Level 1 Dungeon (11 rooms)
Room 1:
↑
This room is magically lit. The air has a damp stench. Close to the northwestern corner there's some rotten cheese.
Traps (1)
Poison Dart Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 18; Cost: 700 gp; Atk +8 ranged (1d4 plus poison, dart), poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis).
NPCs (1)
Male Half-elf Rog1: CR 1 (ECL 1); HD 1d6; hp 4; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -2, Ref 3, Will -1; STR: 11 (0), DEX: 13 (1), CON: 7 (-2), INT: 13 (1), WIS: 9 (-1), CHA: 9 (-1)
Feats: Magical Aptitude
Skills: Climb 1, Concentration 2, Diplomacy 3, Disguise 0, Escape Artist 2, Forgery 2, Gather Information 0, Heal 1, Hide 4, Intimidate 1, Listen 0, Move Silently 2, Ride 3, Sense Motive 2, Spot 0, Survival 0, Swim 1, Use Rope 3, Open Lock 2, Decipher Script 2, Sleight Of Hand 2, Tumble 2, Use Magic Device 1, Spellcraft 3
Special Qualities: Low-light vision; Immunities: sleep; Trap finding; Sneak attack +1d6
Suggested armor: Leather armor (+2AC, 10gp, Max Dex bonus: 6, Spell failure: 10%)
Treasure
No goods
Masterwork Javelin {worth 301 gp}
No items
600 sp
0 cp
0 gp
0 pp
Room 2:
↑
This room is well lit and the air has a vile stench. In the distance you seem to perceive the sound of growling.
There's a wooden 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 AttackSkills: Listen +5, Spot +5Special Qualities: Elemental;
Treasure
No goods
No mundane items
No items
40 pp
0 cp
0 sp
0 gp
Room 3:
↑
This room is lightless.
There are 2 iron doors to the west.
There's a wooden door to the east.
NPCs (1)
Male Githzerai Mnk1: CR 2 (ECL 3); HD 1d8; hp 11; Init +5; AC 18 (touch 15, flat-footed 13, misc 3); Atk +0; SR 6; AL NE; SV Fort 5, Ref 7, Will 5; STR: 14 (2), DEX: 20 (5), CON: 16 (3), INT: 14 (2), WIS: 16 (3), CHA: 17 (3)
Feats: Endurance, Track
Skills: Appraise 3, Bluff 7, Concentration 4, Disguise 4, Escape Artist 6, Forgery 3, Heal 5, Hide 7, Jump 3, Listen 4, Move Silently 8, Ride 6, Sense Motive 5, Spot 4, Tumble 7
Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC); Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2
Suggested armor: none
Treasure
jeweled electrum ring {worth 6000 gp}
No mundane items
No items
200 sp
0 cp
0 gp
0 pp
Room 4:
↑
This room is well lit. Close to the northwestern corner you find a broken ceramic bowl.
There's a wooden door to the north.
There's a wooden door to the west.
Monsters (1)
Animal:Shark, Medium-Size: CR 1; HD 3d8+3 (16); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +4 melee; Dmg: Bite 1d6+1; Special Atk: ; AL Always neutral;
SV Fort 4 Ref 5 Will 2; STR 13, DEX 15, CON 13, INT 1, WIS 12, CHA 2; Feats: Weapon Finesse (bite)Skills: Listen +7, Spot +7Special Qualities: Keen scent;
Treasure
No goods
No mundane items
No items
2000 cp
0 sp
0 gp
0 pp
Room 5:
↑
This room is lightless and the air is stale.
There's a stone door to the east.
NPCs (1)
Rauvayne Male Drow Brd1: CR 2 (ECL 3); HD 1d6; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref 5, Will 3; STR: 9 (-1), DEX: 16 (3), CON: 15 (2), INT: 9 (-1), WIS: 13 (1), CHA: 12 (1)
Feats: Stealthy
Skills: Climb 0, Escape Artist 5, Forgery 1, Heal 2, Hide 5, Listen 2, Move Silently 5, Search 0, Sense Motive 2, Tumble 4, Use Magic Device 2
Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1
Suggested armor: none
Treasure
No goods
No mundane items
No items
30 gp
0 cp
0 sp
0 pp
Room 6:
↑
This room is lightless. The air has a mild stagnant smell. Close to the eastern wall you see a small salt circle spread on the floor.
There's a wooden door to the west.
There's a wooden door to the east.
NPCs (1)
Shyntryna'fryn Male Drow Brd1: CR 2 (ECL 3); HD 1d6; hp 5; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort -1, Ref 2, Will 3; STR: 11 (0), DEX: 11 (0), CON: 8 (-1), INT: 15 (2), WIS: 12 (1), CHA: 15 (2)
Feats: Point Blank Shot
Skills: Appraise 3, Balance 2, Bluff 3, Climb 2, Disguise 6, Escape Artist 1, Forgery 3, Heal 2, Hide 1, Listen 3, Ride 1, Search 3, Sense Motive 3, Swim 1, Decipher Script 3, Spellcraft 4
Special Qualities: Darkvision: 120ft; Light blindness; Spell-like abilities (1/day): Dancing lights, Darkness, Faerie fire; 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
700 sp
0 cp
0 gp
0 pp
Room 7:
↑
This room is barely lit and your nostrils are flooded by a fresh smell. In the southeastern corner there's an illegible engraving on the floor.
There's a wooden door to the east.
There's a wooden door to the west.
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 1Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;
Treasure
No goods
Smokesticks (2 sticks, 20 gp each) {worth 40 gp}
No items
600 sp
0 cp
0 gp
0 pp
Room 8:
↑
This room is lit by an unknown glow. A distant sound of growling can be heard. Near the northeastern corner you see a water puddle.
There's a stone door to the east.
There's a wooden door to the east.
Monsters (1)
Dryad: CR 1; HD 2d6 (7); Init +6 (+2 Dex, +4 Improved Initiative); AC 12 (+2 Dex); Atk: Dagger +1 melee; Dmg: Dagger 1d4; Special Atk: Spell-like abilities; AL Always chaotic good;
SV Fort 0 Ref 5 Will 5; STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18; Feats: Alertness, Dodge, Improved InitiativeSkills: Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7Special Qualities: Symbiosis;
Treasure
No goods
No mundane items
No items
700 sp
0 cp
0 gp
0 pp
Room 9:
↑
This room is lit by a single torch. Close to the southwestern corner there's a broken vial. You spot a golden tooth a few feet from you.
There are 2 wooden doors to the north.
NPCs (1)
Female Githzerai Ftr1: CR 2 (ECL 3); HD 1d10; hp 14; Init +6; AC 16 (touch 16, flat-footed 10); Atk +1; SR 6; AL NE; SV Fort 8, Ref 6, Will 2; STR: 13 (1), DEX: 22 (6), CON: 18 (4), INT: 10 (0), WIS: 14 (2), CHA: 16 (3)
Feats: Diligent, Great Fortitude
Skills: Appraise 2, Bluff 4, Escape Artist 8, Forgery 1, Gather Information 4, Hide 7, Survival 3, Use Rope 7, Decipher Script 2
Special Qualities: Darkvision: 60ft; Psionics (3/day): Daze (DC9), Feather fall, Shatter (DC11); Inertial armor (+4AC)
Suggested armor: Chain shirt (+4AC, 100gp, Max Dex bonus: 4, Spell failure: 20%)
Treasure
No goods
No mundane items
No items
90 gp
0 cp
0 sp
0 pp
Room 10:
↑
This room is lightless and your nostrils are flooded by a rancid smell. Close to the northwestern corner there's two small rag dolls.
There's a wooden door to the east.
Monsters (1)
Skeleton:Large Skeleton: CR 1; HD 2d12 (13); Init +5 (+1 Dex, +4 Improved Initiative); AC 13 (-1 size, +1 Dex, +3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d6+2; Special Atk: ; AL Always neutral;
SV Fort 0 Ref 1 Will 3; STR 14, DEX 12, CON , INT , WIS 10, CHA 11; Feats: Improved InitiativeSkills: Special Qualities: Undead, immunities;
Treasure
No goods
No mundane items
No items
800 sp
0 cp
0 gp
0 pp
Room 11:
↑
This room is completely dark. You are surrounded by a minty smell.
There's a wooden door to the west.
There's a stone door to the west.
NPCs (1)
Male Half-orc Wiz1: CR 1 (ECL 1); HD 1d4; hp 4; Init -3; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref -3, Will 3; STR: 16 (3), DEX: 5 (-3), CON: 11 (0), INT: 9 (-1), WIS: 13 (1), CHA: 5 (-3)
Feats: Alertness
Skills: Diplomacy -2, Disguise -2, Jump 4, Listen 3, Spot 3, Spellcraft 0
Special Qualities: Darkvision: 60ft; Summon familiar; Scribe scroll
Suggested armor: none
Treasure
No goods
No mundane items
No items
3000 cp
0 sp
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