Level 1 Dungeon (15 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 Room #14 Room #15 Stair down #0 Stair down #1 Stair up #0 Stair up #1

Room 1:


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

Monsters (1)

Animal:Camel: CR 1; HD 3d8+6 (19); Init +3 (Dex); AC 13 (-1 size, +3 Dex, +1 natural); Atk: Bite +5 melee; Dmg: Bite 1d4+6; Special Atk: ; AL Always neutral; SV Fort 5 Ref 6 Will 1; STR 18, DEX 16, CON 14, INT 1, WIS 11, CHA 4;
Feats:
Skills: Listen +5, Spot +5
Special Qualities: Scent;

Treasure

No goods
Masterwork Shortbow, composite (+0 Str bonus) {worth 375 gp}
No items
150 gp
0 cp
0 sp
0 pp

Room 2:


This room is very dark. Your nostrils are flooded by a woody stench. You hear the sound of a groan in the distance.
There's a stone door to the west.

NPCs (1)

Male Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 10; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 4, Ref 3, Will 3; STR: 13 (1), DEX: 16 (3), CON: 14 (2), INT: 13 (1), WIS: 13 (1), CHA: 13 (1)
Feats: Combat Expertise
Skills: Appraise 2, Balance 4, Climb 2, Concentration 3, Diplomacy 4, Forgery 2, Heal 2, Hide 4, Intimidate 2, Listen 2, Move Silently 5, Spot 2, Survival 2, Handle Animal 4, Spellcraft 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Artisan's tools, masterwork {worth 55 gp}
No items
300 sp
0 cp
0 gp
0 pp

Room 3:


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

NPCs (1)

Female Githyanki Drd1: CR 2 (ECL 3); HD 1d8; hp 9; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 3, Ref 0, Will 1; STR: 6 (-2), DEX: 11 (0), CON: 13 (1), INT: 14 (2), WIS: 9 (-1), CHA: 13 (1)
Feats: Improved Shield Bash
Skills: Appraise 3, Balance 2, Concentration 2, Diplomacy 5, Escape Artist 2, Gather Information 3, Jump -1, Listen 2, Move Silently 2, Search 3, Survival 0, Swim -1, Use Rope 2, Handle Animal 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 4:


This room is well lit.
There's an iron door to the north.
There's a wooden door to the east.

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

jeweled anklet {worth 2000 gp}
Full plate {worth 1500 gp}
No items
90 gp
0 cp
0 sp
0 pp

Room 5:


This room is shrouded in magical darkness.
There's a stone door to the west.
There's a wooden door to the south.

Monsters (1)

Animal:Horse, Light: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +2 melee; Dmg: Hoof 1d4+1; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 13, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

Treasure

No goods
Acid (6 flasks, 10 gp each) {worth 60 gp}
No items
100 gp
0 cp
0 sp
0 pp

Room 6:


This room is well lit. The air has a strong foul smell. Near the center of the room you see some rice spread on the floor.
There's an iron door to the south.
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

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

Room 7:


This room is lightless. Near the eastern wall there's a tattered cloak. Lying on the floor you see a bowl.
There's a wooden door to the north.
There's a stone door to the north.

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

black pearl {worth 200 gp}
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 8:


This room is completely dark and your nostrils are flooded by a noxious smell. For an instant you hear the sound of falling debris, but then it stops. Close to the western wall you find a broken tile on the floor.
There's an iron door to the east.
There's a wooden door to the east.

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
0 cp
0 sp
0 gp
0 pp

Room 9:


This room is very dark. Your nostrils are flooded by a foul stench.
There's a wooden door to the north.
There's a stone door to the north.
There's an iron door to the west.

NPCs (1)

Female Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 10; Init +4; AC 15 (touch 15, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 2, Ref 4, Will 2; STR: 13 (1), DEX: 18 (4), CON: 10 (0), INT: 9 (-1), WIS: 15 (2), CHA: 13 (1)
Feats: Persuasive
Skills: Balance 5, Bluff 3, Disguise 2, Intimidate 3, Spot 4

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

Suggested armor: Splint mail (+6AC, 200gp, Max Dex bonus: 0, Spell failure: 40%)

Treasure

No goods
No mundane items
Pass without trace (potion) {worth 50 gp}
2000 cp
0 sp
0 gp
0 pp

Room 10:


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

NPCs (1)

Male Gnome Rog1: CR 1 (ECL 1); HD 1d6; hp 9; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 3, Ref 3, Will 3; STR: 11 (0), DEX: 13 (1), CON: 17 (3), INT: 11 (0), WIS: 16 (3), CHA: 8 (-1)
Feats: Run
Skills: Appraise 3, Balance 3, Concentration 4, Diplomacy 0, Escape Artist 2, Forgery 1, Gather Information 3, Heal 6, Hide 2, Jump 1, Ride 2, Spot 6, Swim 2, Use Rope 2, Disable Device 1, Open Lock 2, Decipher Script 1, Sleight Of Hand 2, Tumble 2, Use Magic Device 1

Special Qualities: Low-light vision; Cantrips (1/day): Dancing lights, Ghost sound, Prestidigitation; Trap finding; Sneak attack +1d6

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

Treasure

No goods
Masterwork Shortbow {worth 330 gp}
No items
120 gp
0 cp
0 sp
0 pp

Room 11:


This room is lightless. Near the northwestern corner there's a small ball of yarn.
There's a stone door to the west.
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
120 gp
0 cp
0 sp
0 pp

Room 12:


This room is lightless. Your nostrils are flooded by a flowery smell. A faint sound of yawning can be heard from here. Close to the eastern wall there's a crystal eye.
There's an iron door to the east.
There's a wooden door to the north.

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)

Enguak Female Orc Pal1: CR 1 (ECL 1); HD 1d10; hp 12; Init -1; AC 10 (touch 10, flat-footed 10); Atk +1; SR 0; AL CE; SV Fort 4, Ref -1, Will 1; STR: 17 (3), DEX: 9 (-1), CON: 14 (2), INT: 10 (0), WIS: 12 (1), CHA: 13 (1)
Feats: Improved Unarmed Strike
Skills: Appraise 1, Climb 4, Escape Artist 0, Jump 4, Listen 2, Spot 2, Use Rope 1

Special Qualities: Darkvision: 60ft; Light sensitivity; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

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

Room 13:


This room is magically lit. The air has a mild indescribable smell. For an instant you hear the sound of scurrying mice, but then it stops.
There's a stone door to the east.

NPCs (1)

Female Ogre Pal1: CR 4 (ECL 7); HD 4d8+1d10; hp 14; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +1; SR 0; AL CE; SV Fort 6, Ref -1, Will 3; STR: 24 (7), DEX: 8 (-1), CON: 19 (4), INT: 10 (0), WIS: 16 (3), CHA: 7 (-2)
Feats: Improved Shield Bash, Investigator, Persuasive
Skills: Appraise 1, Bluff 0, Concentration 6, Gather Information 0, Intimidate 0, Move Silently 0, Search 1, Spot 4, Swim 8

Special Qualities: Darkvision: 60ft; Smite evil: 1/day; Aura of good; Detect evil

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

Treasure

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

Room 14:


This room is well lit.
There's an iron door to the east.

Monsters (1)

Animal:Horse, Light: CR 1; HD 3d8+6 (19); Init +1 (Dex); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 hooves +2 melee; Dmg: Hoof 1d4+1; Special Atk: ; AL Always neutral; SV Fort 5 Ref 4 Will 2; STR 13, DEX 13, CON 15, INT 2, WIS 12, CHA 6;
Feats:
Skills: Listen +6, Spot +6
Special Qualities: Scent;

Treasure

Cloth of gold vestments {worth 100 gp}
No mundane items
No items
120 gp
0 cp
0 sp
0 pp

Room 15:


This room is very dark. Close to the southern wall you find a pile of bones.
There are 2 wooden doors to the east.

NPCs (1)

Male Githyanki Clr1: CR 2 (ECL 3); HD 1d8; hp 8; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 6; AL NE; SV Fort 2, Ref 2, Will 2; STR: 8 (-1), DEX: 14 (2), CON: 11 (0), INT: 13 (1), WIS: 7 (-2), CHA: 14 (2)
Feats: Iron Will
Skills: Balance 3, Bluff 3, Diplomacy 3, Disguise 3, Gather Information 3, Hide 3, Intimidate 3, Listen -1, Search 2, Spot -1, Survival -1, Spellcraft 2

Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Mage hand; Turn or rebuke undead

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

Treasure

No goods
No mundane items
No items
700 sp
0 cp
0 gp
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