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 Stair up #2

Room 1:


This room is barely lit. You hear the sound of a gust of wind in the distance.
There's a stone door to the west.
There's a wooden door to the west.
There's a wooden door to the north.

NPCs (1)

Male Halfling Mnk1: CR 1 (ECL 1); HD 1d8; hp 10; Init +2; AC 15 (touch 13, flat-footed 13, misc 2, size 1); Atk +0; SR 0; AL TN; SV Fort 4, Ref 4, Will 4; STR: 9 (-1), DEX: 14 (2), CON: 15 (2), INT: 10 (0), WIS: 15 (2), CHA: 8 (-1)
Feats: Persuasive, Martial Weapon Proficiency
Skills: Bluff 1, Climb 0, Concentration 4, Disguise 0, Escape Artist 3, Forgery 1, Heal 4, Hide 3, Intimidate 1, Move Silently 3, Search 1, Sense Motive 4, Survival 3, Tumble 3

Special Qualities: Unarmored speed bonus: +0 ft.; Unarmed strike: 1d6; Flurry of blows: -2/-2

Suggested armor: none

Treasure

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

Room 2:


This room is completely dark. The air has a fruity stench. A distant sound of footsteps can be heard.
There's a wooden door to the east.

NPCs (1)

Male Duergar Sor1: CR 2 (ECL 2); HD 1d4; hp 7; Init +1; AC 11 (touch 11, flat-footed 10); Atk +0; SR 0; AL LE; SV Fort 3, Ref 1, Will 3; STR: 10 (0), DEX: 13 (1), CON: 16 (3), INT: 17 (3), WIS: 13 (1), CHA: 9 (-1)
Feats: Point Blank Shot
Skills: Appraise 4, Balance 2, Bluff 0, Concentration 5, Disguise 0, Escape Artist 2, Heal 3, Jump 1, Ride 3, Search 4, Sense Motive 2, Spot 2, Survival 2, Swim 2, Use Rope 2, Spellcraft 4

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

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

Treasure

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

Room 3:


This room is completely dark and the air has a strong putrid smell. Close to you there's a crown.
There's a wooden door to the west.

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 Initiative
Skills:
Special Qualities: Undead, immunities;

Treasure

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

Room 4:


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

NPCs (1)

Female Half-orc Rog1: CR 1 (ECL 1); HD 1d6; hp 6; Init +4; AC 14 (touch 14, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 6, Will 0; STR: 10 (0), DEX: 18 (4), CON: 11 (0), INT: 13 (1), WIS: 10 (0), CHA: 10 (0)
Feats: Two-Weapon Fighting
Skills: Appraise 3, Balance 5, Bluff 1, Climb 1, Concentration 2, Diplomacy 1, Disguise 1, Heal 3, Intimidate 3, Jump 1, Listen 1, Move Silently 7, Ride 6, Search 3, Sense Motive 3, Spot 1, Survival 1, Swim 1, Use Rope 5, Disable Device 3, Open Lock 6, Use Magic Device 1

Special Qualities: Darkvision: 60ft; Trap finding; Sneak attack +1d6

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

Treasure

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

Room 5:


This room is well lit and the air has a nasty stench. In the center of the room you find a wooden amulet.
There's a wooden door to the north.
There's a stone door to the west.
There's a wooden door to the west.

NPCs (1)

Mor' ruinion Male Elf Drd1: CR 1 (ECL 1); HD 1d8; hp 7; Init +3; AC 13 (touch 13, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 1, Ref 3, Will 3; STR: 17 (3), DEX: 16 (3), CON: 8 (-1), INT: 8 (-1), WIS: 13 (1), CHA: 13 (1)
Feats: Dodge
Skills: Appraise 0, Balance 4, Bluff 2, Disguise 2, Heal 2, Jump 4, Move Silently 4, Sense Motive 3, Spot 2, Spellcraft 1

Special Qualities: Immunities: sleep; Low-light vision; Animal companion; Nature sense; Wild empathy

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

Treasure

No goods
Banded mail {worth 250 gp}
No items
800 sp
0 cp
0 gp
0 pp

Room 6:


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

NPCs (1)

Female Half-orc Brd1: CR 1 (ECL 1); HD 1d6; hp 6; Init +2; AC 12 (touch 12, flat-footed 10); Atk +0; SR 0; AL TN; SV Fort 0, Ref 4, Will 4; STR: 18 (4), DEX: 15 (2), CON: 11 (0), INT: 10 (0), WIS: 14 (2), CHA: 14 (2)
Feats: Power Attack
Skills: Balance 3, Disguise 4, Forgery 2, Gather Information 4, Hide 4, Intimidate 3, Search 1, Sense Motive 4, Swim 5, Spellcraft 1, Tumble 3

Special Qualities: Darkvision: 60ft; 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
6000 cp
0 sp
0 gp
0 pp

Room 7:


This room is barely lit.
There's a wooden door to the east.

Traps (1)

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).

Monsters (1)

Elf:Drow: CR 1; HD 1d8-1 (3); Init +1 (Dex); AC 15 (+1 Dex, +3 studded leather, +1 small shield); Atk: Longsword +1 melee; or longbow +2 ranged; Dmg: Longsword 1d8; or longbow 1d8; Special Atk: Spell-like abilities; AL Usually neutral evil; SV Fort 1 Ref 1 Will 0; STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 9;
Feats: Weapon Focus (longbow)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Special Qualities: Darkvision, SR 11, elven traits, light blindness;

Treasure

No goods
Thunderstones (3 stones, 30 gp each) {worth 90 gp}
No items
0 cp
0 sp
0 gp
0 pp

Room 8:


This room is very dark and the air has a mild noxious smell.
There's a stone door to the east.

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
20 pp
0 cp
0 sp
0 gp

Room 9:


This room is adecuately lit. Lying on the floor you see a belt buckle.
There are 2 wooden doors to the south.

Traps (1)

Deeper Pit Trap: CR 1; mechanical; trigger: location; reset: manual; Search DC 20; Disable Device DC 23; Cost: 1,300 gp; hidden switch bypass (25), DC 15 Reflex save avoids, 20 ft. deep (2d6, fall), multiple targets (first target in each of two adjacent 5-ft. squares).

Monsters (1)

Krenshar: CR 1; HD 2d10 (11); Init +2 (Dex); AC 15 (+2 Dex, +3 natural); Atk: Bite +2 melee, 2 claws +0 melee; Dmg: Bite 1d6, claw 1d4; Special Atk: Scare; AL Always neutral; SV Fort 3 Ref 5 Will 1; STR 11, DEX 14, CON 11, INT 6, WIS 12, CHA 13;
Feats: Multiattack
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Special Qualities: Scent;

Treasure

No goods
Lantern, bullseye {worth 12 gp}
No items
2000 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