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 up #0 Stair up #1

Room 1:


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

Traps (1)

Spear Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,200 gp; Atk +12 ranged (1d8/x3, spear). Note: 200-ft. max range, target determined randomly from those in its path.

NPCs (1)

Female Halfling Clr1: CR 1 (ECL 1); HD 1d8; hp 8; Init +1; AC 12 (touch 12, flat-footed 11, size 1); Atk +0; SR 0; AL TN; SV Fort 2, Ref 1, Will 5; STR: 12 (1), DEX: 12 (1), CON: 10 (0), INT: 9 (-1), WIS: 17 (3), CHA: 14 (2)
Feats: Acrobatic
Skills: Appraise 0, Bluff 3, Jump 3, Search 0, Spellcraft 0, Tumble 3

Special Qualities: 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
300 sp
0 cp
0 gp
0 pp

Room 2:


This room is very dark.
There's a wooden door to the north.

Monsters (1)

Animal:Squid: CR 1; HD 3d8 (13); Init +3 (Dex); AC 16 (+3 Dex, +3 natural); Atk: 10 arms +4 melee, bite -1 melee; Dmg: Arms 0, bite 1d6+1; Special Atk: Improved grab; AL Always neutral; SV Fort 3 Ref 6 Will 2; STR 14, DEX 17, CON 11, INT 1, WIS 12, CHA 2;
Feats:
Skills: Listen +7, Spot +7
Special Qualities: Ink cloud, jet;

Treasure

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

Room 3:


This room is well lit. Near the center of the room there's a broken ceramic bowl.
There are 2 wooden doors to the south.

Traps (1)

Camouflaged Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 24; Disable Device DC 20; Cost: 1,800 gp; DC 20 Reflex save avoids, 10 ft. deep (1d6, fall).

Monsters (1)

Sprite:Nixie: CR 1; HD 1d6 (3); Init +7 (+3 Dex, +4 Improved Initiative); AC 14 (+1 size, +3 Dex); Atk: Dagger +4 melee; or light crossbow +4 ranged; Dmg: Dagger 1d4-2; or light crossbow 1d8; Special Atk: Water breathing, charm person; AL Always neutral; SV Fort 0 Ref 5 Will 3; STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18;
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)
Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7
Special Qualities: SR 16;

Treasure

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

Room 4:


This room is well lit. Near the northern wall there's some violet lichen.
There are 2 wooden doors to the east.

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 +7
Special Qualities: Keen scent;

Treasure

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

Room 5:


This room is very dark. Lying on the floor you see a mirror.
There are 2 stone doors to the north.

Traps (1)

Scything Blade Trap: CR 1; mechanical; trigger: location; reset: automatic; Search DC 21; Disable Device DC 20; Cost: 1,700 gp; Atk +8 melee (1d8/x3).

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 1
Skills: Bluff +1, Concentration +1, Diplomacy +1, Listen +3, Search +3, Spot +3
Special Qualities: Immunities, cold subtype, icewalking, blindsight, keen senses;

Treasure

No goods
No mundane items
No items
5000 cp
0 sp
0 gp
0 pp

Room 6:


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

NPCs (1)

Nev-orncorneth Female Elf Wiz1: CR 1 (ECL 1); HD 1d4; hp 3; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 3, Will 4; STR: 13 (1), DEX: 17 (3), CON: 9 (-1), INT: 10 (0), WIS: 15 (2), CHA: 14 (2)
Feats: Investigator
Skills: Disguise 4, Gather Information 4, Ride 4, Sense Motive 3, Spot 3, Swim 2, Spellcraft 1

Special Qualities: Immunities: sleep; Low-light vision; Summon familiar; Scribe scroll

Suggested armor: none

Treasure

No goods
No mundane items
Resist energy (type) 10 (potion) {worth 300 gp}
100 sp
0 cp
0 gp
0 pp

Room 7:


This room is completely dark. A distant sound of rusty hinges can be heard.
There's a stone door to the south.
There's a wooden door to the south.
There's a wooden door to the west.

Traps (1)

Razor-Wire across Hallway: CR 1; mechanical; trigger: location; reset: no reset; Search DC 22; Disable Device DC 15; Cost: 400 gp; Atk +10 melee (2d6, wire), multiple targets (first target in each of two adjacent 5-ft. squares).

NPCs (1)

Talathfin Female Elf Rgr1: CR 1 (ECL 1); HD 1d10; hp 8; Init +3; AC 13 (touch 13, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 0, Ref 3, Will 0; STR: 18 (4), DEX: 17 (3), CON: 7 (-2), INT: 16 (3), WIS: 11 (0), CHA: 17 (3)
Feats: Mounted Combat
Skills: Appraise 5, Balance 6, Climb 5, Concentration -1, Diplomacy 4, Disguise 4, Escape Artist 4, Gather Information 5, Hide 5, Intimidate 4, Jump 7, Ride 4, Search 6, Sense Motive 1, Swim 6, Use Rope 4, Handle Animal 5

Special Qualities: Immunities: sleep; Low-light vision; 1st favored enemy; Track; Wild empathy

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

Treasure

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

Room 8:


This room is barely lit. In the center of the room you find a burnt torch.
There's a wooden door to the west.

Traps (1)

Portcullis Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 20; Cost: 1,400 gp; Atk +10 melee (3d6). Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway.

Monsters (1)

Sprite:Grig: CR 1; HD 1/2 d6+1 (2); Init +4 (Dex); AC 18 (+2 size, +4 Dex, +2 natural); Atk: Dagger +6 melee; or composite shortbow +6 ranged; Dmg: Dagger 1d4-3; or composite shortbow 1d4; Special Atk: Spell-like abilities, fiddle; AL Always neutral good; SV Fort 1 Ref 6 Will 3; STR 5, DEX 18, CON 13, INT 10, WIS 13, CHA 14;
Feats: Dodge, Weapon Finesse (dagger)
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4
Special Qualities: SR 17;

Treasure

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

Room 9:


This room is very dark. Near the western wall you see a piece of broken mirror.
There's a stone door to the west.
There are 2 wooden doors 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

No goods
Masterwork Sword, bastard {worth 335 gp}
No items
30 pp
0 cp
0 sp
0 gp

Room 10:


This room is very dark. The air has a mild minty smell.
There are 3 wooden doors to the south.

NPCs (1)

Female Half-elf Bbn1: CR 1 (ECL 1); HD 1d12; hp 11; Init +1; AC 11 (touch 11, flat-footed 10); Atk +1; SR 0; AL TN; SV Fort 1, Ref 1, Will -1; STR: 14 (2), DEX: 13 (1), CON: 8 (-1), INT: 10 (0), WIS: 8 (-1), CHA: 13 (1)
Feats: Track
Skills: Appraise 1, Balance 2, Bluff 3, Concentration 0, Diplomacy 2, Disguise 2, Forgery 1, Intimidate 3, Jump 6, Ride 2, Use Rope 2

Special Qualities: Low-light vision; Immunities: sleep; Fast movement; Illiteracy; Rage: 1/day

Suggested armor: none

Treasure

No goods
No mundane items
No items
300 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