Level 1 Dungeon (13 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 Stair down #0 Stair down #1 Stair down #2 Stair down #3 Stair up #0 Stair up #1 Stair up #2 Stair up #3

Room 1:


This room is barely lit. Your nostrils are flooded by a foul smell. You hear the faint sound of whispers, but can't quite place where it comes from. In the western wall there's a narrow crack on the floor.
There's an iron door to the south.
There's a wooden door to the west.

NPCs (1)

AglarAmongwaith Female Elf Drd1: CR 1 (ECL 1); HD 1d8; hp 7; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will 2; STR: 11 (0), DEX: 17 (3), CON: 8 (-1), INT: 10 (0), WIS: 11 (0), CHA: 12 (1)
Feats: Acrobatic
Skills: Appraise 1, Concentration 0, Disguise 2, Forgery 2, Hide 4, Intimidate 2, Jump 2, Listen 1, Search 2, Sense Motive 1, Spot 2, Survival 2, Use Rope 4, Tumble 5

Special Qualities: Immunities: sleep; Low-light vision; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
No mundane items
Studded leather armor +1 [Glamered] {worth 3875 gp}
500 sp

Room 2:


This room is barely lit. The air is foggy.
There are 2 stone doors to the north.
There's a stone door to the west.

NPCs (1)

Male Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init +3; AC 14 (touch 14, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 4, Ref 3, Will -1; STR: 13 (1), DEX: 16 (3), CON: 15 (2), INT: 12 (1), WIS: 8 (-1), CHA: 13 (1)
Feats: Armor Proficiency (light)
Skills: Forgery 2, Gather Information 3, Hide 5, Intimidate 3, Move Silently 4, Ride 4, Search 2, Spot 0, Swim 2

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

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

Treasure

No goods
No mundane items
No items
5000 cp

Room 3:


This room is barely lit. Close to the center of the room there's a white feather. Lying on the floor you see a fishing rod.
There's a stone door to the east.

Traps (1)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

NPCs (1)

Crolg Male Orc Mnk1: CR 1 (ECL 1); HD 1d8; hp 7; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 3, Ref 2, Will 2; STR: 18 (4), DEX: 10 (0), CON: 9 (-1), INT: 10 (0), WIS: 11 (0), CHA: 13 (1)
Feats: Deceitful, Great Fortitude
Skills: Appraise 1, Balance 1, Concentration 0, Diplomacy 2, Disguise 3, Forgery 4, Hide 2, Listen 1, Move Silently 1, Ride 3, Search 1, Survival 1, Tumble 1

Special Qualities: Darkvision: 60ft; Light sensitivity; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
Lock, superior {worth 150 gp}
No items
300 sp

Room 4:


This room is lit by a single torch. In the western wall you find a piece of cloth.
There's a wooden door to the east.

Monsters (1)

Elemental:Fire Elemental, Small: CR 1; HD 2d8 (9); Init +5 (+1 Dex, +4 Improved Initiative); AC 15 (+1 size, +1 Dex, +3 natural); Atk: Slam +3 melee; Dmg: Slam 1d4 and 1d4 fire; Special Atk: Burn; AL Usually neutral; SV Fort 0 Ref 4 Will 0; STR 10, DEX 13, CON 10, INT 4, WIS 11, CHA 11;
Feats: Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental, fire subtype;

Treasure

No goods
No mundane items
No items
No coins

Room 5:


This room is lightless. In the northeastern corner there's a broken hourglass. Close to you there's a whistle.
There's a wooden door to the east.

NPCs (1)

HírilDîrtailain Female Elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 2; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -2, Ref 2, Will 1; STR: 11 (0), DEX: 14 (2), CON: 7 (-2), INT: 13 (1), WIS: 8 (-1), CHA: 17 (3)
Feats: Improved Unarmed Strike
Skills: Appraise 2, Balance 3, Disguise 4, Heal 0, Intimidate 4, Jump 1, Move Silently 3, Ride 4, Spot 0, Swim 1, Use Rope 3

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

Suggested armor: none

Treasure

No goods
Masterwork Greatclub {worth 305 gp}
No items
30 pp

Room 6:


This room is lightless and the air has an indescribable stench.
There's a wooden door to the east.
There's an iron 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
Lock, good {worth 80 gp}
No items
80 gp

Room 7:


This room is lightless. The air has a sweaty smell. Close to the northern wall you find a yellow stain on the floor.
There's a wooden door to the east.
There's a stone door to the east.
There's a wooden door to the south.

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
140 gp

Room 8:


This room is shrouded in magical darkness and the air has a floury stench. Close to you there's a hair pin.
There's a wooden door to the east.

NPCs (1)

Male Gnome Drd1: CR 1 (ECL 1); HD 1d8; hp 10; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 2, Will 3; STR: 10 (0), DEX: 14 (2), CON: 14 (2), INT: 9 (-1), WIS: 12 (1), CHA: 12 (1)
Feats: Stealthy
Skills: Balance 3, Concentration 3, Disguise 3, Escape Artist 3, Hide 4, Intimidate 2, Move Silently 4, Ride 3, Search 1, Swim 1, Use Rope 4

Special Qualities: Low-light vision; Animal companion; Nature sense; Wild empathy

Suggested armor: Hide armor (+3AC, 15gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

No goods
Masterwork Crossbow, light {worth 335 gp}
No items
No coins

Room 9:


This room is barely lit.
There are 2 wooden doors to the south.
There's an iron door to the south.

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
Lock, average {worth 40 gp}
No items
2000 cp

Room 10:


This room is adecuately lit. Echoes of screaming can be heard in the distance. Close to the center of the room there's a pentagram drawn on the floor.

NPCs (1)

Male Ogre Mage Brd1: CR 9 (ECL 13); HD 5d8+1d6; hp 12; Init +3; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 6, Ref 1, Will 4; STR: 20 (5), DEX: 9 (-1), CON: 23 (6), INT: 21 (5), WIS: 15 (2), CHA: 17 (3)
Feats: Agile, Investigator, Improved Initiative
Skills: Appraise 8, Balance 1, Bluff 7, Climb 9, Concentration 8, Diplomacy 7, Disguise 6, Escape Artist 1, Forgery 7, Gather Information 5, Heal 6, Hide 2, Intimidate 7, Jump 9, Listen 6, Move Silently 2, Ride 2, Search 8, Sense Motive 6, Spot 5, Survival 5, Swim 9, Use Rope 3, Decipher Script 7, Spellcraft 9, Tumble 3, Use Magic Device 6

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); Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

deep green spinel {worth 320 gp}
No mundane items
No items
No coins

Room 11:


This room is very dark and the air has a strong distinctive smell.
There's a stone door to the north.
There are 2 wooden doors to the north.

Monsters (1)

Animated Object:Small Animated Object: CR 1; HD 1d10 (5); Init +1 (Dex); AC 14 (+1 size, +1 Dex, +2 natural); Atk: Slam +1 melee; Dmg: Slam 1d4; Special Atk: See text; AL Always neutral; SV Fort 0 Ref 1 Will -5; STR 10, DEX 12, CON , INT , WIS 1, CHA 1;
Feats:
Skills:
Special Qualities: See text;

Treasure

No goods
No mundane items
No items
90 gp

Room 12:


This room is well lit. Your nostrils are flooded by a burnt stench. Echoes of a gust of wind can be heard in the distance. Close to the southern wall you find a patch of fungus.
There's an iron door to the south.

Monsters (1)

Lizardfolk: CR 1; HD 2d8+2 (11); Init +0; AC 15 (+5 natural) or 17 (+5 natural, +2 large shield); Atk: 2 claws +2 melee (or greatclub +2 melee), bite +0 melee;or javelin +1 ranged; Dmg: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1; Special Atk: ; AL Usually neutral; SV Fort 1 Ref 3 Will 0; STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10;
Feats: Multiattack
Skills: Balance +4, Jump +7, Swim +9
Special Qualities: ;

Treasure

No goods
No mundane items
No items
80 gp

Room 13:


This room is well lit. A distant sound of a groan can be heard. Lying on the floor you see a tray.
There are 2 wooden doors to the west.

Traps (1)

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

Glochar Male Dwarf Mnk1: CR 1 (ECL 1); HD 1d8; hp 9; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 2, Will 2; STR: 8 (-1), DEX: 10 (0), CON: 12 (1), INT: 14 (2), WIS: 11 (0), CHA: 10 (0)
Feats: Negotiator, Athletic
Skills: Balance 2, Bluff 2, Climb 1, Diplomacy 3, Disguise 3, Escape Artist 1, Gather Information 2, Hide 2, Intimidate 1, Jump 0, Move Silently 2, Sense Motive 2, Spot 3, Survival 2, Swim 1, Use Rope 1, Tumble 1

Special Qualities: Darkvision: 60ft; Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

No goods
No mundane items
No items
6000 cp

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