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 down #2 Stair down #3 Stair down #4 Stair up #0 Stair up #1 Stair up #2 Stair up #3 Stair up #4

Room 1:


This room is well lit. You hear the faint sound of scurrying mice, but can't quite place where it comes from.
There are 2 wooden doors to the south.
There's a wooden door to the west.

Monsters (1)

Dwarf:Duergar: CR 1; HD 1d8+1 (5); Init +0; AC 16 (+4 scale mail, +2 large shield); Atk: Dwarven waraxe +1 melee; or shortbow+1 ranged; Dmg: Dwarven waraxe 1d10; shortbow 1d6; Special Atk: Spell-like abilities; AL Usually lawful evil; SV Fort 3 Ref 0 Will 0; STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 6;
Feats: Alertness, Exotic Weapon Proficiency (dwarven waraxe)
Skills: Appraise +2, Craft (metalworking) +2, Listen +3, Move Silently +4, Spot +3
Special Qualities: Duergar traits, immunities, light sensitivity;

Treasure

No goods
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 2:


This room is lightless. In the southwestern corner you find a piece of broken mirror.
There's a stone door to the south.
There's a wooden door to the north.

Traps (2)

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).

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 Ogre Drd1: CR 4 (ECL 7); HD 5d8; hp 11; Init -2; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 5, Ref -2, Will 3; STR: 21 (5), DEX: 6 (-2), CON: 17 (3), INT: 9 (-1), WIS: 13 (1), CHA: 9 (-1)
Feats: Improved Unarmed Strike, Power Attack, Agile
Skills: Balance 0, Climb 6, Diplomacy 1, Escape Artist 0, Heal 3, Hide -1, Move Silently -1, Use Rope -1, Handle Animal 0, Spellcraft 1

Special Qualities: Darkvision: 60ft; Animal companion; Nature sense; Wild empathy

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

Treasure

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

Room 3:


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

Monsters (1)

Grimlock: CR 1; HD 2d8+2 (11); Init +1 (Dex); AC 15 (+1 Dex, +4 natural); Atk: Battleaxe +4 melee; Dmg: Battleaxe 1d8+3; Special Atk: Blindsight; AL Always neutral evil; SV Fort 1 Ref 4 Will 2; STR 15, DEX 13, CON 13, INT 10, WIS 8, CHA 6;
Feats: Alertness
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Special Qualities: Immunities, scent;

Treasure

No goods
No mundane items
No items
4000 cp
0 sp
0 gp
0 pp

Room 4:


This room is well lit and the air has a mild rancid smell.
There's a wooden door to the west.

NPCs (1)

Female Duergar Wiz1: CR 2 (ECL 2); HD 1d4; hp 4; Init 0; AC 10 (touch 10, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 0, Ref 0, Will 2; STR: 11 (0), DEX: 11 (0), CON: 10 (0), INT: 11 (0), WIS: 11 (0), CHA: 11 (0)
Feats: Self-Sufficient
Skills: Climb 1, Gather Information 1, Heal 2, Hide 1, Jump 1, Ride 1, Spot 1, Survival 2

Special Qualities: Darkvision: 120ft; Light sensitivity; Immunities: paralysis, phantasms, poison; Summon familiar; Scribe scroll

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

Treasure

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

Room 5:


This room is very dark.
There are 2 wooden doors to the north.

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
No mundane items
No items
3000 cp
0 sp
0 gp
0 pp

Room 6:


This room is magically lit. The air is hazey. Near the southern wall you see a pile of bones. You spot a key a few feet from you.
There's a wooden door to the north.
There's a wooden door to the west.
There's a wooden door to the south.

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
0 cp
0 sp
0 gp
0 pp

Room 7:


This room is lightless. Your nostrils are flooded by an acrid stench. You hear the sound of tip toes in the distance. Near the northwestern corner you see some bread crumbs. Lying on the floor you see a tray.
There's a stone door to the north.
There's a wooden door to the north.

Monsters (1)

Animal:Octopus: CR 1; HD 2d8 (9); Init +3 (Dex); AC 16 (+1 size, +3 Dex, +2 natural); Atk: 8 arms +5 melee, bite +0 melee; Dmg: Arms 0, bite 1d3; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 1; STR 12, DEX 17, CON 11, INT 2, WIS 12, CHA 3;
Feats: Weapon Finesse (arms, bite)
Skills: Hide +15, Listen +5, Spot +5
Special Qualities: Ink cloud, jet;

Treasure

silver-plated steel longsword with jet jewel in hilt {worth 600 gp}
No mundane items
No items
80 gp
0 cp
0 sp
0 pp

Room 8:


This room is well lit. The air has a mild stagnant smell.
There's a wooden door to the south.

NPCs (1)

Female Half-orc Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 3, Ref 1, Will 2; STR: 8 (-1), DEX: 13 (1), CON: 12 (1), INT: 13 (1), WIS: 14 (2), CHA: 14 (2)
Feats: Acrobatic
Skills: Appraise 2, Climb 0, Concentration 2, Gather Information 3, Jump 1, Listen 5, Move Silently 2, Spot 3, Swim 0, Handle Animal 3, Tumble 3

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

Suggested armor: Chainmail (+5AC, 150gp, Max Dex bonus: 2, Spell failure: 30%)

Treasure

No goods
No mundane items
No items
4000 cp
0 sp
0 gp
0 pp

Room 9:


This room is barely lit. The air has a mild burnt smell. Near the southeastern corner there's a scorch mark on the ceiling.
There's a stone door to the west.

Monsters (1)

Grimlock: CR 1; HD 2d8+2 (11); Init +1 (Dex); AC 15 (+1 Dex, +4 natural); Atk: Battleaxe +4 melee; Dmg: Battleaxe 1d8+3; Special Atk: Blindsight; AL Always neutral evil; SV Fort 1 Ref 4 Will 2; STR 15, DEX 13, CON 13, INT 10, WIS 8, CHA 6;
Feats: Alertness
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Special Qualities: Immunities, scent;

Treasure

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

Room 10:


This room is lit by a single torch and your nostrils are flooded by a reek stench. Echoes of a gust of wind can be heard in the distance.
There's a wooden door to the west.
There's a wooden door to the south.

Monsters (1)

Elemental:Air Elemental, Small: CR 1; HD 2d8 (9); Init +7 (+3 Dex, +4 Improved Initiative); AC 17 (+1 size, +3 Dex, +3 natural); Atk: Slam +5 melee; Dmg: Slam 1d4; Special Atk: Air mastery, whirlwind; AL Usually neutral; SV Fort 0 Ref 6 Will 0; STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11;
Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Skills: Listen +5, Spot +5
Special Qualities: Elemental;

Treasure

No goods
No mundane items
No items
0 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