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 down #2 Stair up #0 Stair up #1

Room 1:


This room is well lit. Your nostrils are flooded by a sour stench. Near the southern wall you see a broken tile on the floor.
There's a wooden door to the south.

NPCs (1)

Male Ogre Mage Drd1: CR 9 (ECL 13); HD 6d8; hp 10; Init 0; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 19; AL CE; SV Fort 6, Ref 0, Will 6; STR: 22 (6), DEX: 10 (0), CON: 15 (2), INT: 15 (2), WIS: 18 (4), CHA: 21 (5)
Feats: Great Fortitude, Endurance, Investigator
Skills: Appraise 5, Balance 3, Bluff 7, Climb 10, Diplomacy 9, Disguise 8, Escape Artist 2, Forgery 4, Gather Information 7, Heal 5, Hide 2, Intimidate 6, Listen 6, Move Silently 4, Ride 4, Search 4, Sense Motive 5, Spot 5, Survival 5, Swim 10, Use Rope 1, Handle Animal 9, Spellcraft 3

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); Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 2:


This room is adecuately lit. The air has a mild fruity smell. Close to the southeastern corner you see a water puddle.
There's a wooden door to the west.

NPCs (1)

Abrathgorn Female Elf Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 1, Will 6; STR: 10 (0), DEX: 12 (1), CON: 12 (1), INT: 15 (2), WIS: 14 (2), CHA: 16 (3)
Feats: Iron Will
Skills: Climb 2, Concentration 2, Disguise 6, Gather Information 4, Heal 4, Hide 3, Intimidate 4, Move Silently 4, Search 4, Sense Motive 5, Survival 4, Swim 1, Use Rope 2

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
Masterwork Hammer, gnome hooked {worth 620 gp}
No items
140 gp
0 cp
0 sp
0 pp

Room 3:


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

NPCs (1)

Male Duergar Ftr1: CR 2 (ECL 2); HD 1d10; hp 13; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL LE; SV Fort 5, Ref 1, Will 1; STR: 14 (2), DEX: 12 (1), CON: 16 (3), INT: 11 (0), WIS: 12 (1), CHA: 11 (0)
Feats: Track, Run
Skills: Balance 2, Forgery 1, Gather Information 1, Hide 2, Intimidate 1, Listen 3, Sense Motive 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison

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

Treasure

solid gold idol (10 lb.) {worth 800 gp}
No mundane items
No items
0 cp
0 sp
0 gp
0 pp

Room 4:


This room is barely lit and the air has a putrid smell.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Gramang Male Orc Clr1: CR 1 (ECL 1); HD 1d8; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL CE; SV Fort 5, Ref 1, Will 4; STR: 19 (4), DEX: 13 (1), CON: 16 (3), INT: 16 (3), WIS: 15 (2), CHA: 10 (0)
Feats: Endurance
Skills: Appraise 4, Diplomacy 1, Escape Artist 2, Gather Information 2, Heal 4, Hide 3, Listen 4, Ride 3, Spot 4, Survival 3, Swim 6, Spellcraft 5

Special Qualities: Darkvision: 60ft; Light sensitivity; Turn or rebuke undead

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

Treasure

No goods
No mundane items
Sanctuary (potion) {worth 50 gp}
140 gp
0 cp
0 sp
0 pp

Room 5:


This room is adecuately lit and the air has a strong fresh smell.
There are 2 wooden doors to the south.
There's an iron door to the south.

NPCs (1)

Kelnet'fein Female Drow Sor1: CR 2 (ECL 3); HD 1d4; hp 3; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort -1, Ref 2, Will 2; STR: 13 (1), DEX: 14 (2), CON: 9 (-1), INT: 13 (1), WIS: 10 (0), CHA: 16 (3)
Feats: Investigator
Skills: Appraise 2, Climb 3, Concentration 0, Diplomacy 4, Escape Artist 3, Gather Information 5, Intimidate 4, Move Silently 4, Search 2, Spot 1, Swim 2

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

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

Treasure

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

Room 6:


This room is completely dark. You spot a medallion a few feet from you.
There are 2 wooden doors to the south.
There's a stone door to the north.

NPCs (1)

Male Halfling Brd1: 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 4; STR: 7 (-2), DEX: 13 (1), CON: 16 (3), INT: 13 (1), WIS: 15 (2), CHA: 8 (-1)
Feats: Self-Sufficient
Skills: Climb -1, Concentration 5, Diplomacy 0, Disguise 0, Heal 4, Hide 2, Intimidate 1, Jump -1, Listen 3, Move Silently 2, Ride 2, Search 2, Spot 4, Survival 4, Swim -1, Use Rope 3, Spellcraft 2

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

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

Treasure

No goods
Holy water (4 flasks, 25 gp each) {worth 100 gp}
No items
40 pp
0 cp
0 sp
0 gp

Room 7:


This room is very dark and the air has a mild fruity smell.
There's a wooden door to the east.
There's a wooden door to the west.
There's a wooden door to the north.

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
10 pp
0 cp
0 sp
0 gp

Room 8:


This room is adecuately lit. Close to the northwestern corner you see some rice spread on the floor. Close to you there's a scroll tube.
There's a stone door to the east.

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
Chain shirt {worth 100 gp}
No items
10 pp
0 cp
0 sp
0 gp

Room 9:


This room is well lit. The air has a mild rancid smell.
There's an iron door to the south.
There are 2 wooden doors to the south.

NPCs (1)

Quarriina Male Drow Brd1: CR 2 (ECL 3); HD 1d6; hp 8; Init +6; AC 12 (touch 12, flat-footed 10); Atk +0; SR 12; AL NE; SV Fort 2, Ref 4, Will 3; STR: 14 (2), DEX: 15 (2), CON: 15 (2), INT: 12 (1), WIS: 12 (1), CHA: 17 (3)
Feats: Improved Initiative
Skills: Bluff 5, Diplomacy 6, Disguise 5, Forgery 2, Heal 2, Hide 3, Intimidate 4, Listen 2, Search 3, Spot 2, Swim 3, Use Rope 3, Spellcraft 2, Tumble 3, Use Magic Device 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: Studded leather armor (+3AC, 25gp, Max Dex bonus: 5, Spell failure: 15%)

Treasure

No goods
No mundane items
No items
800 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