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 Stair up #2 Stair up #3 Stair up #4

Room 1:


This room is well lit and your nostrils are flooded by a rancid smell. You hear the sound of growling in the distance. Close to the southwestern corner you see a pile of bones.
There's a wooden door to the west.
There's a stone door to the west.
There's an iron door to the south.

Traps (1)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

NPCs (1)

Female Githzerai Rog1: CR 2 (ECL 3); HD 1d6; hp 5; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort -1, Ref 5, Will 2; STR: 8 (-1), DEX: 16 (3), CON: 9 (-1), INT: 7 (-2), WIS: 14 (2), CHA: 10 (0)
Feats: Shield Proficiency
Skills: Appraise -1, Climb 0, Concentration 0, Diplomacy 1, Disguise 2, Escape Artist 5, Heal 3, Hide 5, Listen 3, Move Silently 4, Ride 4, Search 0, Spot 3, Survival 3, Swim 1, Use Rope 5, Sleight Of Hand 4, Tumble 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
5000 cp

Room 2:


This room is magically lit. In the southwestern corner you see a scorch mark on the floor.
There's a wooden door to the east.
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
No mundane items
No items
90 gp

Room 3:


This room is lightless.
There's a stone door to the west.
There's a wooden door to the south.

Monsters (1)

Grimlock: CR 1; HD 2d8+2 (11); Init +1 (Dex); AC 15 (+1 Dex, +4 natural); Atk: Battleaxe +4 melee; Dmg: Battleaxe 1d8+3; Special Atk: Blindsight; AL Always neutral evil; SV Fort 1 Ref 4 Will 2; STR 15, DEX 13, CON 13, INT 10, WIS 8, CHA 6;
Feats: Alertness
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Special Qualities: Immunities, scent;

Treasure

No goods
No mundane items
No items
80 gp

Room 4:


This room is lightless. A faint sound of clinging coins can be heard from here.
There's a stone door to the south.
There's a wooden door to the south.
There's a stone door to the north.

NPCs (1)

Male Gnome Bbn1: CR 1 (ECL 1); HD 1d12; hp 16; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 6, Ref 1, Will 0; STR: 5 (-3), DEX: 13 (1), CON: 18 (4), INT: 14 (2), WIS: 10 (0), CHA: 14 (2)
Feats: Endurance
Skills: Appraise 4, Climb -2, Diplomacy 4, Disguise 4, Escape Artist 2, Gather Information 4, Intimidate 3, Listen 2, Move Silently 2, Search 4, Sense Motive 3, Spot 3, Survival 2

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; 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
2000 cp

Room 5:


This room is lightless and your nostrils are flooded by a biting stench. In the eastern wall you see a dead mouse.
There's a stone door to the east.

NPCs (1)

Male Half-orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init 0; AC 14 (touch 10, flat-footed 14, misc 4); Atk +0; SR 0; AL TN; SV Fort 3, Ref 2, Will 8; STR: 9 (-1), DEX: 10 (0), CON: 12 (1), INT: 12 (1), WIS: 18 (4), CHA: 8 (-1)
Feats: Iron Will, Improved Unarmed Strike
Skills: Balance 1, Climb 0, Concentration 3, Diplomacy 0, Disguise 0, Escape Artist 1, Forgery 2, Gather Information 0, Hide 1, Jump 2, Listen 5, Search 3, Spot 5, Swim 0, Use Rope 1, Tumble 1

Special Qualities: Darkvision: 60ft; 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
20 pp

Room 6:


This room is completely dark and the air has a vile smell. Close to the southwestern corner you see a broken tile on the floor. Lying on the floor you see a pendant.
There's an iron door to the east.
There's a stone door to the east.

NPCs (1)

Hurzica Wruzven Female Drow Mnk1: CR 2 (ECL 3); HD 1d8; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 0, Ref 2, Will 1; STR: 9 (-1), DEX: 10 (0), CON: 7 (-2), INT: 12 (1), WIS: 9 (-1), CHA: 19 (4)
Feats: Deceitful, Deft Hands
Skills: Balance 1, Climb 2, Concentration -1, Disguise 6, Escape Artist 1, Forgery 3, Heal 1, Hide 1, Intimidate 5, Jump 1, Sense Motive 0, Spot 0, Survival 2, Swim 1, Use Rope 3, Sleight Of Hand 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
110 gp

Room 7:


This room is barely lit. In the northern wall you find a broken vial.
There's a stone door to the north.
There's a wooden door to the north.

Monsters (1)

Troglodyte: CR 1; HD 2d8+4 (13); Init -1 (Dex); AC 15 (-1 Dex, +6 natural); Atk: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged; Dmg: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6; Special Atk: Stench, darkvision 90 ft.; AL Always chaotic evil; SV Fort 5 Ref -1 Will 0; STR 10, DEX 9, CON 14, INT 8, WIS 10, CHA 10;
Feats: Multiattack, Weapon Focus (javelin)
Skills: Hide +6*, Listen +3
Special Qualities: ;

Treasure

No goods
No mundane items
No items
300 sp

Room 8:


This room is shrouded in magical darkness. Near the northwestern corner there's a few ants. Lying on the floor you see a staff.
There's a wooden door to the east.
There's a wooden door to the north.
There's an iron door to the west.

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)

Dragon:White Dragon, Wyrmling: CR 1; HD 3d12+3 (22); Init +0 (Dex); AC 14 (+2 size, +2 natural); Atk: Bite +5 melee, 2 Claws +0 melee; Dmg: Bite 1d, claw 1d3+0; Special Atk: Breath weapon; AL Always chaotic evil; SV Fort 4 Ref 3 Will 3; STR 11, DEX 10, CON 13, INT 6, WIS 11, CHA 6;
Feats: Any 1
Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3
Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;

Treasure

No goods
No mundane items
No items
160 gp

Room 9:


This room is magically lit. The air has a reek smell. A faint sound of burning torches can be heard from here. Close to the center of the room you see a white feather.
There's a wooden door to the north.
There's a wooden door to the west.

NPCs (1)

Female Ogre Drd1: CR 4 (ECL 7); HD 5d8; hp 10; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 4, Ref 1, Will 4; STR: 19 (4), DEX: 8 (-1), CON: 14 (2), INT: 8 (-1), WIS: 15 (2), CHA: 10 (0)
Feats: Lightning Reflexes, Run, Point Blank Shot
Skills: Appraise 0, Bluff 1, Gather Information 1, Heal 3, Ride 0, Search 0, Sense Motive 3, Use Rope 0, Handle Animal 2, Spellcraft 1

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

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

Treasure

solid gold idol (10 lb.) {worth 700 gp}
Masterwork Longbow {worth 375 gp}
No items
200 sp

Room 10:


This room is lightless. Your nostrils are flooded by a strange stench. Close to the southern wall there's a narrow crack on the floor. You spot a staff a few feet from you.
There's a wooden door to the north.
There's a wooden door to the west.
There's an iron door to the east.

Monsters (1)

Pseudodragon: CR 1; HD 2d12+2 (15); Init +0; AC 18 (+2 size, +6 natural); Atk: Sting +4 melee, bite -1 melee; Dmg: Sting 1d3 and poison, bite 1; Special Atk: Poison; AL Always neutral good; SV Fort 4 Ref 3 Will 4; STR 11, DEX 11, CON 13, INT 10, WIS 12, CHA 10;
Feats: Alertness
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5
Special Qualities: See invisibility, telepathy, immunities, SR 19;

Treasure

Carved harp of exotic wood with ivory inlay and zircon gems {worth 900 gp}
No mundane items
No items
140 gp

Room 11:


This room is very dark. A faint sound of a campfire can be heard from here. Close to the northwestern corner you find a pentagram drawn on the floor.
There's a wooden door to the east.

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)

Grimlock: CR 1; HD 2d8+2 (11); Init +1 (Dex); AC 15 (+1 Dex, +4 natural); Atk: Battleaxe +4 melee; Dmg: Battleaxe 1d8+3; Special Atk: Blindsight; AL Always neutral evil; SV Fort 1 Ref 4 Will 2; STR 15, DEX 13, CON 13, INT 10, WIS 8, CHA 6;
Feats: Alertness
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Special Qualities: Immunities, scent;

Treasure

No goods
No mundane items
No items
50 gp

Room 12:


This room is very dark and the air has a mild sweet smell. Near the northern wall there's a white stain on the floor.
There's an iron door to the north.

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
Masterwork Crossbow, repeating {worth 550 gp}
No items
No coins

Room 13:


This room is adecuately lit. In the center of the room you see a narrow crack on the floor. Close to you there's a cornet.
There's an iron door to the west.
There's a wooden door to the west.
There's an iron door to the south.

NPCs (1)

Fela' Nîrcalad Male Elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 5; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 2; STR: 9 (-1), DEX: 15 (2), CON: 12 (1), INT: 9 (-1), WIS: 10 (0), CHA: 12 (1)
Feats: Alertness
Skills: Escape Artist 3, Forgery 0, Gather Information 2, Listen 2, Move Silently 3, Spot 2

Special Qualities: Immunities: sleep; Low-light vision; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
No items
700 sp

Room 14:


This room is magically lit and your nostrils are flooded by a distinctive smell.
There's a wooden door to the west.

NPCs (1)

Male Ogre Rgr1: CR 4 (ECL 7); HD 4d8+1d10; hp 13; Init +4; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 5, Ref 2, Will 1; STR: 21 (5), DEX: 11 (0), CON: 16 (3), INT: 3 (-4), WIS: 12 (1), CHA: 9 (-1)
Feats: Lightning Reflexes, Deft Hands, Improved Initiative
Skills: Use Rope 2, Sleight Of Hand 2

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

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

Treasure

No goods
No mundane items
No items
90 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