Level 1 Dungeon (14 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 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


This room is barely lit and the air has a putrid smell. You hear the faint sound of a groan, but can't quite place where it comes from. In the center of the room you find some mold forming a strange pattern.
There's a wooden door to the north.
There's a wooden door to the west.

Monsters (1)

Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral; SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11;
Feats: Improved Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

No goods
Full plate {worth 1500 gp}
No items
400 sp

Room 2:


This room is well lit. You are surrounded by a sweet smell.
There's an iron door to the east.
There's a stone door to the east.

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)

Male Githzerai Drd1: 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 6, Will 5; STR: 15 (2), DEX: 22 (6), CON: 13 (1), INT: 7 (-2), WIS: 16 (3), CHA: 14 (2)
Feats: Persuasive
Skills: Balance 7, Bluff 5, Disguise 3, Heal 4, Intimidate 4, Listen 5, Search -1, Sense Motive 4

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

Room 3:


This room is lightless. The air has a strong rotten smell.
There's an iron door to the east.
There's a wooden door to the south.

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
No mundane items
No items
700 sp

Room 4:


This room is lit by a single torch. Lying on the floor you see a whistle.
There's a wooden door to the east.

NPCs (1)

Female Githyanki Mnk1: CR 2 (ECL 3); HD 1d8; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 6, Ref 5, Will 0; STR: 7 (-2), DEX: 16 (3), CON: 18 (4), INT: 15 (2), WIS: 7 (-2), CHA: 13 (1)
Feats: Shield Proficiency, Deceitful
Skills: Appraise 3, Balance 5, Bluff 3, Concentration 5, Disguise 3, Escape Artist 4, Forgery 5, Gather Information 2, Heal 2, Intimidate 3, Jump 0, Listen 2, Ride 5, Survival -1

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
No coins

Room 5:


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

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
600 sp

Room 6:


This room is barely lit. Near the southeastern corner you find a red stain on the floor.
There's a stone door to the west.
There's a wooden door to the south.

NPCs (1)

Zszroos Female Drow Drd1: CR 2 (ECL 3); HD 1d8; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 1, Ref 1, Will 2; STR: 14 (2), DEX: 13 (1), CON: 9 (-1), INT: 16 (3), WIS: 11 (0), CHA: 15 (2)
Feats: Deft Hands
Skills: Appraise 4, Balance 3, Bluff 4, Climb 3, Concentration 0, Diplomacy 5, Disguise 3, Escape Artist 2, Gather Information 3, Heal 2, Hide 2, Intimidate 3, Jump 3, Listen 1, Search 4, Sense Motive 1, Spot 1, Survival 1, Use Rope 5, Handle Animal 4, Spellcraft 4, Sleight Of Hand 3

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 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
Wand of False life {worth 4500 gp}
130 gp

Room 7:


This room is lightless.
There's an iron door to the west.

NPCs (1)

Female Githzerai Pal1: CR 2 (ECL 3); HD 1d10; hp 10; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 2, Ref 2, Will 4; STR: 16 (3), DEX: 15 (2), CON: 11 (0), INT: 7 (-2), WIS: 19 (4), CHA: 10 (0)
Feats: Acrobatic
Skills: Jump 5, Tumble 4

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: Half-plate (+7AC, 600gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

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

Room 8:


This room is lightless and you are surrounded by a floury smell. Near the northeastern corner you see a small mouse looking your way.
There's a stone door to the east.
There's a wooden door to the north.

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)

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
No mundane items
No items
130 gp

Room 9:


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

NPCs (1)

Female Ogre Mage Rog1: CR 9 (ECL 13); HD 5d8+1d6; hp 11; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 5, Ref 3, Will 5; STR: 24 (7), DEX: 13 (1), CON: 20 (5), INT: 20 (5), WIS: 20 (5), CHA: 16 (3)
Feats: Self-Sufficient, Diligent, Mounted Combat
Skills: Appraise 11, Balance 5, Bluff 7, Climb 9, Concentration 9, Diplomacy 5, Disguise 7, Escape Artist 5, Forgery 9, Gather Information 7, Heal 11, Hide 5, Intimidate 6, Jump 11, Listen 7, Move Silently 5, Ride 5, Search 7, Sense Motive 9, Spot 9, Survival 11, Swim 10, Use Rope 5, Disable Device 9, Open Lock 5, Decipher Script 10, Sleight Of Hand 5, 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); 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
4000 cp

Room 10:


This room is magically lit and the air has a strong nasty smell. You hear the faint sound of a bell, but can't quite place where it comes from. You spot a monocle a few feet from you.
There's a stone door to the west.

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
No items
110 gp

Room 11:


This room is barely lit. Your nostrils are flooded by a distinctive smell. For an instant you hear the sound of battle, but then it stops. In the western wall you see a few rags. You spot a crown a few feet from you.
There's a wooden door to the west.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

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

Room 12:


This room is lightless. Near the northeastern corner there's a wooden amulet.
There's a wooden door to the east.

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)

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

freshwater (irregular) pearl {worth 144 gp}
No mundane items
No items
140 gp

Room 13:


This room is lightless. The air has a reek stench. In the northeastern corner there's a piece of cloth. Lying on the floor you see a coffer.
There's a stone door to the south.
There's a wooden door to the south.
There's a stone door to the north.

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

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
Banded mail {worth 250 gp}
No items
50 gp

Room 14:


This room is lit by a single torch. In the distance you seem to perceive the sound of rusty hinges. Close to the southern wall you see a piece of broken mirror.
There's a stone door to the north.
There's a wooden door to the east.

Monsters (1)

Gnoll: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 natural, +4 scale, +2 large shield); Atk: Battleaxe +3 melee; or shortbow +1 ranged; Dmg: Battleaxe 1d8+2; or shortbow 1d6; Special Atk: ; AL Usually chaotic evil; SV Fort 4 Ref 0 Will 0; STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8;
Feats: Power Attack
Skills: Listen +3, Spot +3
Special Qualities: Darkvision 60 ft.;

Treasure

No goods
No mundane items
No items
70 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