1st Level Adventure Generator

This guide helps you build a quick 1st level adventure suitable for a low-prep single-session game. In this scenario, a patron has asked the characters to find one or more items in a nearby dungeon. The adventure begins in the first room of the dungeon.

Group Patron

Patron
Devout cleric
Aged wizard
Benevolent lord
Displaced king
Tavern owner
Fey spirit
Indebted devil
Fellow veteran
Will of a relative
Spirit of a parent
Shady spymaster
Powerful guildmaster
Noble house Agent
Talking tree
Prophetic dream
Haunted ghost
Metallig dragon
Celestial guardian
Ancient statue
Intelligent child
^patron

Quest Items

Use the following list to determine which item or items the characters must retrieve. Each item is protected by a boss monster.

Item
Intelligent sword
Prophetic orb
Ancient tablet
Powerful spellbook
Holy figurine
Temple’s reliquary
King’s scepter
Lost doll
Magic mirror
Possessed crystal
Elemental bowl
Dwarven hammer
Elven bow
Wizard’s staff
Glowing chalice
Celestial candle
Unholy bell
Primeval disc
Mysterious key
Shadowy mask
^item

Dungeon Origin

Use the following table to choose an origin of the dungeon. Describe clues of the dungeon’s origin as the characters explore it.

Origin
Primeval barrow
Unholy temple
Ancient crypt
Goblinoid lair
Elven ruin
Dwarven mines
Abandoned dungeon
Lost vaults
Monstrous warren
Forgotten tomb
^origin

Dungeon Chambers

Use this list to fill out chambers as the characters explore the dungeon. Mix in interesting lore, traps, hazards, friendly NPCs, and monsters when the pacing calls for it.

Chambers
Ancient megalith
Fey gateway
Unholy altar
Cracked rift
Floating stones
Primeval statue
Deep well
Impaled bodies
Arcane circle
Floating orb
Spinning orrery
Mysterious mirror
Charnel pit
Obsidian slab
Skull-filled ussuary
Faceted prism
Carved pillars
Draconic skull
Glyphed monolith
Planar rift
^chamber

Monsters

Fill in your dungeon with monsters from the following list. Choose monsters that best fit the theme or location or roll randomly. Select the number of monsters or roll dice: 1d4 + 1. Monsters need not be hostile.

Monsters
Bnadits
Cultists
Giant Rats
Kobolds
Stirges
Tribal warriors
Dretches
Drow
Flying swords
Giant bats
Giant centipedes
Giant frogs
Giant wolf spider
Goblins
Skeletons
Swarm of rats
Zombies
Cockatrices
Gnoll
Gray ooze
^monster

Boss Monster

Choose boss monsters from the following list or select one based on your theme. This boss guards the quest item in the final chamber of the adventure.

Boss
Hobgoblin
Orc
Thug
Bugbear
Death dog
Dire wolf
Duergar
Giant spider
Giant toad
Harpy
Imp
Specter
Spy
Bandit captain
Black dragon wyrmling
Cult fanatic
Gibbering Mouther
Green dragon wyrmling
Ogre
White dragon wyrmling
^boss

Traps and hazards

When it feels right, add a trap or hazard. Traps and hazards have a DC of 12, +4 to hit, and inflict dice: 1d8 damage when appropriate.

Trap
Pit trap
Poisoned darts
Swinging blades
Bear traps
Acidic spray
Magical instability
Dense fog
Psychic feedback
Greasy floor
Thick webs
^traps

Treasure

Award treasure after battles. Select from the following list or roll randomly. Add a 1st or 2nd level spell usable once per day to magic items.

dice: 1d20Treasure
1-5dice: 3d6 x 10 gp
6-8dice: 2d6 gemstones worth 10 gp each
9-11dice: 1d4 art objects worth 25 gp
12-13Ancient artifact worth 100 gp
14-16dice: 2d4 healing potions
17+1 magic weapon
18+1 wand or rod
19+1 magic armor
20Wondrous magic item
^treasure

Boons

Add beneficial discoveries after the characters have had a rough time in the dungeon.

Boon
Helpful NPC
Healing fountain
Blessing statue
Friendly spirit
Secluded campsite
Treasure cache
Dungeon map
Escape tunnel
Well-stocked armory
Restoring pool
^boon