Level 1 Dungeon (8 rooms)

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

Room 1:

↑
This room is lightless. Near the southern wall you see a broken belt buckle. Lying on the floor you see an eyepatch.
There's a wooden door to the east.
There's a wooden door to the west.
There's a wooden door to the north.

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
90 gp
0 cp
0 sp
0 pp

Room 2:

↑
This room is adecuately lit. You spot a quill pen case a few feet from you.
There's a stone door to the east.

NPCs (1)

lin'Waerraena Male Drow Drd2: CR 3 (ECL 4); HD 2d8; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 13; AL NE; SV Fort 1, Ref 1, Will 5; STR: 18 (4), DEX: 12 (1), CON: 7 (-2), INT: 14 (2), WIS: 15 (2), CHA: 18 (4)
Feats: Toughness
Skills: Balance 3, Climb 8, Diplomacy 5, Forgery 3, Heal 3, Jump 5, Move Silently 4, Ride 2, Search 3, Sense Motive 5, Spot 7, Survival 4, Swim 5, Use Rope 3, Handle Animal 5, Spellcraft 3

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Animal companion; Nature sense; Wild empathy; Woodland stride

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

Treasure

No goods
Alchemist's fire (4 flasks, 20 gp each) {worth 80 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 3:

↑
This room is lightless. The air has a foul smell. Near the northwestern corner you find a small mouse looking your way. You spot a ball a few feet from you.
There's a wooden door to the north.
There's a stone door to the west.

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
70 gp
0 cp
0 sp
0 pp

Room 4:

↑
This room is well lit. Your nostrils are flooded by an indescribable stench. In the western wall there's a broken hourglass.
There's a wooden door to the west.
There's a wooden door to the north.

Traps (1)

Rolling Rock Trap CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 22; Cost: 1,400 gp; Atk +10 melee (2d6, rock).

Monsters (1)

Animal:Horse, Heavy CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +3 melee; Dmg: Hoof 1d6+2; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 15, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

Treasure

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

Room 5:

↑
This room is lightless. You hear the sound of burning torches in the distance. Near the center of the room there's a violet stain on the floor.
There's a wooden door to the east.
There are 2 wooden doors to the south.

NPCs (1)

Female Githzerai Rgr2: CR 3 (ECL 4); HD 2d10; hp 17; Init +2; AC 12 (touch 12, flat-footed 10); Atk +2; SR 7; AL NE; SV Fort 4, Ref 2, Will 1; STR: 11 (0), DEX: 15 (2), CON: 12 (1), INT: 8 (-1), WIS: 13 (1), CHA: 16 (3)
Feats: Track
Skills: Balance 4, Climb 1, Concentration 2, Disguise 5, Forgery 0, Hide 5, Intimidate 4, Jump 1, Move Silently 4, Handle Animal 4

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); 1st favored enemy; Track; Wild empathy; Combat style

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

Treasure

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

Room 6:

↑
This room is completely dark. The air has a mild burnt smell. In the distance you seem to perceive the sound of clinging coins. Lying on the floor you see a pot.
There's a wooden door to the south.
There's a wooden door to the north.
There's a stone door to the north.

Traps (1)

Basic Arrow Trap CR 1; mechanical; trigger: proximity; reset: manual; Search DC 20; Disable Device DC 20; Cost: 2,000 gp; Atk +10 ranged (1d6/x3, arrow).

NPCs (1)

Female Halfling Pal2: CR 2 (ECL 2); HD 2d10; hp 13; Init +4; AC 11 (touch 11, flat-footed 11, size 1); Atk +2; SR 0; AL TN; SV Fort 2, Ref 0, Will -1; STR: 6 (-2), DEX: 11 (0), CON: 9 (-1), INT: 10 (0), WIS: 8 (-1), CHA: 13 (1)
Feats: Improved Initiative
Skills: Bluff 2, Disguise 4, Escape Artist 2, Intimidate 2, Jump -1, Ride 1, Handle Animal 2

Special Qualities: Smite evil: 1/day; Aura of good; Detect evil; Divine grace; Lay on hands

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

Treasure

No goods
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 7:

↑
This room is lightless. You hear the sound of flowing water in the distance. Near the western wall you see a broken ceramic bowl.
There's a stone door to the north.
There's an iron door to the west.

Monsters (1)

Krenshar CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

No goods
Masterwork Arrows (50) {worth 350 gp}
No items
600 sp
0 cp
0 gp
0 pp

Room 8:

↑
This room is adecuately lit. Lying on the floor you see a boot heel.
There's a stone door to the west.

NPCs (1)

Male Half-orc Wiz2: CR 2 (ECL 2); HD 2d4; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 2, Will 0; STR: 18 (4), DEX: 14 (2), CON: 13 (1), INT: 13 (1), WIS: 5 (-3), CHA: 8 (-1)
Feats: Endurance
Skills: Bluff 0, Concentration 3, Escape Artist 4, Hide 3, Jump 5, Listen -2, Ride 4, Search 3, Spot -2, Swim 5, Use Rope 3

Special Qualities: Darkvision: 60ft; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
No items
10 pp
0 cp
0 sp
0 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.