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 down #1 Stair up #0 Stair up #1

Room 1:


This room is well lit and the air has a strong smoky smell. In the distance you seem to perceive the sound of a gust of wind. Near the northern wall you see a nearly-extinguished campfire.
There's a stone door to the east.
There's a wooden door to the east.
There's a wooden 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

Azurite {worth 8 gp}
No mundane items
No items
100 gp
0 cp
0 sp
0 pp

Room 2:


This room is lightless. Near the center of the room you find a blood smudge on the floor.
There's a wooden door to the east.
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
110 gp
0 cp
0 sp
0 pp

Room 3:


This room is magically lit. Near the southwestern corner you find several paper scraps laying on the floor.
There's a stone door to the east.
There's a wooden 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
Darkwood Buckler {worth 205 gp}
No items
6000 cp
0 sp
0 gp
0 pp

Room 4:


This room is lightless. You are surrounded by a smoky smell. In the northern wall you see a few rags.
There are 2 wooden doors to the north.
There's a wooden door to the east.

Monsters (1)

Elemental:Earth Elemental, Small: CR 1; HD 2d8+2 (11); Init -1 (Dex); AC 17 (+1 size, -1 Dex, +7 natural); Atk: Slam +5 melee; Dmg: Slam 1d6+4; Special Atk: Earth mastery, push; AL Usually neutral; SV Fort 4 Ref -1 Will 0; STR 17, DEX 8, 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
800 sp
0 cp
0 gp
0 pp

Room 5:


This room is shrouded in magical darkness. You hear the sound of yawning in the distance. Close to the northern wall there's a broken tile on the floor.

Monsters (1)

Gnoll: CR 1; HD 2d8+2 (11); Init +0; AC 17 (+1 natural, +4 scale, +2 large shield); Atk: Battleaxe +3 melee; or shortbow +1 ranged; Dmg: Battleaxe 1d8+2; or shortbow 1d6; Special Atk: ; AL Usually chaotic evil; SV Fort 4 Ref 0 Will 0; STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8;
Feats: Power Attack
Skills: Listen +3, Spot +3
Special Qualities: Darkvision 60 ft.;

Treasure

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

Room 6:


This room is barely lit.
There's a wooden door to the south.
There's a wooden door to the west.

NPCs (1)

Male Half-elf Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 12 (touch 12, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will -1; STR: 12 (1), DEX: 15 (2), CON: 12 (1), INT: 18 (4), WIS: 8 (-1), CHA: 13 (1)
Feats: Negotiator, Diligent
Skills: Appraise 6, Concentration 2, Diplomacy 3, Disguise 2, Forgery 6, Gather Information 2, Heal 0, Hide 3, Intimidate 3, Jump 3, Ride 5, Search 5, Sense Motive 1, Survival 1, Swim 4, Handle Animal 2, Decipher Script 6

Special Qualities: Low-light vision; Immunities: sleep

Suggested armor: none

Treasure

No goods
Masterwork Axe, throwing {worth 308 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 7:


This room is adecuately lit.
There's a wooden door to the north.

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

Amber {worth 480 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 8:


This room is lit by a single torch and your nostrils are flooded by a strange smell. Close to the eastern wall you find a wooden amulet.
There's a stone door to the south.
There's a wooden door to the north.

NPCs (1)

Female Ogre Mage Clr1: CR 9 (ECL 13); HD 6d8; hp 14; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 8, Ref 1, Will 4; STR: 28 (9), DEX: 12 (1), CON: 22 (6), INT: 17 (3), WIS: 14 (2), CHA: 18 (4)
Feats: Power Attack, Self-Sufficient, Point Blank Shot
Skills: Appraise 6, Balance 2, Bluff 8, Climb 11, Concentration 8, Diplomacy 7, Disguise 5, Escape Artist 5, Forgery 5, Gather Information 8, Heal 4, Hide 2, Intimidate 7, Jump 12, Listen 5, Move Silently 4, Ride 2, Search 7, Sense Motive 6, Spot 4, Survival 4, Swim 12, Use Rope 2, Spellcraft 4

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); Turn or rebuke undead

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

Treasure

No goods
Full plate {worth 1500 gp}
No items
5000 cp
0 sp
0 gp
0 pp

Room 9:


This room is completely dark. The air has a noxious smell.
There's a stone door to the north.

NPCs (1)

Female Half-elf Clr1: CR 1 (ECL 1); HD 1d8; hp 10; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 4, Ref 1, Will 2; STR: 14 (2), DEX: 13 (1), CON: 14 (2), INT: 14 (2), WIS: 11 (0), CHA: 10 (0)
Feats: Point Blank Shot
Skills: Appraise 3, Bluff 1, Climb 3, Forgery 3, Hide 2, Intimidate 1, Jump 3, Listen 1, Move Silently 2, Ride 2, Search 3, Sense Motive 2, Swim 4, Spellcraft 3

Special Qualities: Low-light vision; Immunities: sleep; Turn or rebuke undead

Suggested armor: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)

Treasure

No goods
No mundane items
Invisibility (potion or oil) {worth 300 gp}
100 gp
0 cp
0 sp
0 pp

Room 10:


This room is lightless. The air is dense.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Male Half-orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 2, Ref 3, Will 1; STR: 9 (-1), DEX: 12 (1), CON: 11 (0), INT: 14 (2), WIS: 13 (1), CHA: 9 (-1)
Feats: Toughness, Lightning Reflexes
Skills: Bluff 0, Concentration 2, Disguise 2, Gather Information 0, Heal 2, Hide 2, Intimidate 0, Jump 0, Ride 2, Spot 2, Swim 2

Special Qualities: Darkvision: 60ft

Suggested armor: Banded mail (+6AC, 250gp, Max Dex bonus: 1, Spell failure: 35%)

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