Level 1 Dungeon (10 rooms)

Room #1 Room #2 Room #3 Room #4 Room #5 Room #6 Room #7 Room #8 Room #9 Room #10 Stair down #0 Stair up #0

Room 1:


This room is lightless. You hear the sound of whispers in the distance. Close to the eastern wall you find a pile of bones.
There's a wooden 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

No goods
Masterwork Shortbow {worth 330 gp}
No items
No coins

Room 2:


This room is completely dark and you are surrounded by a moldy smell.
There's a stone door to the east.

NPCs (1)

Female Duergar Rog1: CR 2 (ECL 2); HD 1d6; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 2, Ref 4, Will 2; STR: 13 (1), DEX: 14 (2), CON: 14 (2), INT: 10 (0), WIS: 14 (2), CHA: 6 (-2)
Feats: Shield Proficiency
Skills: Climb 2, Concentration 3, Escape Artist 6, Gather Information 0, Hide 3, Intimidate -1, Jump 2, Listen 4, Move Silently 3, Ride 3, Search 2, Survival 3, Swim 5, Use Rope 3, Disable Device 1, Open Lock 3, Decipher Script 2, Sleight Of Hand 3, Tumble 3, Use Magic Device 1

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Trap finding; Sneak attack +1d6

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

Treasure

No goods
No mundane items
No items
140 gp

Room 3:


This room is well lit and the air is thin.
There's a wooden door to the north.
There's a stone door to the north.

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).

NPCs (1)

Female Duergar Mnk1: CR 2 (ECL 2); HD 1d8; hp 9; Init 0; AC 12 (touch 10, flat-footed 12, misc 2); Atk +0; SR 0; AL LE; SV Fort 3, Ref 2, Will 4; STR: 12 (1), DEX: 11 (0), CON: 13 (1), INT: 8 (-1), WIS: 15 (2), CHA: 11 (0)
Feats: Deceitful, Endurance
Skills: Bluff 1, Climb 2, Diplomacy 1, Disguise 4, Forgery 1, Intimidate 2, Jump 2, Move Silently 2, Survival 4

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
Antitoxin (1 doses, 50 gp each) {worth 50 gp}
No items
80 gp

Room 4:


This room is lightless. For an instant you hear the sound of tip toes, but then it stops. Lying on the floor you see a bell.
There's a wooden door to the north.

Monsters (1)

Elemental:Water Elemental, Small: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 size, +0 Dex, +6 natural); Atk: Slam +4 melee; Dmg: Slam 1d6+3; Special Atk: Water mastery, drench, vortex; AL Usually neutral; SV Fort 4 Ref 0 Will 0; STR 14, DEX 10, 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
30 pp

Room 5:


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

NPCs (1)

Female Ogre Mage Wiz1: CR 9 (ECL 13); HD 5d8+1d4; hp 9; Init +2; AC 16 (touch 11, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 5, Ref 2, Will 3; STR: 25 (7), DEX: 15 (2), CON: 20 (5), INT: 13 (1), WIS: 13 (1), CHA: 21 (5)
Feats: Track, Diligent, Persuasive
Skills: Appraise 6, Balance 3, Bluff 11, Climb 9, Concentration 8, Disguise 6, Escape Artist 3, Gather Information 7, Heal 2, Hide 5, Intimidate 7, Jump 9, Move Silently 4, Ride 6, Search 2, Sense Motive 2, Spot 3, Survival 2, Swim 8, Use Rope 3, Decipher Script 3

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); Summon familiar; Scribe scroll

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

Treasure

No goods
No mundane items
No items
130 gp

Room 6:


This room is shrouded in magical darkness and your nostrils are flooded by a flowery stench.
There's a wooden door to the west.
There's an iron door to the west.
There's a wooden door to the north.

Monsters (1)

Animal:Wolf: CR 1; HD 2d8+4 (13); Init +2 (Dex); AC 14 (+2 Dex, +2 natural); Atk: Bite +3 melee; Dmg: Bite 1d6+1; Special Atk: Trip; AL Always neutral; SV Fort 5 Ref 5 Will 1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6;
Feats: Weapon Finesse (bite)
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1*
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
40 pp

Room 7:


This room is magically lit. The air has a smoky smell.
There's a stone door to the west.
There's a wooden door to the west.
There's a stone door to the north.

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
90 gp

Room 8:


This room is lightless and your nostrils are flooded by a sulphur stench.
There's a wooden door to the west.

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)

Dwarf:Derro: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dagger +1 melee; or repeating light crossbow+1 ranged; Dmg: Dagger 1d4; crossbow 1d6 and poison; Special Atk: ; AL Usually chaotic evil; SV Fort 3 Ref 0 Will 0; STR 9, DEX 14, CON 13, INT 10, WIS 10, CHA 6;
Feats: Blind-Fight
Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2
Special Qualities: Darkvision, derro traits, SR 18, sunlight vulnerability;

Treasure

No goods
No mundane items
No items
700 sp

Room 9:


This room is barely lit and the air has a mild flowery smell.
There's a wooden door to the south.

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

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

Room 10:


This room is completely dark and you are surrounded by a funny smell. In the southern wall you find a needle. Lying on the floor you see a chain.
There's a wooden door to the north.
There's an iron door to the west.

Monsters (1)

Animal:Horse, Light War: CR 1; HD 3d8+9 (22); Init +1 (Dex); AC 14 (-1 size, +1 Dex, +4 natural); Atk: 2 hooves +4 melee; bite -1 melee; Dmg: Hoof 1d4+3; bite 1d3+1; Special Atk: ; AL Always neutral; SV Fort 6 Ref 4 Will 2; STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Scent;

Treasure

No goods
No mundane items
No items
100 sp

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