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 lit by a single torch.
There's a wooden door to the east.

NPCs (1)

Male Ogre Brd1: CR 4 (ECL 7); HD 4d8+1d6; hp 6; Init -1; AC 14 (touch 9, flat-footed 14, natural 5, size -1); Atk +0; SR 0; AL CE; SV Fort 0, Ref 1, Will 2; STR: 24 (7), DEX: 8 (-1), CON: 11 (0), INT: 10 (0), WIS: 10 (0), CHA: 9 (-1)
Feats: Deft Hands, Self-Sufficient, Track
Skills: Balance 0, Climb 11, Concentration 2, Diplomacy 0, Disguise 0, Heal 2, Intimidate 0, Search 1, Sense Motive 1, Spot 2, Survival 2, Use Rope 1, Decipher Script 1, Spellcraft 1, Sleight Of Hand 1

Special Qualities: Darkvision: 60ft; Bardic music; Bardic knowledge; Countersong; Fascinate; Inspire courage: +1

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

Treasure

carved bone or ivory statuette {worth 30 gp}
No mundane items
No items
4000 cp
0 sp
0 gp
0 pp

Room 2:


This room is lit by an unknown glow and the air has a strong fresh smell.
There are 2 wooden doors to the south.

Traps (1)

Rolling Rock Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 22; Cost: 1,400 gp; Atk +10 melee (2d6, rock).

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

red-brown spinel {worth 960 gp}
Full plate {worth 1500 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 3:


This room is completely dark and the air has a noxious smell. In the southern wall you find an illegible engraving on the floor.

NPCs (1)

Elu' sîr Male Elf Drd1: CR 1 (ECL 1); HD 1d8; hp 9; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 3, Ref 2, Will 0; STR: 12 (1), DEX: 14 (2), CON: 13 (1), INT: 10 (0), WIS: 6 (-2), CHA: 8 (-1)
Feats: Stealthy
Skills: Appraise 1, Disguise 0, Forgery 1, Gather Information 0, Hide 4, Listen 1, Move Silently 4, Ride 3, Search 1, Spot 0, Survival -1, Spellcraft 1

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
Darkwood Shield {worth 257 gp}
No items
500 sp
0 cp
0 gp
0 pp

Room 4:


This room is barely lit. You hear the faint sound of burning torches, but can't quite place where it comes from.

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).

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
110 gp
0 cp
0 sp
0 pp

Room 5:


This room is well lit. In the center of the room there's a needle.
There's a wooden door to the west.
There's an iron door to the west.
There's a stone door to the east.

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
Darkwood Shield {worth 257 gp}
No items
300 sp
0 cp
0 gp
0 pp

Room 6:


This room is barely lit and your nostrils are flooded by a floury smell. In the southern wall there's a broken ceramic bowl.
There are 2 wooden doors to the west.

NPCs (1)

Male Human Sor1: CR 1 (ECL 1); HD 1d4; hp 3; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort -1, Ref 4, Will 2; STR: 16 (3), DEX: 18 (4), CON: 9 (-1), INT: 10 (0), WIS: 10 (0), CHA: 8 (-1)
Feats: Dodge, Improved Unarmed Strike
Skills: Bluff 1, Climb 4, Disguise 0, Escape Artist 5, Gather Information 0, Heal 1, Search 1, Survival 1, Use Rope 6, Spellcraft 1

Special Qualities: Summon familiar

Suggested armor: none

Treasure

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

Room 7:


This room is lightless.
There are 2 wooden doors to the west.

Monsters (1)

Devil:Lemure (Baatezu): CR 1; HD 2d8 (9); Init +0; AC 13 (+3 natural); Atk: 2 claws +2 melee; Dmg: Claw 1d3; Special Atk: ; AL Always lawful evil; SV Fort 3 Ref 3 Will 3; STR 10, DEX 10, CON 10, INT , WIS 11, CHA 5;
Feats:
Skills:
Special Qualities: Damage reduction 5/silver, SR 5, baatezu qualities, mindless;

Treasure

No goods
No mundane items
Scroll: Keen Edge (Sor/Wis3), Blink (Sor/Wis3) (375 gp each) {worth 750 gp}
70 gp
0 cp
0 sp
0 pp

Room 8:


This room is completely dark and the air has a strange smell. Near the western wall you see a wooden amulet.
There are 2 wooden doors to the north.

NPCs (1)

Male Halfling Pal1: CR 1 (ECL 1); HD 1d10; hp 11; Init +2; AC 13 (touch 13, flat-footed 11, size 1); Atk +1; SR 0; AL TN; SV Fort 3, Ref 2, Will -1; STR: 11 (0), DEX: 15 (2), CON: 13 (1), INT: 12 (1), WIS: 8 (-1), CHA: 9 (-1)
Feats: Self-Sufficient
Skills: Balance 3, Bluff 0, Forgery 2, Heal 1, Hide 3, Ride 3, Sense Motive 0, Spot 0, Survival 1, Use Rope 3, Handle Animal 1

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

Star rose quartz {worth 160 gp}
No mundane items
No items
140 gp
0 cp
0 sp
0 pp

Room 9:


This room is magically lit and the air has a moldy stench.
There's a wooden door to the south.
There's a wooden door to the west.

Monsters (1)

Darkmantle: CR 1; HD 1d10+1 (6); Init +4 (Improved Initiative); AC 17 (+1 size, +6 natural); Atk: Slam +5 melee; Dmg: Slam 1d4+4; Special Atk: Darkness, improved grab, constrict 1d4+4; AL Always neutral; SV Fort 3 Ref 2 Will 0; STR 16, DEX 10, CON 13, INT 2, WIS 10, CHA 10;
Feats: Improved Initiative
Skills: Hide +11, Listen +5*
Special Qualities: Blindsight;

Treasure

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

Room 10:


This room is lightless. Close to the southwestern corner you find a rusty dagger hilt.
There's a wooden door to the west.
There's a wooden door to the east.
There's a wooden door to the north.

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
10 pp
0 cp
0 sp
0 gp

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