 6, Move Silently 6, Ride 6, Search 3, Spot 6, Survival 5, Swim 1, Use Rope 6

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

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

Treasure

No goods
No mundane items
No items
100 gp

Room 9:


This room is barely lit. For an instant you hear the sound of a campfire, but then it stops. Close to the northeastern corner you find several paper scraps laying on the floor.
There's a wooden door to the west.

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).

NPCs (1)

Female Ogre Bbn1: CR 4 (ECL 7); HD 4d8+1d12; hp 13; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 3, Ref 1, Will 0; STR: 23 (6), DEX: 13 (1), CON: 13 (1), INT: 10 (0), WIS: 11 (0), CHA: 12 (1)
Feats: Acrobatic, Improved Unarmed Strike, Deceitful
Skills: Bluff 2, Concentration 3, Diplomacy 2, Disguise 4, Forgery 4, Hide 2, Intimidate 2, Jump 10, Search 1, Swim 7, Use Rope 3, Handle Animal 2, Tumble 3

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

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

Treasure

No goods
No mundane items
No items
10 pp

Room 10:


This room is magically lit. Close to the center of the room there's a white feather.
There's a wooden door to the west.

NPCs (1)

Female Ogre Sor1: CR 4 (ECL 7); HD 4d8+1d4; hp 7; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 5, Ref 1, Will 3; STR: 21 (5), DEX: 12 (1), CON: 16 (3), INT: 10 (0), WIS: 12 (1), CHA: 7 (-2)
Feats: Armor Proficiency (light), Great Fortitude, Track
Skills: Appraise 1, Bluff -1, Concentration 4, Forgery 1, Move Silently 2, Survival 2, Spellcraft 2

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
80 gp

Room 11:


This room is magically lit. In the southwestern corner you find a piece of cloth.
There's a stone door to the west.

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 Half-orc 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 0; STR: 11 (0), DEX: 10 (0), CON: 12 (1), INT: 12 (1), WIS: 11 (0), CHA: 15 (2)
Feats: Track
Skills: Balance 1, Bluff 3, Climb 1, Escape Artist 1, Forgery 2, Gather Information 3, Heal 2, Jump 1, Listen 1, Move Silently 2, Search 2, Spot 3, Survival 1, Swim 1, Use Rope 2

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
20 gp

Room 12:


This room is lightless and your nostrils are flooded by a foul stench. In the distance you seem to perceive the sound of a bell.
There's a stone door to the west.

Monsters (1)

Animal:Horse, Light: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +2 melee; Dmg: Hoof 1d4+1; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 13, 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
100 gp

Room 13:


This room is lightless and the air has a putrid stench. Echoes of clinging coins can be heard in the distance.
There's a stone door to the south.

NPCs (1)

Female Ogre Mage Pal1: CR 9 (ECL 13); HD 5d8+1d10; hp 13; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 5, Ref 2, Will 3; STR: 26 (8), DEX: 15 (2), CON: 16 (3), INT: 18 (4), WIS: 17 (3), CHA: 21 (5)
Feats: Power Attack, Quick Draw, Persuasive
Skills: Appraise 5, Balance 6, Bluff 11, Climb 12, Concentration 7, Diplomacy 7, Disguise 8, Escape Artist 6, Forgery 6, Gather Information 9, Hide 4, Intimidate 10, Jump 12, Listen 7, Move Silently 5, Ride 6, Search 6, Spot 7, Survival 7, Swim 11, Use Rope 4, Handle Animal 9

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); Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: none

Treasure

No goods
No mundane items
No items
100 gp

Room 14:


This room is lit by a single torch. The air has a vile stench. Close to the northwestern corner you find a broken tile on the floor. 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
No mundane items
No items
110 gp

Room 15:


This room is completely dark. You are surrounded by a flowery smell. Close to the southern wall you find a yellow stain on the floor.
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)

Dryad: CR 1; HD 2d6 (7); Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (+2 Dex); Atk: Dagger +1 melee; Dmg: Dagger 1d4; Special Atk: Spell-like abilities; AL Always chaotic good; SV Fort 0 Ref 5 Will 5; STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18;
Feats: Alertness, Dodge, Improved Initiative
Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7
Special Qualities: Symbiosis;

Treasure

No goods
No mundane items
No items
1000 cp

Room 16:


This room is very dark. The air is shallow. Close to the southern wall there's a loose floor tile.
There's a wooden door to the west.
There's a stone door to the west.

NPCs (1)

Male Duergar Rgr1: CR 2 (ECL 2); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 3, Ref 2, Will 2; STR: 10 (0), DEX: 15 (2), CON: 13 (1), INT: 11 (0), WIS: 14 (2), CHA: 10 (0)
Feats: Improved Shield Bash
Skills: Appraise 3, Diplomacy 1, Disguise 1, Gather Information 1, Intimidate 1, Listen 3, Move Silently 3, Ride 4, Search 1, Sense Motive 3, Survival 4, Swim 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 1st favored enemy; Track; Wild empathy

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

Treasure

No goods
No mundane items
Heavy steel shield +1 {worth 1170 gp}
120 gp

Room 17:


This room is lightless. The air is humid. Close to the eastern wall there's a piece of rotten rope.
There's a wooden door to the north.
There's a stone 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
No mundane items
No items
50 gp

Room 18:


This room is well lit. Close to the center of the room there's a scorch mark on the ceiling.
There's an iron door to the north.

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
Resist energy (type) 10 (potion) {worth 300 gp}
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