Level 1 Dungeon (9 rooms)

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

Room 1:


This room is adecuately lit. Your nostrils are flooded by a stagnant smell. Close to the northwestern corner you find a red stain on the floor.
There's a wooden door to the south.
There's an iron door to the south.

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).

NPCs (1)

Male Half-orc Ftr1: CR 1 (ECL 1); HD 1d10; hp 11; Init 0; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 0, Will 2; STR: 19 (4), DEX: 11 (0), CON: 12 (1), INT: 10 (0), WIS: 14 (2), CHA: 9 (-1)
Feats: Persuasive, Shield Proficiency
Skills: Appraise 1, Bluff 1, Concentration 2, Escape Artist 1, Intimidate 1, Jump 5, Move Silently 1, Spot 3, Swim 5

Special Qualities: Darkvision: 60ft

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

Treasure

Malachite {worth 54 gp}
Half-plate {worth 600 gp}
No items
300 sp
0 cp
0 gp
0 pp

Room 2:


This room is lit by a single torch.
There's a wooden door to the east.
There's a wooden door to the west.

NPCs (1)

Afur Male Dwarf Brd1: CR 1 (ECL 1); HD 1d6; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 2, Will 2; STR: 14 (2), DEX: 11 (0), CON: 8 (-1), INT: 11 (0), WIS: 11 (0), CHA: 13 (1)
Feats: Affinity
Skills: Appraise 1, Bluff 2, Concentration 0, Disguise 2, Forgery 1, Hide 1, Intimidate 2, Jump 4, Listen 1, Move Silently 1, Ride 2, Decipher Script 3, Tumble 1, Use Magic Device 2, Handle Animal 3

Special Qualities: Darkvision: 60ft; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

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

Room 3:


This room is adecuately lit. You are surrounded by a flowery smell. Close to you there's a sword hilt.
There's a wooden door to the east.

Monsters (1)

Zombie:Large Zombie: CR 1; HD 4d12+3 (29); Init -1 (Dex); AC 11 (-1 size, -1 Dex, +3 natural); Atk: Slam +4 melee; Dmg: Slam 1d8+4; Special Atk: ; AL Always neutral; SV Fort 1 Ref 0 Will 4; STR 17, DEX 8, CON , INT , WIS 10, CHA 1;
Feats: Toughness
Skills:
Special Qualities: Undead, partial actions only;

Treasure

No goods
No mundane items
No items
1000 cp
0 sp
0 gp
0 pp

Room 4:


This room is barely lit. In the distance you seem to perceive the sound of rattling chains. In the center of the room there's a red stain on the floor.
There's a stone door to the east.
There's a wooden door to the north.

NPCs (1)

Male Githzerai Rgr1: CR 2 (ECL 3); HD 1d10; hp 12; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 4, Ref 3, Will 3; STR: 9 (-1), DEX: 16 (3), CON: 14 (2), INT: 5 (-3), WIS: 17 (3), CHA: 16 (3)
Feats: Dodge
Skills: Climb 0, Gather Information 4, Listen 4, Ride 4

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

Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)

Treasure

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

Room 5:


This room is very dark. In the northeastern corner there's a black marble. You spot a rusty dagger a few feet from you.
There's a wooden door to the south.
There's a stone door to the west.

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
700 sp
0 cp
0 gp
0 pp

Room 6:


This room is very dark. The air has a mild indescribable smell. Close to the northeastern corner you find a patch of fungus.
There's a stone door to the west.

NPCs (1)

Izznet Female Drow Clr1: CR 2 (ECL 3); HD 1d8; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 4, Ref 1, Will 5; STR: 13 (1), DEX: 13 (1), CON: 15 (2), INT: 12 (1), WIS: 17 (3), CHA: 13 (1)
Feats: Toughness
Skills: Bluff 2, Concentration 3, Disguise 2, Gather Information 2, Heal 4, Ride 2, Sense Motive 4, Spot 4, Survival 5, Use Rope 2, Spellcraft 2

Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Turn or rebuke undead

Suggested armor: none

Treasure

No goods
No mundane items
Elixir of sneaking {worth 250 gp}
600 sp
0 cp
0 gp
0 pp

Room 7:


This room is lightless. Close to you there's a rug.
There's a wooden door to the north.
There's a wooden door to the east.
There's a wooden door to the south.

NPCs (1)

Female Ogre Brd1: CR 4 (ECL 7); HD 4d8+1d6; hp 10; Init +1; AC 15 (touch 10, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 4, Ref 3, Will 5; STR: 19 (4), DEX: 13 (1), CON: 18 (4), INT: 7 (-2), WIS: 17 (3), CHA: 7 (-2)
Feats: Agile, Stealthy, Endurance
Skills: Appraise -1, Balance 3, Bluff -1, Disguise -1, Escape Artist 3, Hide 3, Move Silently 3, Search -1, Use Rope 2, Use Magic Device -1

Special Qualities: Darkvision: 60ft; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

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

Room 8:


This room is shrouded in magical darkness.
There's an iron door to the east.
There's a wooden door to the east.
There's a wooden door to the west.

Traps (1)

Fusillade of Darts: CR 1; mechanical; trigger: location; reset: manual; Search DC 14; Disable Device DC 20; Cost: 500 gp; Atk +10 ranged (1d4+1, dart), multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares).

NPCs (1)

Female Half-orc Drd1: CR 1 (ECL 1); HD 1d8; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 0, Will 3; STR: 13 (1), DEX: 11 (0), CON: 5 (-3), INT: 10 (0), WIS: 12 (1), CHA: 14 (2)
Feats: Deft Hands
Skills: Climb 3, Diplomacy 3, Disguise 3, Escape Artist 1, Intimidate 3, Jump 2, Listen 2, Move Silently 1, Ride 1, Spot 2, Survival 2, Use Rope 2, Handle Animal 4, Spellcraft 2, Sleight Of Hand 2

Special Qualities: Darkvision: 60ft; 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
No items
120 gp
0 cp
0 sp
0 pp

Room 9:


This room is lit by a single torch. Close to the center of the room you see a burnt torch.
There's a wooden door to the north.

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
No mundane items
No items
110 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