Level 1 Dungeon (20 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 Room #20 Stair down #0 Stair down #1 Stair up #0 Stair up #1 Stair up #2 Stair up #3 Stair up #4

Room 1:


This room is lightless and the air has a minty stench. In the distance you seem to perceive the sound of yawning.
There's a wooden 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)

Iaurraug Female Elf Brd1: CR 1 (ECL 1); HD 1d6; hp 7; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 6, Will 5; STR: 15 (2), DEX: 18 (4), CON: 12 (1), INT: 8 (-1), WIS: 16 (3), CHA: 8 (-1)
Feats: Great Fortitude
Skills: Appraise 0, Balance 5, Bluff 0, Climb 3, Gather Information 0, Hide 5, Intimidate 0, Listen 4, Search 0, Spot 4, Use Rope 5, Decipher Script 0

Special Qualities: Immunities: sleep; Low-light vision; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
No items
100 gp

Room 2:


This room is lit by a single torch and the air has a sweet stench. A distant sound of a flute can be heard. Near the southwestern corner you see a white feather.
There are 3 wooden doors to the east.

NPCs (1)

Male Human Wiz1: CR 1 (ECL 1); HD 1d4; hp 4; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 2, Will 4; STR: 11 (0), DEX: 15 (2), CON: 10 (0), INT: 17 (3), WIS: 15 (2), CHA: 10 (0)
Feats: Track, Investigator
Skills: Appraise 4, Climb 2, Concentration 4, Diplomacy 1, Escape Artist 6, Gather Information 2, Hide 3, Jump 1, Move Silently 4, Ride 3, Search 4, Spot 5, Use Rope 3, Spellcraft 5

Special Qualities: Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
No items
110 gp

Room 3:


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

NPCs (1)

Male Human Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 2, Will 5; STR: 9 (-1), DEX: 15 (2), CON: 12 (1), INT: 13 (1), WIS: 17 (3), CHA: 14 (2)
Feats: Acrobatic, Point Blank Shot
Skills: Appraise 3, Concentration 2, Escape Artist 3, Gather Information 5, Heal 5, Hide 4, Intimidate 3, Jump 1, Listen 6, Ride 3, Search 3, Spot 5, Survival 4, Use Rope 4, Handle Animal 3, Tumble 4

Special Qualities: 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
4000 cp

Room 4:


This room is barely lit. The air has an acrid stench. In the southwestern corner you find some mold forming a strange pattern.
There's a wooden door to the west.

NPCs (1)

Male Githzerai Mnk1: CR 2 (ECL 3); HD 1d8; hp 9; Init +6; AC 16 (touch 16, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 10, Will 2; STR: 16 (3), DEX: 22 (6), CON: 13 (1), INT: 11 (0), WIS: 10 (0), CHA: 7 (-2)
Feats: Deceitful, Lightning Reflexes
Skills: Bluff -1, Climb 5, Concentration 3, Diplomacy -1, Disguise 1, Escape Artist 7, Forgery 2, Hide 7, Intimidate -1, Listen 2, Move Silently 7, Search 1, Survival 1, Use Rope 7

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

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

Treasure

No goods
No mundane items
No items
100 gp

Room 5:


This room is barely lit. Your nostrils are flooded by an indescribable smell.
There are 2 wooden doors to the north.
There's a wooden door to the east.

Traps (1)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

NPCs (1)

Bargorn Male Elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 8; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 0, Ref 1, Will 4; STR: 11 (0), DEX: 12 (1), CON: 7 (-2), INT: 7 (-2), WIS: 15 (2), CHA: 14 (2)
Feats: Endurance, Iron Will
Skills:

Special Qualities: Immunities: sleep; Low-light vision

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

Treasure

No goods
No mundane items
No items
10 pp

Room 6:


This room is very dark. In the northeastern corner there's a moldy parchment. You spot a book a few feet from you.
There's a wooden door to the east.
There's a wooden door to the west.

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
Masterwork Crossbow, light {worth 335 gp}
No items
5000 cp

Room 7:


This room is well lit. Near the eastern wall you see a few small dead spiders. You spot an earring a few feet from you.
There's a wooden door to the east.

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
50 gp

Room 8:


This room is very dark. In the southern wall there's a small pile of dust.
There's a stone door to the south.
There's a wooden door to the north.

NPCs (1)

Male Human Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will -2; STR: 10 (0), DEX: 14 (2), CON: 15 (2), INT: 15 (2), WIS: 6 (-2), CHA: 14 (2)
Feats: Negotiator, Improved Unarmed Strike
Skills: Appraise 5, Bluff 3, Diplomacy 4, Escape Artist 4, Forgery 4, Gather Information 3, Heal -1, Hide 3, Intimidate 3, Listen -1, Search 3, Sense Motive 1, Spot -1, Swim 3, Handle Animal 3

Special Qualities: Smite evil: 1/day; Aura of good; Detect evil

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
No mundane items
No items
20 gp

Room 9:


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

NPCs (1)

Male Half-elf Drd1: CR 1 (ECL 1); HD 1d8; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 2, Ref 3, Will 2; STR: 4 (-3), DEX: 16 (3), CON: 11 (0), INT: 16 (3), WIS: 11 (0), CHA: 15 (2)
Feats: Affinity
Skills: Appraise 7, Balance 4, Diplomacy 3, Disguise 3, Forgery 4, Gather Information 3, Heal 1, Intimidate 5, Jump -2, Listen 1, Move Silently 4, Ride 8, Search 5, Sense Motive 2, Spot 2, Survival 1, Use Rope 5, Handle Animal 4

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

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

Treasure

No goods
No mundane items
No items
2000 cp

Room 10:


This room is completely dark. Near the center of the room you see a small pile of ash.
There's a wooden door to the north.

NPCs (1)

Male Ogre Rog1: CR 4 (ECL 7); HD 4d8+1d6; hp 10; Init -3; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 1, Ref -1, Will 2; STR: 26 (8), DEX: 5 (-3), CON: 13 (1), INT: 13 (1), WIS: 15 (2), CHA: 11 (0)
Feats: Run, Blind-Fight, Toughness
Skills: Appraise 2, Bluff 4, Climb 10, Diplomacy 2, Disguise 2, Forgery 2, Gather Information 2, Hide -2, Intimidate 1, Listen 4, Move Silently -2, Ride -1, Search 2, Sense Motive 4, Spot 3, Survival 3, Swim 10, Use Rope -1, Disable Device 3, Decipher Script 3, Sleight Of Hand -2, Use Magic Device 1

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

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

Treasure

No goods
No mundane items
No items
600 sp

Room 11:


This room is very dark. Close to the center of the room you find a scorch mark on the floor.
There's a wooden door to the north.
There are 2 stone doors to the east.

NPCs (1)

Male Ogre Mage Mnk1: CR 9 (ECL 13); HD 6d8; hp 16; Init +3; AC 22 (touch 12, flat-footed 19, natural 5, misc 5, size -1); Atk +0; SR 19; AL CE; SV Fort 7, Ref 5, Will 7; STR: 23 (6), DEX: 16 (3), CON: 20 (5), INT: 19 (4), WIS: 20 (5), CHA: 24 (7)
Feats: Improved Shield Bash, Toughness, Blind-Fight, Combat Expertise
Skills: Appraise 7, Balance 7, Bluff 11, Climb 9, Concentration 9, Diplomacy 9, Disguise 9, Escape Artist 6, Forgery 8, Gather Information 9, Heal 9, Hide 6, Intimidate 11, Jump 9, Listen 9, Move Silently 7, Ride 5, Search 8, Sense Motive 9, Spot 8, Survival 8, Swim 10, Use Rope 7, Tumble 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); Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

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

Treasure

No goods
No mundane items
No items
30 pp

Room 12:


This room is very dark.
There's a wooden 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
No mundane items
No items
70 gp

Room 13:


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

NPCs (1)

Female Gnome Rgr1: CR 1 (ECL 1); HD 1d10; hp 12; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 2, Will 1; STR: 11 (0), DEX: 15 (2), CON: 14 (2), INT: 8 (-1), WIS: 13 (1), CHA: 7 (-2)
Feats: Weapon Finesse
Skills: Balance 4, Climb 1, Concentration 3, Gather Information -1, Heal 2, Hide 3, Intimidate -1, Move Silently 3, Ride 3, Sense Motive 2, Survival 2

Special Qualities: Low-light vision; 1st favored enemy; Track; Wild empathy

Suggested armor: none

Treasure

No goods
Masterwork Rapier {worth 320 gp}
No items
No coins

Room 14:


This room is very dark and the air is hazey. You spot a medallion a few feet from you.
There's a wooden door to the west.
There's a wooden door to the north.

Traps (1)

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares).

Monsters (1)

Ghoul:Ghoul: 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
No coins

Room 15:


This room is adecuately lit and the air is thick.
There's a wooden door to the west.

NPCs (1)

Male Ogre Mage Ftr1: CR 9 (ECL 13); HD 5d8+1d10; hp 16; Init +4; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 8, Ref 0, Will 2; STR: 24 (7), DEX: 11 (0), CON: 22 (6), INT: 16 (3), WIS: 14 (2), CHA: 20 (5)
Feats: Blind-Fight, Mounted Combat, Improved Unarmed Strike, Improved Initiative
Skills: Appraise 5, Balance 3, Bluff 8, Climb 8, Concentration 10, Diplomacy 7, Disguise 7, Escape Artist 2, Gather Information 7, Heal 6, Hide 3, Intimidate 6, Jump 10, Listen 4, Move Silently 2, Ride 4, Search 7, Sense Motive 4, Spot 6, Survival 5, Swim 10, Use Rope 2, Handle Animal 7

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)

Suggested armor: Scale mail (+4AC, 50gp, Max Dex bonus: 3, Spell failure: 25%)

Treasure

No goods
No mundane items
No items
No coins

Room 16:


This room is lightless and the air is rare.
There's a wooden door to the west.

NPCs (1)

Male Ogre Mage Bbn1: CR 9 (ECL 13); HD 5d8+1d12; hp 17; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 7, Ref 2, Will 1; STR: 28 (9), DEX: 15 (2), CON: 20 (5), INT: 15 (2), WIS: 13 (1), CHA: 16 (3)
Feats: Combat Reflexes, Self-Sufficient, Weapon Finesse
Skills: Appraise 5, Balance 3, Concentration 7, Diplomacy 5, Disguise 6, Escape Artist 4, Forgery 6, Gather Information 6, Heal 6, Hide 6, Intimidate 6, Jump 13, Listen 3, Move Silently 5, Ride 4, Search 4, Spot 3, Survival 6, Swim 11, Use Rope 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); 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
100 gp

Room 17:


This room is well lit.
There's a stone door to the west.

Monsters (1)

Ghoul:Ghoul: 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
Half-plate {worth 600 gp}
No items
500 sp

Room 18:


This room is well lit.
There are 2 stone doors to the south.

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)

Homunculus: CR 1; HD 2d10 (11); Init +2 (Dex); AC 14 (+2 Dex, +2 size); Atk: Bite +2 melee; Dmg: Bite 1d4-1 and poison; Special Atk: Poison; AL Any (same as creator); SV Fort 0 Ref 2 Will 1; STR 8, DEX 15, CON , INT 10, WIS 12, CHA 7;
Feats:
Skills:
Special Qualities: Construct;

Treasure

No goods
Banded mail {worth 250 gp}
No items
100 sp

Room 19:


This room is well lit. A distant sound of dripping water can be heard.
There's a wooden 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)

Female Half-orc Drd1: CR 1 (ECL 1); HD 1d8; hp 11; Init -2; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 5, Ref -2, Will 3; STR: 20 (5), DEX: 7 (-2), CON: 17 (3), INT: 10 (0), WIS: 13 (1), CHA: 6 (-2)
Feats: Diligent
Skills: Appraise 2, Concentration 5, Escape Artist -1, Gather Information 0, Heal 2, Intimidate -1, Move Silently 0, Search 1, Sense Motive 2, Spot 2, Survival 2, Swim 6, Use Rope -1, Handle Animal -1, Decipher Script 2

Special Qualities: Darkvision: 60ft; 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
40 pp

Room 20:


This room is shrouded in magical darkness. The air has a flowery stench.
There's a wooden door to the west.

NPCs (1)

Male Ogre Mage Rgr1: CR 9 (ECL 13); HD 5d8+1d10; hp 14; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +1; SR 19; AL CE; SV Fort 6, Ref 2, Will 3; STR: 21 (5), DEX: 15 (2), CON: 18 (4), INT: 16 (3), WIS: 16 (3), CHA: 17 (3)
Feats: Blind-Fight, Mounted Combat, Two-Weapon Fighting
Skills: Appraise 7, Balance 6, Bluff 6, Climb 9, Diplomacy 4, Disguise 7, Escape Artist 4, Forgery 7, Gather Information 6, Heal 7, Hide 6, Intimidate 5, Jump 7, Listen 6, Move Silently 6, Ride 4, Search 5, Sense Motive 6, Spot 6, Survival 4, Swim 9, Use Rope 6, Handle Animal 4

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); 1st favored enemy; Track; Wild empathy

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

Treasure

black velvet mask with numerous citrines {worth 90 gp}
No mundane items
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