Level 1 Dungeon (19 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 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


This room is barely lit.
There's a stone door to the south.
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
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 2:


This room is barely lit. Close to the northwestern corner you find a few pieces of stained glass (made to resemble gems).
There's a wooden door to the south.

NPCs (1)

Female Human Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 2, Will 4; STR: 13 (1), DEX: 11 (0), CON: 11 (0), INT: 12 (1), WIS: 14 (2), CHA: 14 (2)
Feats: Investigator, Track
Skills: Appraise 3, Balance 2, Bluff 3, Climb 4, Disguise 3, Gather Information 4, Heal 4, Hide 1, Listen 5, Move Silently 1, Sense Motive 4, Swim 3, Decipher Script 2, Tumble 1, Use Magic Device 3

Special Qualities: Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

No goods
No mundane items
No items
100 gp
0 cp
0 sp
0 pp

Room 3:


This room is well lit. Near the northern wall you find a pile of bones.
There's a stone door to the north.

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
Masterwork Longbow, composite (+1 Str bonus) {worth 500 gp}
No items
70 gp
0 cp
0 sp
0 pp

Room 4:


This room is well lit and the air is hazey. Near the southeastern corner you see a moldy parchment.
There are 2 wooden doors to the south.

Monsters (1)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

No goods
No mundane items
No items
140 gp
0 cp
0 sp
0 pp

Room 5:


This room is barely lit. For an instant you hear the sound of conversation, but then it stops.
There's a wooden door to the north.
There's a stone door to the north.

NPCs (1)

Male Half-orc Rog1: CR 1 (ECL 1); HD 1d6; hp 9; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 0; STR: 10 (0), DEX: 8 (-1), CON: 16 (3), INT: 12 (1), WIS: 11 (0), CHA: 14 (2)
Feats: Nimble Fingers
Skills: Appraise 3, Balance 2, Bluff 4, Climb 1, Disguise 3, Escape Artist 1, Forgery 2, Heal 1, Hide 0, Intimidate 3, Jump 1, Listen 2, Move Silently 2, Ride 1, Sense Motive 2, Spot 2, Survival 1, Disable Device 3, Open Lock 1, Decipher Script 2, Sleight Of Hand 1, Use Magic Device 4

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

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

Treasure

No goods
Full plate {worth 1500 gp}
No items
10 pp
0 cp
0 sp
0 gp

Room 6:


This room is well lit. The air has an unpleasant smell. For an instant you hear the sound of whispers, but then it stops. In the eastern wall there's a blood smudge on the floor.
There's a stone door to the east.

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

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

Azurite {worth 36 gp}
No mundane items
No items
150 gp
0 cp
0 sp
0 pp

Room 7:


This room is lightless. Your nostrils are flooded by a yeasty smell.
There are 2 wooden doors 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
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 8:


This room is lit by a single torch. The air has a sweaty smell.
There are 2 wooden doors 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

No goods
No mundane items
No items
100 sp
0 cp
0 gp
0 pp

Room 9:


This room is shrouded in magical darkness and you are surrounded by a stagnant smell. For an instant you hear the sound of screeching metal, but then it stops.
There's a wooden door to the east.

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

finely wrought small gold bracelet {worth 90 gp}
No mundane items
No items
90 gp
0 cp
0 sp
0 pp

Room 10:


This room is completely dark. The air is dense. Near the eastern wall you find some violet lichen. You spot an earring a few feet from you.
There's a wooden door to the east.
There's an iron door to the south.

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
600 sp
0 cp
0 gp
0 pp

Room 11:


This room is barely lit and you are surrounded by a sour smell.
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
0 cp
0 sp
0 gp
0 pp

Room 12:


This room is well lit. In the northwestern corner you see a broken vial.
There's a wooden door to the west.

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).

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
130 gp
0 cp
0 sp
0 pp

Room 13:


This room is barely lit. Close to the southeastern corner you see a broken tile on the floor.
There's a wooden door to the north.

NPCs (1)

Female Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 13; Init 0; AC 11 (touch 11, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 5, Ref 2, Will 0; STR: 14 (2), DEX: 11 (0), CON: 16 (3), INT: 16 (3), WIS: 10 (0), CHA: 15 (2)
Feats: Lightning Reflexes
Skills: Appraise 4, Disguise 6, Escape Artist 1, Heal 1, Hide 1, Jump 4, Listen 2, Move Silently 2, Search 5, Spot 1, Swim 4, Handle Animal 3

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

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

Treasure

No goods
No mundane items
No items
2000 cp
0 sp
0 gp
0 pp

Room 14:


This room is well lit and the air has a minty stench.
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).

NPCs (1)

Female Githzerai Wiz1: CR 2 (ECL 3); HD 1d4; hp 5; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 1, Ref 4, Will 2; STR: 16 (3), DEX: 19 (4), CON: 12 (1), INT: 12 (1), WIS: 10 (0), CHA: 13 (1)
Feats: Affinity
Skills: Balance 5, Concentration 2, Diplomacy 2, Escape Artist 5, Gather Information 2, Hide 5, Listen 1, Ride 6, Search 2, Sense Motive 1, Spot 1, Spellcraft 2, Handle Animal 3

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

Suggested armor: none

Treasure

No goods
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 15:


This room is lightless. Close to the western wall you see several paper scraps laying on the floor.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Male Duergar Drd1: CR 2 (ECL 2); HD 1d8; hp 10; Init -1; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 4, Ref -1, Will 3; STR: 13 (1), DEX: 8 (-1), CON: 14 (2), INT: 13 (1), WIS: 13 (1), CHA: 10 (0)
Feats: Magical Aptitude
Skills: Diplomacy 2, Escape Artist 1, Forgery 2, Gather Information 1, Heal 2, Jump 3, Listen 4, Ride 0, Spot 2, Survival 2, Swim 2, Use Rope 1, Handle Animal 1, Spellcraft 3, Use Magic Device 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; 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
200 sp
0 cp
0 gp
0 pp

Room 16:


This room is lightless. In the center of the room you find an illegible engraving on the floor.
There's an iron door to the west.

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
120 gp
0 cp
0 sp
0 pp

Room 17:


This room is shrouded in magical darkness. In the northwestern corner you see a nearly-extinguished campfire.
There's a wooden door to the north.

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 Halfling Rog1: CR 1 (ECL 1); HD 1d6; hp 10; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 4, Will 2; STR: 8 (-1), DEX: 15 (2), CON: 12 (1), INT: 15 (2), WIS: 15 (2), CHA: 7 (-2)
Feats: Toughness
Skills: Appraise 3, Balance 5, Bluff 0, Climb 1, Concentration 4, Diplomacy 1, Disguise 0, Escape Artist 4, Forgery 4, Heal 3, Hide 4, Intimidate 0, Jump 1, Move Silently 3, Ride 3, Search 3, Survival 4, Use Rope 3, Disable Device 4, Open Lock 3, Decipher Script 4, Use Magic Device 0

Special Qualities: Trap finding; Sneak attack +1d6

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

Treasure

No goods
Masterwork Net {worth 320 gp}
No items
70 gp
0 cp
0 sp
0 pp

Room 18:


This room is well lit.
There are 2 wooden doors to the west.

NPCs (1)

Male Halfling Sor1: CR 1 (ECL 1); HD 1d4; hp 5; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 1, Ref 2, Will 4; STR: 12 (1), DEX: 15 (2), CON: 13 (1), INT: 8 (-1), WIS: 14 (2), CHA: 12 (1)
Feats: Nimble Fingers
Skills: Bluff 2, Ride 3, Sense Motive 3, Spot 3, Disable Device 1, Open Lock 4

Special Qualities: Summon familiar

Suggested armor: none

Treasure

No goods
No mundane items
No items
120 gp
0 cp
0 sp
0 pp

Room 19:


This room is lightless. The air has a strong nasty smell. Near the center of the room you see a pile of bones.
There's a stone door to the south.
There's a wooden door to the south.
There's a wooden 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.

NPCs (1)

Female Githzerai Brd1: CR 2 (ECL 3); HD 1d6; hp 9; Init +8; AC 14 (touch 14, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 6, Will 2; STR: 14 (2), DEX: 19 (4), CON: 17 (3), INT: 11 (0), WIS: 11 (0), CHA: 13 (1)
Feats: Improved Initiative
Skills: Concentration 4, Disguise 2, Gather Information 2, Intimidate 3, Move Silently 5, Ride 5, Sense Motive 1, Swim 3, Use Rope 8, Decipher Script 2, Use Magic Device 2

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

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